blorp: Handle the RGB workaround more like other workarounds
authorJason Ekstrand <jason.ekstrand@intel.com>
Sat, 21 Jan 2017 15:59:56 +0000 (07:59 -0800)
committerJason Ekstrand <jason.ekstrand@intel.com>
Wed, 9 May 2018 18:16:33 +0000 (11:16 -0700)
commit293b8de16159912133fde59c62c58b42ad80e1af
tree0916fd5a8464c3a5a5ca9c54a7d8a65ac24ae278
parent3853f1c6f4b97edde22c767a80c137da6e39904a
blorp: Handle the RGB workaround more like other workarounds

The previous version was sort-of strapped on in that it just adjusted
the blit rectangle and trusted in the fact that we would use texelFetch
and round to the nearest integer to ensure that the component positions
matched.  This new version, while slightly more complicated, is more
accurate because all three components end up with exactly the same
dst_pos and so they will get interpolated and sampled at the same
texture coordinate.  This makes the workaround suitable for using with
scaled blits.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
src/intel/blorp/blorp_blit.c