Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/wined3d/context.c | 6 +++--- dlls/wined3d/cs.c | 2 +- dlls/wined3d/device.c | 4 ++-- dlls/wined3d/stateblock.c | 16 ++++++++-------- dlls/wined3d/wined3d_private.h | 22 +++++++++++----------- 5 files changed, 25 insertions(+), 25 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index e233e59e65..b5a16f8543 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2018,7 +2018,7 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context, context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; for (i = 0; i < ARRAY_SIZE(context->rev_tex_unit_map); ++i) context->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE; - if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS) + if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS) { /* Initialize the texture unit mapping to a 1:1 mapping. */ unsigned int base, count; @@ -3407,7 +3407,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info; const struct wined3d_shader_resource_info *ps_resource_info = NULL; const struct wined3d_gl_info *gl_info = context->gl_info; - int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1; + int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1; int i;
/* Note that we only care if a resource is used or not, not the @@ -3457,7 +3457,7 @@ static void context_update_tex_unit_map(struct wined3d_context *context, const s * When the mapping of a stage is changed, sampler and ALL texture stage * states have to be reset. */
- if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS) + if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS) return;
if (ps) diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 7e1c4ef0ec..3de29d5f94 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -1397,7 +1397,7 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data) /* Search for other stages the texture is bound to. Shouldn't * happen if applications bind textures to a single stage only. */ TRACE("Searching for other stages the texture is bound to.\n"); - for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if (cs->state.textures[i] == prev) { diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 594a17ea16..f4cfad4be1 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3973,7 +3973,7 @@ HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device
TRACE("device %p, num_passes %p.\n", device, num_passes);
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE) { @@ -5231,7 +5231,7 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso case WINED3D_RTYPE_TEXTURE_1D: case WINED3D_RTYPE_TEXTURE_2D: case WINED3D_RTYPE_TEXTURE_3D: - for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if (&device->state.textures[i]->resource == resource) { diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 420e51547d..0194917148 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -217,7 +217,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1); stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1); for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; - for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; + for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff; @@ -249,7 +249,7 @@ static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i) sampler_mask |= 1u << pixel_states_sampler[i]; - for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; + for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->pixelShaderConstantsB = 0xffff; states->pixelShaderConstantsI = 0xffff;
@@ -276,7 +276,7 @@ static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *state for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i) sampler_mask |= 1u << vertex_states_sampler[i]; - for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; + for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; states->vertexShaderConstantsB = 0xffff; states->vertexShaderConstantsI = 0xffff;
@@ -380,7 +380,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) } }
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { DWORD map = stateblock->changed.samplerState[i];
@@ -439,7 +439,7 @@ void state_unbind_resources(struct wined3d_state *state) wined3d_vertex_declaration_decref(decl); }
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if ((texture = state->textures[i])) { @@ -562,7 +562,7 @@ void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state) wined3d_shader_decref(shader); }
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if ((texture = state->textures[i])) { @@ -1419,11 +1419,11 @@ static void init_default_texture_state(unsigned int i, DWORD stage[WINED3D_HIGHE stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT; }
-static void init_default_sampler_states(DWORD states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]) +static void init_default_sampler_states(DWORD states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]) { unsigned int i;
- for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i) + for (i = 0 ; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { TRACE("Setting up default samplers states for sampler %u.\n", i); states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d9389a156b..074832633b 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -262,7 +262,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup #define WINED3D_MAX_TEXTURES 8 #define WINED3D_MAX_FRAGMENT_SAMPLERS 16 #define WINED3D_MAX_VERTEX_SAMPLERS 4 -#define MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS) +#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS) #define MAX_ACTIVE_LIGHTS 8 #define MAX_CLIP_DISTANCES 8 #define MAX_CONSTANT_BUFFERS 15 @@ -1581,9 +1581,9 @@ enum wined3d_pipeline
/* + 1 because samplers start with 0 */ #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) -#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) +#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS - 1))
-#define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a)) +#define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS) + (a)) #define STATE_IS_GRAPHICS_SHADER(a) \ ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
@@ -1995,7 +1995,7 @@ struct wined3d_context
GLuint blit_vbo;
- DWORD tex_unit_map[MAX_COMBINED_SAMPLERS]; + DWORD tex_unit_map[WINED3D_MAX_COMBINED_SAMPLERS]; DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS];
/* Extension emulation */ @@ -2936,8 +2936,8 @@ struct wined3d_state struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I]; struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
- struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; - DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; + struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS]; + DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; @@ -2998,8 +2998,8 @@ struct wined3d_stateblock_state DWORD rs[WINEHIGHEST_RENDER_STATE + 1]; struct wined3d_color blend_factor;
- struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; - DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; + struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS]; + DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; @@ -3572,7 +3572,7 @@ struct wined3d_saved_states WORD streamFreq; /* WINED3D_MAX_STREAMS, 16 */ DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1]; DWORD textureState[WINED3D_MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ - WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ + WORD samplerState[WINED3D_MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */ WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ @@ -3580,7 +3580,7 @@ struct wined3d_saved_states WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; - DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ + DWORD textures : 20; /* WINED3D_MAX_COMBINED_SAMPLERS, 20 */ DWORD indices : 1; DWORD material : 1; DWORD viewport : 1; @@ -3625,7 +3625,7 @@ struct wined3d_stateblock unsigned int num_contained_ps_consts_f; struct StageState contained_tss_states[WINED3D_MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; unsigned int num_contained_tss_states; - struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; + struct StageState contained_sampler_states[WINED3D_MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; unsigned int num_contained_sampler_states; };