intel: Simplify renderbuffer-for-texture width setup.
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>
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@ -493,17 +493,8 @@ intel_renderbuffer_update_wrapper(struct intel_context *intel,
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rb->InternalFormat = image->InternalFormat;
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rb->_BaseFormat = image->_BaseFormat;
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rb->NumSamples = mt->num_samples;
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if (mt->msaa_layout != INTEL_MSAA_LAYOUT_NONE) {
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assert(level == 0);
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rb->Width = mt->logical_width0;
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rb->Height = mt->logical_height0;
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}
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else {
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rb->Width = mt->level[level].width;
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rb->Height = mt->level[level].height;
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}
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rb->Width = image->Width2;
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rb->Height = image->Height2;
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rb->Delete = intel_delete_renderbuffer;
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rb->AllocStorage = intel_nop_alloc_storage;
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