That's a nearly unbelievable example. It is fairly easy to use
NPOT images as texture sources even without hardware support. Pad
it to a power-of-two and fudge the app-provided texture
coordinates - admittedly not as easy with fragment shaders as it
was with fixed-function texture transform matrices. But it should
not require copious amounts of CPU-time. I suggest reporting this
to AMD/ATi as a bug.
A clarifying example. My ATi Radeon X1600 Mobile CPU requires powers of two textures. If it doesn't get POT, then it will becomes very slow while my CPU works hard (= software rendering). I'm asking for this fallback to be turned off, so that it will just fail if it's not going to run on the GPU.
begin:vcard fn:Mark Callow n:Callow;Mark org:HI Corporation;Graphics Lab, Research & Development adr:Higashiyama 1-4-4, Meguro-ku;;Meguro Higashiyama Bldg 5F;Tokyo;;153-0043;Japan email;internet:email@example.com title:Chief Architect tel;work:+81 3 3710 9367 x228 tel;fax:+81 3 5773 8660 x-mozilla-html:TRUE url:http://www.hicorp.co.jp, http://www.mascotcapsule.com version:2.1 end:vcard