switch (target) {
case GL_PROXY_TEXTURE_1D:
- if (level >= ctx->Const.MaxTextureLevels)
- return NULL;
texIndex = TEXTURE_1D_INDEX;
break;
case GL_PROXY_TEXTURE_2D:
- if (level >= ctx->Const.MaxTextureLevels)
- return NULL;
texIndex = TEXTURE_2D_INDEX;
break;
case GL_PROXY_TEXTURE_3D:
- if (level >= ctx->Const.Max3DTextureLevels)
- return NULL;
texIndex = TEXTURE_3D_INDEX;
break;
case GL_PROXY_TEXTURE_CUBE_MAP:
- if (level >= ctx->Const.MaxCubeTextureLevels)
- return NULL;
texIndex = TEXTURE_CUBE_INDEX;
break;
case GL_PROXY_TEXTURE_RECTANGLE_NV:
texIndex = TEXTURE_RECT_INDEX;
break;
case GL_PROXY_TEXTURE_1D_ARRAY_EXT:
- if (level >= ctx->Const.MaxTextureLevels)
- return NULL;
texIndex = TEXTURE_1D_ARRAY_INDEX;
break;
case GL_PROXY_TEXTURE_2D_ARRAY_EXT:
- if (level >= ctx->Const.MaxTextureLevels)
- return NULL;
texIndex = TEXTURE_2D_ARRAY_INDEX;
break;
case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
- if (level >= ctx->Const.MaxCubeTextureLevels)
- return NULL;
texIndex = TEXTURE_CUBE_ARRAY_INDEX;
break;
case GL_PROXY_TEXTURE_2D_MULTISAMPLE:
- if (level > 0)
- return 0;
texIndex = TEXTURE_2D_MULTISAMPLE_INDEX;
break;
case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY:
- if (level > 0)
- return 0;
texIndex = TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX;
break;
default: