For mipmap generation we need all levels in the flushing texture.
Signed-off-by: Dave Airlie <airlied@redhat.com>
resource.width0 = texture->width0;
resource.height0 = texture->height0;
resource.depth0 = 1;
resource.width0 = texture->width0;
resource.height0 = texture->height0;
resource.depth0 = 1;
- resource.last_level = 0;
+ resource.last_level = texture->last_level;
resource.nr_samples = 0;
resource.usage = PIPE_USAGE_DYNAMIC;
resource.bind = 0;
resource.nr_samples = 0;
resource.usage = PIPE_USAGE_DYNAMIC;
resource.bind = 0;