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https://freedesktop.org/bugzilla/show_bug.cgi?id=960        
   




------- Additional Comments From [EMAIL PROTECTED]  2004-08-04 11:56 -------
I've done some more research into this bug.  I have a theory, but I'm not going
to be able to test it.  Texture uploads work by bliting a block of data from
main memory to either on-card or AGP memory.  This blit is always done as an I8
format texture that is 1024 bytes wide.  This change was made a long time ago to
pave the way for supporting compressed textures.  In any case, the texture stack
(i.e., the base map and all mipmaps) are treated as a single rectangle.  The
base level is uploaded by blitting to [0,0], and the mipmaps up uploaded by
blitting to some [x,y] that puts them at the correct byte offset in the texture.

In the case of a very large texture, the y value for some mipmaps is quite
large.  In the case of a 2048x1024x4-byte texture, the y value of the level-1
mipmap is 8192.  For a 2048x1024x2-byte texture it would only be 4096.  I
suspect there may be some blitter hardware limit that we're hitting here.

To test this, I put a hack in uploadSubImage.  Right before the LOCK_HARDWARE
call I put a block of code like:

if ( tmp.y > 4096 ) {
    tex.offset += tmp.y * 1024;
    tmp.y = 0;
}

That seems to fix the problem, though I'm not convinced that it's the right answer.
        
   
   
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