uint zslice = 0;
uint offset;
+ /* The texture object should have room for the levels which we're
+ * about to generate.
+ */
+ assert(lastLevel <= pt->last_level);
+
+ /* If this fails, why are we here? */
+ assert(lastLevel > baseLevel);
+
+ assert(filter == PIPE_TEX_FILTER_LINEAR ||
+ filter == PIPE_TEX_FILTER_NEAREST);
+
/* check if we can render in the texture's format */
if (!screen->is_format_supported(screen, pt->format, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {