They're raster order anyway, so we'd assertion fail along with wasting
bandwidth.
Fixes:
6ad9e8690d14 ("v3d: Add support for texturing from linear.")
/* V3D still doesn't support sampling from raster textures, so we will
* have to copy to a temporary tiled texture.
*/
- if (!rsc->tiled) {
+ if (!rsc->tiled && !(prsc->target == PIPE_TEXTURE_1D ||
+ prsc->target == PIPE_TEXTURE_1D_ARRAY)) {
struct v3d_resource *shadow_parent = rsc;
struct pipe_resource tmpl = {
.target = prsc->target,