From: Zebediah Figura zfigura@codeweavers.com
--- dlls/wined3d/adapter_gl.c | 14 ++--- dlls/wined3d/arb_program_shader.c | 42 ++++++++------- dlls/wined3d/ati_fragment_shader.c | 18 +++---- dlls/wined3d/context_gl.c | 14 ++--- dlls/wined3d/glsl_shader.c | 78 ++++++++++++++-------------- dlls/wined3d/nvidia_texture_shader.c | 2 +- dlls/wined3d/shader.c | 6 +-- dlls/wined3d/state.c | 8 +-- dlls/wined3d/stateblock.c | 20 +++---- dlls/wined3d/utils.c | 23 ++++---- dlls/wined3d/wined3d_private.h | 26 +++++----- include/wine/wined3d.h | 4 +- 12 files changed, 129 insertions(+), 126 deletions(-)
diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c index 776dcfb406c..a42c41b3978 100644 --- a/dlls/wined3d/adapter_gl.c +++ b/dlls/wined3d/adapter_gl.c @@ -2954,13 +2954,13 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max); - gl_info->limits.textures = min(WINED3D_MAX_TEXTURES, gl_max); + gl_info->limits.textures = min(WINED3D_MAX_FFP_TEXTURES, gl_max); TRACE("Max textures: %d.\n", gl_info->limits.textures);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max); - gl_info->limits.texture_coords = min(WINED3D_MAX_TEXTURES, gl_max); + gl_info->limits.texture_coords = min(WINED3D_MAX_FFP_TEXTURES, gl_max); } else { @@ -3000,7 +3000,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) * use any samplers. If fixed-function fragment processing is used * we have to make sure that all vertex sampler setups are valid * together with all possible fixed-function fragment processing - * setups. This is true if vsamplers + WINED3D_MAX_TEXTURES <= max_samplers. + * setups. This is true if vsamplers + WINED3D_MAX_FFP_TEXTURES <= max_samplers. * This is true on all Direct3D 9 cards that support vertex * texture fetch (GeForce 6 and GeForce 7 cards). Direct3D 9 * Radeon cards do not support vertex texture fetch. Direct3D 10 @@ -3012,13 +3012,13 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) * true. If not, write a warning and reduce the number of vertex * samplers or probably disable vertex texture fetch. */ if (vertex_sampler_count && gl_info->limits.combined_samplers < 12 - && WINED3D_MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers) + && WINED3D_MAX_FFP_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers) { FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n", vertex_sampler_count, gl_info->limits.combined_samplers); - FIXME("Expected vertex samplers + WINED3D_MAX_TEXTURES(=8) > combined_samplers.\n"); - if (gl_info->limits.combined_samplers > WINED3D_MAX_TEXTURES) - vertex_sampler_count = gl_info->limits.combined_samplers - WINED3D_MAX_TEXTURES; + FIXME("Expected vertex samplers + WINED3D_MAX_FFP_TEXTURES(=8) > combined_samplers.\n"); + if (gl_info->limits.combined_samplers > WINED3D_MAX_FFP_TEXTURES) + vertex_sampler_count = gl_info->limits.combined_samplers - WINED3D_MAX_FFP_TEXTURES; else vertex_sampler_count = 0; gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = vertex_sampler_count; diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index a488b4152de..f0e1b2bdf99 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -159,8 +159,8 @@ struct arb_ps_compiled_shader { struct arb_ps_compile_args args; struct arb_ps_np2fixup_info np2fixup_info; - struct stb_const_desc bumpenvmatconst[WINED3D_MAX_TEXTURES]; - struct stb_const_desc luminanceconst[WINED3D_MAX_TEXTURES]; + struct stb_const_desc bumpenvmatconst[WINED3D_MAX_FFP_TEXTURES]; + struct stb_const_desc luminanceconst[WINED3D_MAX_FFP_TEXTURES]; UINT int_consts[WINED3D_MAX_CONSTS_I]; GLuint prgId; UINT ycorrection; @@ -2013,7 +2013,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins) if (shader_version < WINED3D_SHADER_VERSION(1,4)) { DWORD flags = 0; - if (reg_sampler_code < WINED3D_MAX_TEXTURES) + if (reg_sampler_code < WINED3D_MAX_FFP_TEXTURES) flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; if (flags & WINED3D_PSARGS_PROJECTED) { @@ -2086,7 +2086,7 @@ static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins) /* Move .x first in case src_str is "TA" */ shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str); shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str); - if (reg1 < WINED3D_MAX_TEXTURES) + if (reg1 < WINED3D_MAX_FFP_TEXTURES) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; @@ -2197,7 +2197,7 @@ static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins) static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; - DWORD flags; + unsigned int flags = 0; unsigned int reg = ins->dst[0].reg.idx[0].offset; struct wined3d_string_buffer *buffer = ins->ctx->buffer; char dst_str[50]; @@ -2211,7 +2211,8 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins) shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name); shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name); - flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; + if (reg < WINED3D_MAX_FFP_TEXTURES) + flags = priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); }
