instead just warn when creating the surface, rendering will simply happen
to first layer.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
for (i = 0; i < scene->fb.nr_cbufs; i++) {
struct pipe_surface *cbuf = scene->fb.cbufs[i];
if (llvmpipe_resource_is_texture(cbuf->texture)) {
- assert(cbuf->u.tex.first_layer == cbuf->u.tex.last_layer);
scene->cbufs[i].stride = llvmpipe_resource_stride(cbuf->texture,
cbuf->u.tex.level);
if (fb->zsbuf) {
struct pipe_surface *zsbuf = scene->fb.zsbuf;
- assert(zsbuf->u.tex.first_layer == zsbuf->u.tex.last_layer);
scene->zsbuf.stride = llvmpipe_resource_stride(zsbuf->texture, zsbuf->u.tex.level);
scene->zsbuf.blocksize =
util_format_get_blocksize(zsbuf->texture->format);
ps->u.tex.level = surf_tmpl->u.tex.level;
ps->u.tex.first_layer = surf_tmpl->u.tex.first_layer;
ps->u.tex.last_layer = surf_tmpl->u.tex.last_layer;
+ if (ps->u.tex.first_layer != ps->u.tex.last_layer) {
+ debug_printf("creating surface with multiple layers, rendering to first layer only\n");
+ }
}
else {
/* setting width as number of elements should get us correct renderbuffer width */