driContextPriv->driverPrivate = vmesa;
ctx = vmesa->glCtx;
-
- ctx->Const.MaxTextureLevels = 10;
+
+ ctx->Const.MaxTextureLevels = 11;
ctx->Const.MaxTextureUnits = 2;
ctx->Const.MaxTextureImageUnits = ctx->Const.MaxTextureUnits;
ctx->Const.MaxTextureCoordUnits = ctx->Const.MaxTextureUnits;
numLevels = lastLevel - firstLevel + 1;
+ /* The hardware only supports 10 mipmap levels. Ignore higher levels.
+ */
+ if (numLevels > 10) {
+ lastLevel -= numLevels - 10;
+ numLevels = 10;
+ }
+
/* save these values, check if they effect the residency of the
* texture:
*/