+ /* So, technically, the limit is the same as above, but some math
+ * shows why this is silly. Assuming RGBA, 4cpp, we can see that
+ * 4096*4096*4096 = 64.0 GiB exactly, so it's not exactly
+ * practical. However, if at some point a game really wants this,
+ * then we can remove this limit. */
+ if (r300screen->caps->is_r500) {
+ /* 9 == 256x256x256 */
+ return 9;
+ } else {
+ /* 8 == 128*128*128 */
+ return 8;
+ }