intel/blorp: Increase the presision of coordinate transform calculations
authorJason Ekstrand <jason.ekstrand@intel.com>
Sat, 3 Sep 2016 16:49:24 +0000 (09:49 -0700)
committerJason Ekstrand <jason.ekstrand@intel.com>
Tue, 13 Sep 2016 02:42:57 +0000 (19:42 -0700)
commitfa4627149dfe7cdb9f75d8e2f1bcaf1ad7006801
tree33314baeab2bee8b08059d4ca0a493ad1b142b67
parentc70be1ead52b7a51819dc37220111bb0505610a7
intel/blorp: Increase the presision of coordinate transform calculations

The result of this calculation goes into an fma() in the shader and we
would like it to be as precise as possible.  The division in particular
was a source of imprecision whenever dst1 - dst0 was not a power of two.
This prevents regressions in some of the new Vulkan CTS tests for blitting
using a filtering of NEAREST.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/intel/blorp/blorp_blit.c