This should help with texture views, though I just noticed this while
reading the code.
return NULL;
}
- if (tmpl->target != PIPE_BUFFER)
- rsc->tex_format = vc5_get_tex_format(prsc->format);
-
vc5_setup_slices(rsc, "create");
if (!vc5_resource_bo_alloc(rsc))
goto fail;
vc5_setup_slices(rsc, "import");
- rsc->tex_format = vc5_get_tex_format(prsc->format);
-
DBG(V3D_DEBUG_SURFACE,
"rsc import %p (format %s), %dx%d: "
"level 0 (R) -> stride %d@0x%08x\n",
uint32_t cube_map_stride;
int cpp;
bool tiled;
- /** One of V3D_TEXTURE_DATA_FORMAT_* */
- uint8_t tex_format;
/**
* Number of times the resource has been written to.
.image_height = prsc->height0 * msaa_scale,
.image_depth = prsc->depth0,
- .texture_type = rsc->tex_format,
+ .texture_type = vc5_get_tex_format(cso->format),
.srgb = util_format_is_srgb(cso->format),
.base_level = cso->u.tex.first_level,