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