struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
+ assert(job->cmd_buffer == cmd_buffer);
struct texture_bo_list tex_bos = { 0 };
struct state_bo_list state_bos = { 0 };
uint32_t num_layers;
if (job->frame_tiling.layers != 0) {
num_layers = job->frame_tiling.layers;
- } else if (job->cmd_buffer &&
- job->cmd_buffer->state.framebuffer) {
- num_layers = job->cmd_buffer->state.framebuffer->layers;
+ } else if (cmd_buffer->state.framebuffer) {
+ num_layers = cmd_buffer->state.framebuffer->layers;
} else {
- assert(job->cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
+ assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
num_layers = 2048;
#if DEBUG
fprintf(stderr, "Skipping gl_LayerID shader sanity check for "