[Mesa-dev] [PATCH 2/2] i915: fallback for NPOT cubemap texture
Yuanhan Liu
yuanhan.liu at linux.intel.com
Thu Mar 1 00:04:59 PST 2012
On Wed, Feb 29, 2012 at 11:44:59AM -0800, Eric Anholt wrote:
> On Wed, 29 Feb 2012 15:11:06 +0800, Yuanhan Liu <yuanhan.liu at linux.intel.com> wrote:
> > 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
> >
> > Well, it turned out to be that we need do this for other
> > platforms as well, like pineview.
> >
> > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=46666
> >
> > NOTE: This is a candidate for stable release branches.
> >
> > Signed-off-by: Yuanhan Liu <yuanhan.liu at linux.intel.com>
> > ---
> > src/mesa/drivers/dri/i915/i915_texstate.c | 12 ++++++++++++
> > 1 files changed, 12 insertions(+), 0 deletions(-)
> >
> > diff --git a/src/mesa/drivers/dri/i915/i915_texstate.c b/src/mesa/drivers/dri/i915/i915_texstate.c
> > index 0e500e2..e3ab50e 100644
> > --- a/src/mesa/drivers/dri/i915/i915_texstate.c
> > +++ b/src/mesa/drivers/dri/i915/i915_texstate.c
> > @@ -319,6 +319,18 @@ 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.
> > + *
> > + * Well, it turned out to be that we need do this for other
> > + * platforms as well, like pineview.
> > + */
> > + if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
> > + !is_power_of_two(firstImage->Height))
> > + return false;
> > +
>
> Pineview should be DevBLB derived, which doens't have so that
> requirement,
Yeah, it's true according to Bspec:
[DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps must have
all faces enabled.
Well, we have all faces enabled in our code and it still failed. And
it's ok when the height is power of 2. That's why I think we need do
fallback for other platforms as well.
> so this doesn't really make sense to me. Have you looked
> at the rendering to see what's going on?
Not much, and I'm tring now.
Thanks,
Yuanhan Liu
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