switch (target) {
case GL_PROXY_TEXTURE_1D:
maxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
- if (width < 2 * border || width > 2 + maxSize)
+ if (width < 2 * border || width > maxSize)
return GL_FALSE;
if (level >= ctx->Const.MaxTextureLevels)
return GL_FALSE;
case GL_PROXY_TEXTURE_2D:
maxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
- if (width < 2 * border || width > 2 + maxSize)
+ if (width < 2 * border || width > maxSize)
return GL_FALSE;
- if (height < 2 * border || height > 2 + maxSize)
+ if (height < 2 * border || height > maxSize)
return GL_FALSE;
if (level >= ctx->Const.MaxTextureLevels)
return GL_FALSE;
case GL_PROXY_TEXTURE_3D:
maxSize = 1 << (ctx->Const.Max3DTextureLevels - 1);
- if (width < 2 * border || width > 2 + maxSize)
+ if (width < 2 * border || width > maxSize)
return GL_FALSE;
- if (height < 2 * border || height > 2 + maxSize)
+ if (height < 2 * border || height > maxSize)
return GL_FALSE;
- if (depth < 2 * border || depth > 2 + maxSize)
+ if (depth < 2 * border || depth > maxSize)
return GL_FALSE;
if (level >= ctx->Const.Max3DTextureLevels)
return GL_FALSE;
case GL_PROXY_TEXTURE_CUBE_MAP_ARB:
maxSize = 1 << (ctx->Const.MaxCubeTextureLevels - 1);
- if (width < 2 * border || width > 2 + maxSize)
+ if (width < 2 * border || width > maxSize)
return GL_FALSE;
- if (height < 2 * border || height > 2 + maxSize)
+ if (height < 2 * border || height > maxSize)
return GL_FALSE;
if (level >= ctx->Const.MaxCubeTextureLevels)
return GL_FALSE;
case GL_PROXY_TEXTURE_1D_ARRAY_EXT:
maxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
- if (width < 2 * border || width > 2 + maxSize)
+ if (width < 2 * border || width > maxSize)
return GL_FALSE;
if (height < 1 || height > ctx->Const.MaxArrayTextureLayers)
return GL_FALSE;
case GL_PROXY_TEXTURE_2D_ARRAY_EXT:
maxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
- if (width < 2 * border || width > 2 + maxSize)
+ if (width < 2 * border || width > maxSize)
return GL_FALSE;
- if (height < 2 * border || height > 2 + maxSize)
+ if (height < 2 * border || height > maxSize)
return GL_FALSE;
if (depth < 1 || depth > ctx->Const.MaxArrayTextureLayers)
return GL_FALSE;