Tiling doesn't work quite well with cubemaps.
Revert to linear textures, until it's fixed.
}
static bool
-ok_format(enum pipe_format pfmt)
+ok_format(enum pipe_format pfmt, const struct pipe_resource * tmpl)
{
enum a3xx_color_fmt fmt = fd3_pipe2color(pfmt);
if (fmt == ~0)
return false;
+ if (tmpl->target == PIPE_TEXTURE_CUBE)
+ return false;
+
switch (pfmt) {
case PIPE_FORMAT_R8_UINT:
case PIPE_FORMAT_R8_SINT:
unsigned
fd3_tile_mode(const struct pipe_resource *tmpl)
{
- if (ok_format(tmpl->format))
+ if (ok_format(tmpl->format, tmpl))
return TILE_4X4;
return LINEAR;
}