struct gl_texture_object *texObj,
GLenum target)
{
- if (target == GL_TEXTURE_RECTANGLE_ARB) {
- return 1;
- }
- else {
- const struct gl_texture_image *baseImage =
- _mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel);
- GLuint size, numLevels;
+ const struct gl_texture_image *baseImage;
+ GLuint numLevels;
- size = MAX2(baseImage->Width2, baseImage->Height2);
- size = MAX2(size, baseImage->Depth2);
+ baseImage = _mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel);
- numLevels = texObj->BaseLevel;
-
- while (size > 0) {
- numLevels++;
- size >>= 1;
- }
+ numLevels = texObj->BaseLevel + baseImage->MaxNumLevels;
+ numLevels = MIN2(numLevels, texObj->MaxLevel + 1);
+ assert(numLevels >= 1);
- numLevels = MIN2(numLevels, texObj->MaxLevel + 1);
-
- assert(numLevels >= 1);
-
- return numLevels;
- }
+ return numLevels;
}