1024 - 256
512 - 128
256 - 64
128 - 32
64 - 16
32 - 8
16 - 4
8 - 4
4 - 4
4 - 4
4 - 4
? The motivation for so many 4-4 levels is that if the texture is not compressed, the full mip chain in that case would be:
1024 - 256
512 - 128
256 - 64
128 - 32
64 - 16
32 - 8
16 - 4
8 - 2
4 - 1
2 - 1
1 - 1
The code I have written so far does seem to confirm my guess about the size of the bottom-most mip levels, but I would like to make sure that's the way how they work.