Now that the logical_depth0 field is in number of 2D slices, we don't need
to be multiplying by 6 when creating the surface. It wasn't hurting
anything primarily because we get the actual length from the view which was
already handling it correctly.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
if (surf->dim == ISL_SURF_DIM_3D) {
surf->logical_level0_px.depth = mt->logical_depth0;
surf->logical_level0_px.array_len = 1;
- } else if (mt->target == GL_TEXTURE_CUBE_MAP ||
- mt->target == GL_TEXTURE_CUBE_MAP_ARRAY) {
- /* For cube maps, mt->logical_depth0 is in number of cubes */
- surf->logical_level0_px.depth = 1;
- surf->logical_level0_px.array_len = mt->logical_depth0 * 6;
} else {
surf->logical_level0_px.depth = 1;
surf->logical_level0_px.array_len = mt->logical_depth0;