So that there are at most (2^22 * 6) texels, lower than the 2^26 limit.
*
* For 3D textures, we have to set the maximum number of levels to 9,
* which has at most 2^24 pixels. For 2D textures, we set it to 14,
- * which has at most 2^26 pixels.
+ * which has at most 2^26 pixels. And for cube textures, we has to set
+ * it to 12.
*/
return 14;
case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
return 9;
case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
- return 14;
+ return 12;
case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
return false;
case PIPE_CAP_BLEND_EQUATION_SEPARATE: