diff --git a/Userland/Libraries/LibSoftGPU/Device.cpp b/Userland/Libraries/LibSoftGPU/Device.cpp index a506880b0c..269407a8b9 100644 --- a/Userland/Libraries/LibSoftGPU/Device.cpp +++ b/Userland/Libraries/LibSoftGPU/Device.cpp @@ -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(quad.depth[0]) != bit_cast(depth[0]) ? -1 : 0, - bit_cast(quad.depth[1]) != bit_cast(depth[1]) ? -1 : 0, - bit_cast(quad.depth[2]) != bit_cast(depth[2]) ? -1 : 0, - bit_cast(quad.depth[3]) != bit_cast(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(quad.depth[0]) == bit_cast(depth[0]) ? -1 : 0, - bit_cast(quad.depth[1]) == bit_cast(depth[1]) ? -1 : 0, - bit_cast(quad.depth[2]) == bit_cast(depth[2]) ? -1 : 0, - bit_cast(quad.depth[3]) == bit_cast(depth[3]) ? -1 : 0, - }; -#endif break; case GPU::DepthTestFunction::LessOrEqual: depth_test_passed = quad.depth <= depth;