PATCH for r680.
All 10 texture mips (11 lods in total) are now uploaded to texture memory.
Not very much to say, besides that 2x2 mips are usually solid color texels averaging the color of the next bigger lod. Also for 1x1, 2x1, 1x2 mips the original hw seems to re-fetch color info from 2x2 mip, that was tested for correctness in many cases like, for example, the distant texture of the road in Daytona2.
Finally it seems evident that Real3D was capable of maximum lod clamping or lod biasing, like some fence textures in Harley, LA Machineguns and Scud. Without it, the lower solid colored lod will show up too early.