[Mesa-dev] [PATCH 2/2] i915: fallback for NPOT cubemap texture

Yuanhan Liu yuanhan.liu at linux.intel.com
Wed Mar 7 23:20:06 PST 2012


On Fri, Mar 02, 2012 at 01:52:00PM +0800, Yuanhan Liu wrote:
> On Thu, Mar 01, 2012 at 04:04:59PM +0800, Yuanhan Liu wrote:
> > 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
[snip]...
> > > > +
> > > 
> > > 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.
> 
> Seems that the cube map 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
> assume it's a POT cube map.  Thus I don't know the _working_ texture
> layout of NPOT cube map texture layout.
> 
> Thoughts?
> 
> My thought is if we can't figure out the texture layout for NPOT cube
> map, I would like to do fallback as a workaround. Eric, does that make
> sense to you?

Eric, does the following patch make sense to you? Well, honestlly
speaking, I just added some more detailed comments.

Thanks,
Yuanhan Liu

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