Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
/* check levels against width/height/depth */
maxDim = MAX3(width, height, depth);
/* check levels against width/height/depth */
maxDim = MAX3(width, height, depth);
- if (levels > _mesa_logbase2(maxDim) + 1) {
+ if (levels > (GLint) _mesa_logbase2(maxDim) + 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glTexStorage%uD(too many levels for max texture dimension)",
dims);
_mesa_error(ctx, GL_INVALID_OPERATION,
"glTexStorage%uD(too many levels for max texture dimension)",
dims);