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LibGL: Use integer comparison for GL_EQUAL and GL_NOTEQUAL

This is an interesting quirk that occurs due to us using the x87 FPU
when Serenity is compiled for the i386 target. When we calculate our
depth value to be stored in the buffer, it is an 80-bit x87
floating point number, however, when stored into the DepthBuffer,
this is truncated to 32 bits. This 38 bit loss of precision means
that when x87 `FCOMP` is eventually used here the comparison fails.

This could be solved by using a `long double` for the depth buffer,
however this would take up significantly more space and is completely
overkill for a depth buffer. As such, comparing the first 32-bits of
this depth value is "good enough" that if we get a hit on it being
equal, we can pretty much guarantee that it's actually equal.
Jesse Buhagiar 3 年之前
父節點
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0152f1924b
共有 1 個文件被更改,包括 19 次插入0 次删除
  1. 19 0
      Userland/Libraries/LibGL/SoftwareRasterizer.cpp

+ 19 - 0
Userland/Libraries/LibGL/SoftwareRasterizer.cpp

@@ -278,10 +278,29 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
                             pass = z >= *depth;
                             pass = z >= *depth;
                             break;
                             break;
                         case GL_NOTEQUAL:
                         case GL_NOTEQUAL:
+#ifdef __SSE__
                             pass = z != *depth;
                             pass = z != *depth;
+#else
+                            pass = bit_cast<u32>(z) != bit_cast<u32>(*depth);
+#endif
                             break;
                             break;
                         case GL_EQUAL:
                         case GL_EQUAL:
+#ifdef __SSE__
                             pass = z == *depth;
                             pass = z == *depth;
+#else
+                            //
+                            // This is an interesting quirk that occurs due to us using the x87 FPU when Serenity is
+                            // compiled for the i386 target. When we calculate our depth value to be stored in the buffer,
+                            // it is an 80-bit x87 floating point number, however, when stored into the DepthBuffer, this is
+                            // truncated to 32 bits. This 38 bit loss of precision means that when x87 `FCOMP` is eventually
+                            // used here the comparison fails.
+                            // This could be solved by using a `long double` for the depth buffer, however this would take
+                            // up significantly more space and is completely overkill for a depth buffer. As such, comparing
+                            // the first 32-bits of this depth value is "good enough" that if we get a hit on it being
+                            // equal, we can pretty much guarantee that it's actually equal.
+                            //
+                            pass = bit_cast<u32>(z) == bit_cast<u32>(*depth);
+#endif
                             break;
                             break;
                         case GL_LEQUAL:
                         case GL_LEQUAL:
                             pass = z <= *depth;
                             pass = z <= *depth;