u_blitter gets "special treatment" and uses this mechanism to cast
cube maps to 2D textures in order to texelFetch them.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
unsigned array_size = texture->array_size;
- if (texture->target == PIPE_TEXTURE_CUBE) {
+ if (template->target == PIPE_TEXTURE_CUBE) {
/* TODO: Cubemap arrays */
assert(array_size == 6);
array_size /= 6;
.format = format,
.srgb = desc->colorspace == UTIL_FORMAT_COLORSPACE_SRGB,
- .type = panfrost_translate_texture_type(texture->target),
+ .type = panfrost_translate_texture_type(template->target),
.usage2 = usage2_layout
},