/* GL_ARB_texture_compression */
case GL_TEXTURE_COMPRESSED_IMAGE_SIZE:
- if (img->IsCompressed && !isProxy) {
+ if (_mesa_is_format_compressed(img->TexFormat) && !isProxy) {
/* Don't use ctx->Driver.CompressedTextureSize() since that
* may returned a padded hardware size.
*/
}
break;
case GL_TEXTURE_COMPRESSED:
- *params = (GLint) img->IsCompressed;
+ *params = (GLint) _mesa_is_format_compressed(img->TexFormat);
break;
/* GL_ARB_texture_float */