Faking those wrap modes is something that could be done either in the draw 
module (by decomposing triangles and adjusting the texcoords) or in the pixel 
shader (by adding logic to adjust the texcoord on a per-pixel basis).  Probably 
the draw-module approach is the easiest to implement and is appropriate for an 
infrequently used path - you still get hardware rasterization speeds, just a 
more expensive vertex path.

Keith
________________________________________
From: Alex Deucher [alexdeuc...@gmail.com]
Sent: Monday, December 21, 2009 10:18 AM
To: tom fogal
Cc: Mesa3D-Development
Subject: Re: [Mesa3d-dev] Yet more r300g fear and loathing...

> I work on real-time visualization apps; the one in particular I'm
> thinking of does texture sampling of potentially-NPOT textures via
> GLSL.  If sampling a NPOT texture is not going to run in hardware,
> the app is useless.  Further, our app keeps track of the amount of GL
> memory allocated for textures, FBOs and the like.  If a texture is
> going to be silently extended, that messes with our management routines
> [1].
>

The hardware supports rectangular texture sampling.  What's missing is
support for certain wrap modes and mipmaps with npot textures.
Neither of which are used that often.

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