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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>
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1 changed files with 3 additions and 3 deletions
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@ -1263,7 +1263,7 @@ brw_blorp_setup_coord_transform(struct brw_blorp_coord_transform *xform,
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GLfloat dst0, GLfloat dst1,
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bool mirror)
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{
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float scale = (src1 - src0) / (dst1 - dst0);
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double scale = (double)(src1 - src0) / (double)(dst1 - dst0);
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if (!mirror) {
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/* When not mirroring a coordinate (say, X), we need:
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* src_x - src_x0 = (dst_x - dst_x0 + 0.5) * scale
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@ -1276,7 +1276,7 @@ brw_blorp_setup_coord_transform(struct brw_blorp_coord_transform *xform,
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* so 0.5 provides the necessary correction.
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*/
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xform->multiplier = scale;
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xform->offset = src0 + (-dst0 + 0.5f) * scale;
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xform->offset = src0 + (-(double)dst0 + 0.5) * scale;
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} else {
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/* When mirroring X we need:
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* src_x - src_x0 = dst_x1 - dst_x - 0.5
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@ -1284,7 +1284,7 @@ brw_blorp_setup_coord_transform(struct brw_blorp_coord_transform *xform,
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* src_x = src_x0 + (dst_x1 -dst_x - 0.5) * scale
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*/
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xform->multiplier = -scale;
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xform->offset = src0 + (dst1 - 0.5f) * scale;
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xform->offset = src0 + ((double)dst1 - 0.5) * scale;
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}
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}
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