- ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->Texture.Unit));
- return &(ctx->Texture.Unit[ctx->Texture.CurrentUnit]);
+ return _mesa_get_tex_unit(ctx, ctx->Texture.CurrentUnit);
+}
+
+static inline GLuint
+_mesa_max_tex_unit(struct gl_context *ctx)
+{
+ /* See OpenGL spec for glActiveTexture: */
+ return MAX2(ctx->Const.MaxCombinedTextureImageUnits,
+ ctx->Const.MaxTextureCoordUnits);