break;
case GL_TEXTURE_3D:
assert(mt);
- depth = mt->surf.size > 0 ? mt->surf.logical_level0_px.depth :
- MAX2(mt->logical_depth0, 1);
+ depth = mt->surf.logical_level0_px.depth;
/* fallthrough */
default:
surftype = translate_tex_target(gl_target);
lod = irb ? irb->mt_level - irb->mt->first_level : 0;
- if (mt && mt->surf.size > 0) {
+ if (mt) {
width = mt->surf.logical_level0_px.width;
height = mt->surf.logical_level0_px.height;
- } else if (mt) {
- width = mt->logical_width0;
- height = mt->logical_height0;
}
/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */