This fixes a bug where SWR will fail to render in cases with large
buffer allocations, e.g. very large meshes whose vertex buffers exceed
2GB
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
size_t total_size = (uint64_t)res->swr.depth * res->swr.qpitch *
res->swr.pitch * res->swr.numSamples;
- if (total_size > SWR_MAX_TEXTURE_SIZE)
+
+ // Let non-sampled textures (e.g. buffer objects) bypass the size limit
+ if (swr_resource_is_texture(&res->base) && total_size > SWR_MAX_TEXTURE_SIZE)
return false;
if (allocate) {