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-rw-r--r--src/mesa/drivers/dri/i915/i915_texstate.c22
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] |=