1D is the exception to "all V3D textures are tiled", since tiling 1D
textures would just waste memory and cache space. This ended up being a
problem once we started actually marking 1D textures as 1D instead of 2D.
if (tmpl->bind & (PIPE_BIND_LINEAR | PIPE_BIND_CURSOR))
should_tile = false;
+ /* 1D and 1D_ARRAY textures are always raster-order. */
+ if (tmpl->target == PIPE_TEXTURE_1D ||
+ tmpl->target == PIPE_TEXTURE_1D_ARRAY)
+ should_tile = false;
+
/* Scanout BOs for simulator need to be linear for interaction with
* i965.
*/