|
@@ -390,39 +390,10 @@ ALWAYS_INLINE void Device::rasterize(Gfx::IntRect& render_bounds, CB1 set_covera
|
|
|
depth_test_passed = quad.depth >= depth;
|
|
|
break;
|
|
|
case GPU::DepthTestFunction::NotEqual:
|
|
|
-#ifdef __SSE__
|
|
|
depth_test_passed = quad.depth != depth;
|
|
|
-#else
|
|
|
- depth_test_passed = i32x4 {
|
|
|
- bit_cast<u32>(quad.depth[0]) != bit_cast<u32>(depth[0]) ? -1 : 0,
|
|
|
- bit_cast<u32>(quad.depth[1]) != bit_cast<u32>(depth[1]) ? -1 : 0,
|
|
|
- bit_cast<u32>(quad.depth[2]) != bit_cast<u32>(depth[2]) ? -1 : 0,
|
|
|
- bit_cast<u32>(quad.depth[3]) != bit_cast<u32>(depth[3]) ? -1 : 0,
|
|
|
- };
|
|
|
-#endif
|
|
|
break;
|
|
|
case GPU::DepthTestFunction::Equal:
|
|
|
-#ifdef __SSE__
|
|
|
depth_test_passed = quad.depth == depth;
|
|
|
-#else
|
|
|
- //
|
|
|
- // This is an interesting quirk that occurs due to us using the x87 FPU when Serenity is
|
|
|
- // compiled for the i686 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 depth buffer, 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.
|
|
|
- //
|
|
|
- depth_test_passed = i32x4 {
|
|
|
- bit_cast<u32>(quad.depth[0]) == bit_cast<u32>(depth[0]) ? -1 : 0,
|
|
|
- bit_cast<u32>(quad.depth[1]) == bit_cast<u32>(depth[1]) ? -1 : 0,
|
|
|
- bit_cast<u32>(quad.depth[2]) == bit_cast<u32>(depth[2]) ? -1 : 0,
|
|
|
- bit_cast<u32>(quad.depth[3]) == bit_cast<u32>(depth[3]) ? -1 : 0,
|
|
|
- };
|
|
|
-#endif
|
|
|
break;
|
|
|
case GPU::DepthTestFunction::LessOrEqual:
|
|
|
depth_test_passed = quad.depth <= depth;
|