d3dx9: Use actual level count for computing the number of loaded mipmaps.
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@ -636,7 +636,7 @@ HRESULT WINAPI D3DXCreateTextureFromFileInMemoryEx(LPDIRECT3DDEVICE9 device,
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return hr;
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}
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loaded_miplevels = min(miplevels, imginfo.MipLevels);
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loaded_miplevels = min(IDirect3DTexture9_GetLevelCount(*texptr), imginfo.MipLevels);
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hr = D3DXFilterTexture((IDirect3DBaseTexture9*) *texptr, palette, loaded_miplevels - 1, mipfilter);
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if (FAILED(hr))
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@ -1209,7 +1209,7 @@ HRESULT WINAPI D3DXCreateCubeTextureFromFileInMemoryEx(IDirect3DDevice9 *device,
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return hr;
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}
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loaded_miplevels = min(mip_levels, img_info.MipLevels);
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loaded_miplevels = min(IDirect3DCubeTexture9_GetLevelCount(tex), img_info.MipLevels);
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hr = D3DXFilterTexture((IDirect3DBaseTexture9*) tex, palette, loaded_miplevels - 1, mip_filter);
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if (FAILED(hr))
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{
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