virglrenderer uses wrong lod channel for TXQ
It appears the LOD lookup is done with:
/* No LOD for these texture types, but on GLES we emulate RECT by using
* a normal 2D texture, so we have to give LOD 0 */
switch (inst->Texture.Texture) {
case TGSI_TEXTURE_RECT:
case TGSI_TEXTURE_SHADOWRECT:
if (ctx->cfg->use_gles) {
snprintf(bias, 128, ", 0");
break;
}
/* fallthrough */
case TGSI_TEXTURE_BUFFER:
case TGSI_TEXTURE_2D_MSAA:
case TGSI_TEXTURE_2D_ARRAY_MSAA:
break;
default:
snprintf(bias, 128, ", int(%s.w)", srcs[0]);
}
but TGSI docs say LOD is src0.x.