Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/wined3d/arb_program_shader.c | 18 +++++++++--------- dlls/wined3d/context.c | 22 +++++++++++----------- dlls/wined3d/device.c | 8 ++++---- dlls/wined3d/glsl_shader.c | 2 +- dlls/wined3d/shader.c | 4 ++-- dlls/wined3d/state.c | 4 ++-- dlls/wined3d/stateblock.c | 4 ++-- dlls/wined3d/wined3d_private.h | 10 +++++----- 8 files changed, 36 insertions(+), 36 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index ebe70a4bb6..49d06455f7 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -497,7 +497,7 @@ static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *sha static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) { - GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS]; + GLfloat np2fixup_constants[4 * WINED3D_MAX_FRAGMENT_SAMPLERS]; WORD active = fixup->super.active; UINT i;
@@ -1421,7 +1421,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD struct color_fixup_masks masks;
/* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */ - if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS; + if(!pshader) sampler_idx += WINED3D_MAX_FRAGMENT_SAMPLERS;
switch (resource_type) { @@ -1465,9 +1465,9 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD else mod = "";
/* Fragment samplers always have indentity mapping */ - if(sampler_idx >= MAX_FRAGMENT_SAMPLERS) + if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS) { - sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS]; + sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS]; }
if (pshader) @@ -3749,7 +3749,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
/* Load constants to fixup NP2 texcoords if there are still free constants left: * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume - * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to + * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not * applied / activated. This will probably result in wrong rendering of the texture, but will save us from * shader compilation errors and the subsequent errors when drawing with this shader. */ @@ -3763,7 +3763,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader, fixup->offset = next_local; fixup->super.active = 0;
- for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i) { if (!(map & (1u << i))) continue; @@ -4518,9 +4518,9 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state, args->clip.boolclip.bools |= (1u << i); }
- args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0]; - args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1]; - args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2]; + args->vertex.samplers[0] = context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0]; + args->vertex.samplers[1] = context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1]; + args->vertex.samplers[2] = context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2]; args->vertex.samplers[3] = 0;
/* Skip if unused or local */ diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index cbe0e264ca..c973b03e26 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2024,12 +2024,12 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context, unsigned int base, count;
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count); - if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map)) + if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map)) { ERR("Unexpected texture unit base index %u.\n", base); return FALSE; } - for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i) + for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i) { context->tex_unit_map[i] = base + i; context->rev_tex_unit_map[base + i] = i; @@ -2043,8 +2043,8 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context, } for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i) { - context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i; - context->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i; + context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i; + context->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i; } }
@@ -2364,10 +2364,10 @@ const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context, { case WINED3D_SHADER_TYPE_PIXEL: *base = 0; - *count = MAX_FRAGMENT_SAMPLERS; + *count = WINED3D_MAX_FRAGMENT_SAMPLERS; break; case WINED3D_SHADER_TYPE_VERTEX: - *base = MAX_FRAGMENT_SAMPLERS; + *base = WINED3D_MAX_FRAGMENT_SAMPLERS; *count = MAX_VERTEX_SAMPLERS; break; default: @@ -3363,7 +3363,7 @@ static void context_map_psamplers(struct wined3d_context *context, const struct state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; unsigned int i;
- for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i) { if (resource_info[i].type && context->tex_unit_map[i] != i) { @@ -3384,7 +3384,7 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context, if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
- if (current_mapping < MAX_FRAGMENT_SAMPLERS) + if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS) { /* Used by a fragment sampler */
@@ -3418,7 +3418,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { - DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS; + DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS; if (vs_resource_info[i].type) { while (start >= 0) @@ -3732,13 +3732,13 @@ static void context_preload_textures(struct wined3d_context *context, const stru for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type) - context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i); + context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i); } }
if (use_ps(state)) { - for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i) { if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type) context_preload_texture(context, state, i); diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 93eae75463..594a17ea16 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -2124,7 +2124,7 @@ void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device, device, sampler_idx, debug_d3dsamplerstate(state), value);
