We're looking for the logical width of our level, which is what
image->Width2/Height2 is. The previous code relied on MSAA textures being
only level 0.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
rb->InternalFormat = image->InternalFormat;
rb->_BaseFormat = image->_BaseFormat;
rb->NumSamples = mt->num_samples;
-
- if (mt->msaa_layout != INTEL_MSAA_LAYOUT_NONE) {
- assert(level == 0);
- rb->Width = mt->logical_width0;
- rb->Height = mt->logical_height0;
- }
- else {
- rb->Width = mt->level[level].width;
- rb->Height = mt->level[level].height;
- }
-
+ rb->Width = image->Width2;
+ rb->Height = image->Height2;
rb->Delete = intel_delete_renderbuffer;
rb->AllocStorage = intel_nop_alloc_storage;