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* If it's immutable, fetch immutable size, otherwise calculate number from top level width/height/depth. * Then clamp by TEXTURE_MAX_LEVEL. * THEN we need to go through each mip and check that it's been set if the texture wasn't immutable, since some mips might be uninitialised and that is legal, as long as those mips aren't used (e.g. by point sampling or as a FBO attachment).