* Since it's already initialized to 0, we can just leave it alone for
* texture surfaces.
*/
- if (info->view->usage & ISL_SURF_USAGE_RENDER_TARGET_BIT) {
+ if (info->view->usage & (ISL_SURF_USAGE_RENDER_TARGET_BIT |
+ ISL_SURF_USAGE_STORAGE_BIT)) {
s.MinimumArrayElement = info->view->base_array_layer;
s.RenderTargetViewExtent = info->view->array_len - 1;
- } else if (info->view->usage & ISL_SURF_USAGE_STORAGE_BIT) {
- s.MinimumArrayElement = 0;
- s.RenderTargetViewExtent =
- isl_minify(info->surf->logical_level0_px.depth,
- info->view->base_level) - 1;
}
break;
default: