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.
293b8de161 blorp: Handle the RGB workaround more like other workarounds
src/intel/blorp/blorp_blit.c | 60 ++++++++++++++++++++++----------------------
1 file changed, 30 insertions(+), 30 deletions(-)