if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3) - sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); + sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states)) { @@ -2159,7 +2159,7 @@ DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device device, sampler_idx, debug_d3dsamplerstate(state));
if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3) - sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); + sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states)) { @@ -3541,7 +3541,7 @@ HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device, TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3) - stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); + stage -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
/* Windows accepts overflowing this array... we do not. */ if (stage >= ARRAY_SIZE(device->state.textures)) @@ -3588,7 +3588,7 @@ struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_d TRACE("device %p, stage %u.\n", device, stage);
if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3) - stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); + stage -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
if (stage >= ARRAY_SIZE(device->state.textures)) { diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index b6879d0b4d..2e87e5ff85 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1244,7 +1244,7 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps { float sx, sy; } - np2fixup_constants[MAX_FRAGMENT_SAMPLERS]; + np2fixup_constants[WINED3D_MAX_FRAGMENT_SAMPLERS]; UINT fixup = ps->np2_fixup_info->active; UINT i;
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 00933f2bb3..8faae3a31e 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -4018,13 +4018,13 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 { /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */ args->shadow = 0; - for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i) + for (i = 0 ; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i) args->color_fixup[i] = COLOR_FIXUP_IDENTITY; args->np2_fixup = 0; } else { - for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i) { if (!shader->reg_maps.resource_info[i].type) continue; diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 6578a3070c..f65c81ed0c 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3328,7 +3328,7 @@ static void tex_coordindex(struct wined3d_context *context, const struct wined3d return; }
- if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_FRAGMENT_SAMPLERS)) + if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS)) { WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage); return; @@ -3673,7 +3673,7 @@ void apply_pixelshader(struct wined3d_context *context, const struct wined3d_sta /* Former draw without a pixel shader, some samplers may be * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE * make sure to enable them. */ - for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) + for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i) { if (!isStateDirty(context, STATE_SAMPLER(i))) sampler(context, state, STATE_SAMPLER(i)); diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 403724745c..420e51547d 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -1137,7 +1137,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) DWORD value = stateblock->stateblock_state.sampler_states[stage][sampler_state];
state->sampler_states[stage][sampler_state] = value; - if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; + if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS; wined3d_device_set_sampler_state(device, stage, sampler_state, value); }
@@ -1237,7 +1237,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
if (!(map & 1)) continue;
- stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS; + stage = i < WINED3D_MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - WINED3D_MAX_FRAGMENT_SAMPLERS; if (stateblock->stateblock_state.textures[i]) wined3d_texture_incref(stateblock->stateblock_state.textures[i]); if (state->textures[i]) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 40bc7618bf..a7f83d7bc1 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -260,9 +260,9 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup /* Device caps */ #define WINED3D_MAX_STREAMS 16 #define WINED3D_MAX_TEXTURES 8 -#define MAX_FRAGMENT_SAMPLERS 16 +#define WINED3D_MAX_FRAGMENT_SAMPLERS 16 #define MAX_VERTEX_SAMPLERS 4 -#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) +#define MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) #define MAX_ACTIVE_LIGHTS 8 #define MAX_CLIP_DISTANCES 8 #define MAX_CONSTANT_BUFFERS 15 @@ -1344,7 +1344,7 @@ enum wined3d_shader_tex_types
struct ps_compile_args { - struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; + struct color_fixup_desc color_fixup[WINED3D_MAX_FRAGMENT_SAMPLERS]; enum wined3d_vertex_processing_mode vp_mode; enum wined3d_ffp_ps_fog_mode fog; WORD tex_transform; /* ps 1.0-1.3, 4 textures */ @@ -1354,7 +1354,7 @@ struct ps_compile_args D3D9 has a limit of 16 samplers and the fixup is superfluous in D3D10 (unconditional NP2 support mandatory). */ WORD np2_fixup; - WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */ + WORD shadow; /* WINED3D_MAX_FRAGMENT_SAMPLERS, 16 */ WORD texcoords_initialized; /* WINED3D_MAX_TEXTURES, 8 */ DWORD pointsprite : 1; DWORD flatshading : 1; @@ -4415,7 +4415,7 @@ void get_fog_start_end(const struct wined3d_context *context, const struct wined * * This structure is shared between the GLSL and the ARB backend.*/ struct ps_np2fixup_info { - unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ + unsigned char idx[WINED3D_MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ WORD active; /* bitfield indicating if we can apply the fixup */ WORD num_consts; };