anv/blit2d: Use texel fetch in frag shader
authorNanley Chery <nanley.g.chery@intel.com>
Fri, 11 Mar 2016 00:06:14 +0000 (16:06 -0800)
committerNanley Chery <nanley.g.chery@intel.com>
Wed, 16 Mar 2016 17:56:51 +0000 (10:56 -0700)
commitf8f98869157b678320ab8b8fcd50ab7285dac0be
treee75ecf19528b598389298fe803b9b84ce1247af7
parentb487acc489afc277a7611f14e7319bc7340e7777
anv/blit2d: Use texel fetch in frag shader

The texelFetch operation requires that the sampled texture coordinates
be unnormalized integers. This will simplify the copy shader for
w-tiled images (stencil buffers).

v2 (Jason):
   Use f2i for texel coords
   Fix num_components indirectly
   Use float inputs for interpolation
   Nest tex_pos functions

Suggested-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
src/intel/vulkan/anv_meta_blit2d.c