mesa: remove gl_texture_image::IsCompressed field

Use _mesa_is_format_compressed() instead.
This commit is contained in:
Brian Paul
2009-10-01 16:29:44 -06:00
parent 040fd7ed44
commit b6bdafdf2c
18 changed files with 140 additions and 171 deletions

View File

@@ -562,7 +562,6 @@ st_TexImage(GLcontext * ctx,
if (_mesa_is_format_compressed(texImage->TexFormat)) {
/* must be a compressed format */
texelBytes = 0;
texImage->IsCompressed = GL_TRUE;
texImage->CompressedSize =
ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
texImage->Height, texImage->Depth,
@@ -696,7 +695,7 @@ st_TexImage(GLcontext * ctx,
}
else {
/* Allocate regular memory and store the image there temporarily. */
if (texImage->IsCompressed) {
if (_mesa_is_format_compressed(texImage->TexFormat)) {
sizeInBytes = texImage->CompressedSize;
dstRowStride =
_mesa_compressed_row_stride(texImage->TexFormat, width);
@@ -1823,7 +1822,7 @@ st_finalize_texture(GLcontext *ctx,
}
/* FIXME: determine format block instead of cpp */
if (firstImage->base.IsCompressed) {
if (_mesa_is_format_compressed(firstImage->base.TexFormat)) {
cpp = compressed_num_bytes(firstImage->base.TexFormat);
}
else {