GLsizei width, GLsizei height, GLsizei depth)
{
struct gl_texture_object *texObj;
- GLuint maxDim;
GLboolean legalFormat;
/* check internal format - note that only sized formats are allowed */
}
/* check levels against width/height/depth */
- maxDim = MAX3(width, height, depth);
- if (levels > (GLint) _mesa_logbase2(maxDim) + 1) {
+ if (levels > _mesa_get_tex_max_num_levels(target, width, height, depth)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glTexStorage%uD(too many levels for max texture dimension)",
dims);