diff options
-rw-r--r-- | src/mesa/drivers/dri/i915/i915_texstate.c | 22 |
1 files changed, 22 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i915/i915_texstate.c b/src/mesa/drivers/dri/i915/i915_texstate.c index 902254833d4..fd63a69151f 100644 --- a/src/mesa/drivers/dri/i915/i915_texstate.c +++ b/src/mesa/drivers/dri/i915/i915_texstate.c @@ -319,6 +319,28 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3) ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE)))) return false; + /* + * According to 3DSTATE_MAP_STATE at page of 104 in Bspec + * Vol3d 3D Instructions: + * [DevGDG and DevAlv]: Must be a power of 2 for cube maps. + * [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps + * must have all faces enabled. + * + * But, as I tested on pineview(DevBLB derived), the rendering is + * bad(you will find the color isn't samplered right in some + * fragments). After checking, it seems that the texture layout is + * wrong: making the width and height align of 4(although this + * doesn't make much sense) will fix this issue and also broke some + * others. Well, Bspec mentioned nothing about the layout alignment + * and layout for NPOT cube map. I guess the Bspec just assume it's + * a POT cube map. + * + * Thus, I guess we need do this for other platforms as well. + */ + if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB && + !is_power_of_two(firstImage->Height)) + return false; + state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */ state[I915_TEXREG_SS3] |= |