Remove the concept of scaled/offset depth buffers.

This commit is contained in:
Henrik Rydgård committed 2026-06-10 10:41:30 +02:00
1 parent 5265422c0e
commit 5c340ccd09
15 files changed
+27 -194

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@@ -900,40 +900,6 @@ static bool TestSmallDataConvert() {
return true;
}
float DepthSliceFactor(u32 useFlags);
static bool TestDepthMath() {
// These are in normalized space.
static const volatile float testValues[] = { 0.0f, 0.1f, 0.5f, M_PI / 4.0f, 0.9f, 1.0f };
// Flag combinations that can happen (any combination not included here is invalid, see comment
// over in GPUStateUtils.cpp):
static const u32 useFlagsArray[] = {
0,
GPU_USE_DEPTH_CLAMP,
};
EXPECT_REL_EQ_FLOAT(100000.0f, 100001.0f, 0.00001f);
for (int j = 0; j < ARRAY_SIZE(useFlagsArray); j++) {
u32 useFlags = useFlagsArray[j];
printf("j: %d useflags: %d\n", j, useFlags);
DepthScaleFactors factors = GetDepthScaleFactors(useFlags);
EXPECT_REL_EQ_FLOAT(factors.Scale(), DepthSliceFactor(useFlags), 0.0001f);
for (int i = 0; i < ARRAY_SIZE(testValues); i++) {
float testValue = testValues[i] * 65535.0f;
float encoded = factors.EncodeFromU16(testValue);
float decodedU16 = factors.DecodeToU16(encoded);
EXPECT_REL_EQ_FLOAT(decodedU16, testValue, 0.0001f);
}
}
return true;
}
bool TestInputMapping() {
InputMapping mapping;
mapping.deviceId = DEVICE_ID_PAD_0;
@@ -1412,7 +1378,6 @@ TestItem availableTests[] = {
TEST_ITEM(TinySet),
TEST_ITEM(FastVec),
TEST_ITEM(SmallDataConvert),
TEST_ITEM(DepthMath),
TEST_ITEM(InputMapping),
TEST_ITEM(EscapeMenuString),
TEST_ITEM(VFS),