}
/* Check texture can hold all active levels. Check texture matches
- * target, imageFormat, etc.
+ * target, imageFormat, dimensions, etc.
*/
if (stObj->pt &&
(stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
stObj->pt->format !=
st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) ||
stObj->pt->last_level < stObj->lastLevel ||
+ stObj->pt->width[0] != firstImage->base.Width2 ||
+ stObj->pt->height[0] != firstImage->base.Height2 ||
+ stObj->pt->depth[0] != firstImage->base.Depth2 ||
stObj->pt->cpp != cpp ||
stObj->pt->compressed != firstImage->base.IsCompressed)) {
pipe_texture_release(&stObj->pt);