* allow sampling beyond level 0.
*/
static void
-intel_update_max_level(struct intel_texture_object *intelObj,
+intel_update_max_level(struct gl_texture_object *tObj,
struct gl_sampler_object *sampler)
{
- struct gl_texture_object *tObj = &intelObj->base;
+ struct intel_texture_object *intelObj = intel_texture_object(tObj);
if (!tObj->_MipmapComplete ||
(tObj->_RenderToTexture &&
*/
assert(intelObj->base._BaseComplete);
- intel_update_max_level(intelObj, sampler);
+ intel_update_max_level(tObj, sampler);
/* What levels does this validated texture image require? */
int validate_first_level = tObj->BaseLevel;