+ RESOLVED: Y-tiling works with the render engine, but not with the blitter.
+ Use u_blitter and hw clears (PRIM3D_CLEAR_RECT).
+
+- src/xvmc/i915_structs.h in xf86-video-intel has a few more bits of various
+ commands defined. Scavenge them and see what's useful.
+
+- Do smarter remapping. Right now we send everything onto tex coords 0-7.
+ We could also use diffuse/specular and pack two sets of 2D coords in a single
+ 4D. Is it a big problem though? We're more limited by the # of texture
+ indirections and the # of instructions.
+
+- Finish front/back face. We need to add face support to lp_build_system_values_array and use it in draw_llvm.c.
+
+- More optimizations, like replacing ADD + MUL with MAD or use DP2ADD.
+
+- Replace constants and immediates which are 0,1,-1 or a combination of those with a swizzle.
+
+- Schedule instructions to minimize the number of phases. One way is to replace
+ R registers responsible for a boundary with U registers to avoid phase
+ boundaries.
+
+- Continue a previous primitive when there are no state changes