I dropped the first hunk of this change last minute when I decided it
wasn't actually needed, and apparently failed to piglit it in simulation.
The simulator threw an an assertion in gl-1.0-drawpixels-color-index,
which queued up 5 coordinates (3 before a switch, two after) before
loading the result.
* If the texture coordinate fifo is full, block this
* on the last QOP_TEX_RESULT.
*/
- if (state.tfreq_count == 8) {
+ if (state.tfreq_count == (c->fs_threaded ? 4 : 8)) {
block_until_tex_result(&state, n);
}
*/
if (inst->op == QOP_TEX_S ||
inst->op == QOP_TEX_DIRECT) {
- if (state.tfrcv_count == 4)
+ if (state.tfrcv_count ==
+ (c->fs_threaded ? 2 : 4))
block_until_tex_result(&state, n);
state.tfrcv_count++;
}