Otherwise min_lod can potentially be larger than the clamped max_lod. The
code that follows will swap min_lod and max_lod in that case, resulting in a
max_lod larger than MAX_LEVEL.
Signed-off-by: Brian Paul <brianp@vmware.com>
sampler->lod_bias = st->ctx->Texture.Unit[texUnit].LodBias +
texobj->LodBias;
- sampler->min_lod = MAX2(0.0f, texobj->MinLod);
+ sampler->min_lod = CLAMP(texobj->MinLod,
+ 0.0f,
+ (GLfloat) texobj->MaxLevel - texobj->BaseLevel);
sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
texobj->MaxLod);
if (sampler->max_lod < sampler->min_lod) {