diff --git a/unittest/UnitTest.cpp b/unittest/UnitTest.cpp index f561b2a75a..0c2bf3271f 100644 --- a/unittest/UnitTest.cpp +++ b/unittest/UnitTest.cpp @@ -136,7 +136,6 @@ #include "Common/File/AndroidContentURI.h" #include "Common/System/Request.h" -#include "Common/Render/AtlasGen.h" #include "Common/Render/Text/draw_text.h" #include "Common/Net/Resolve.h" @@ -3853,32 +3852,6 @@ bool TestTextDrawerCache() { return true; } -// The UI shadow has no offset, so it pads the image evenly and stays symmetric around it. -bool TestAtlasDropShadow() { - Image img; - img.scale = 2.0f; - img.resize(8, 8); - for (int y = 2; y < 6; y++) { - for (int x = 2; x < 6; x++) { - img.set1(x, y, 0xFFFFFFFF); - } - } - AddDropShadow(img, UIDropShadowParams(img.scale)); - EXPECT_EQ_INT(img.w, 8 + 12); - EXPECT_EQ_INT(img.h, 8 + 12); - EXPECT_EQ_HEX(img.get1(6 + 3, 6 + 3), 0xFFFFFFFF); - EXPECT_EQ_HEX(img.get1(0, 0), 0); - for (int y = 0; y < img.h; y++) { - for (int x = 0; x < img.w; x++) { - EXPECT_EQ_HEX(img.get1(x, y), img.get1(img.w - 1 - x, img.h - 1 - y)); - } - } - const u32 edge = img.get1(5, 10); - EXPECT_EQ_INT(edge & 0xFFFFFF, 0); - EXPECT_TRUE((edge >> 24) > 0 && (edge >> 24) < 0xA8); - return true; -} - // Tab/Shift+Tab focus navigation walks the view hierarchy in declaration order rather than by // geometry, so what it does is entirely determined by CollectTabOrder - which is worth pinning // down, since the interesting cases (nesting, hidden tabs, disabled items) are all structural. @@ -4196,7 +4169,6 @@ TestItem availableTests[] = { TEST_ITEM(UITabOrder), TEST_ITEM(UIFocusNavigation), TEST_ITEM(TextDrawerCache), - TEST_ITEM(AtlasDropShadow), TEST_ITEM(FatShortNames), TEST_ITEM(GEDumpGameID), TEST_ITEM(UmdDiscType),