          let expectStatus = gl.FRAMEBUFFER_COMPLETE;

                            // ES3.0 p211
                            let samplingFeedback = (level_base <= dstMip && dstMip <= srcMaxSampledMip);
                            if (!textureComplete) {
                                // Incomplete textures are safe
                                samplingFeedback = false;
                            }
                            if (samplingFeedback) {
                                expectError = gl.INVAL