@@ -2241,7 +2242,7 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; - DWORD flags; + unsigned int flags = 0; unsigned int reg = ins->dst[0].reg.idx[0].offset; struct wined3d_string_buffer *buffer = ins->ctx->buffer; char dst_str[50]; @@ -2254,7 +2255,8 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); - flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; + if (reg < WINED3D_MAX_FFP_TEXTURES) + flags = priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); tex_mx->current_row = 0; } @@ -2263,7 +2265,7 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; - DWORD flags; + unsigned int flags = 0; unsigned int reg = ins->dst[0].reg.idx[0].offset; struct wined3d_string_buffer *buffer = ins->ctx->buffer; char dst_str[50]; @@ -2295,7 +2297,8 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
/* Sample the texture using the calculated coordinates */ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); - flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; + if (reg < WINED3D_MAX_FFP_TEXTURES) + flags = priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); tex_mx->current_row = 0; } @@ -2304,7 +2307,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; - DWORD flags; + unsigned int flags = 0; unsigned int reg = ins->dst[0].reg.idx[0].offset; struct wined3d_string_buffer *buffer = ins->ctx->buffer; char dst_str[50]; @@ -2336,7 +2339,8 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */ shader_arb_get_dst_param(ins, &ins->dst[0], dst_str); - flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; + if (reg < WINED3D_MAX_FFP_TEXTURES) + flags = priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); tex_mx->current_row = 0; } @@ -5791,8 +5795,8 @@ static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragmen
/* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
- caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES; - caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES); + caps->MaxTextureBlendStages = WINED3D_MAX_FFP_TEXTURES; + caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FFP_TEXTURES); }
static unsigned int arbfp_get_emul_mask(const struct wined3d_adapter *adapter) @@ -6271,7 +6275,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con }
/* Find out which textures are read */ - for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_DISABLE) break; @@ -6354,7 +6358,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con shader_addline(&buffer, "TEMP arg0;\n"); shader_addline(&buffer, "TEMP arg1;\n"); shader_addline(&buffer, "TEMP arg2;\n"); - for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage) { if (constant_used & (1u << stage)) shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage)); @@ -6393,7 +6397,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con shader_addline(&buffer, "MOV tempreg, 0.0;\n");
/* Generate texture sampling instructions */ - for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) { if (!(tex_read & (1u << stage))) continue; @@ -6489,7 +6493,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
/* Generate the main shader */ - for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_DISABLE) break; @@ -6609,7 +6613,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi { /* Reload fixed function constants since they collide with the * pixel shader constants. */ - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT)); diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c index 47426f0f49d..870e1003171 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -50,7 +50,7 @@ struct atifs_ffp_desc struct ffp_frag_desc parent; GLuint shader; unsigned int num_textures_used; - enum atifs_constant_value constants[WINED3D_MAX_TEXTURES]; + enum atifs_constant_value constants[WINED3D_MAX_FFP_TEXTURES]; };
struct atifs_private_data @@ -320,15 +320,15 @@ static GLuint register_for_arg(unsigned int arg, const struct wined3d_gl_info *g return ret; }
-static GLuint find_tmpreg(const struct texture_stage_op op[WINED3D_MAX_TEXTURES]) +static GLuint find_tmpreg(const struct texture_stage_op op[WINED3D_MAX_FFP_TEXTURES]) { int lowest_read = -1; int lowest_write = -1; int i; - BOOL tex_used[WINED3D_MAX_TEXTURES]; + BOOL tex_used[WINED3D_MAX_FFP_TEXTURES];
memset(tex_used, 0, sizeof(tex_used)); - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (op[i].cop == WINED3D_TOP_DISABLE) break; @@ -465,7 +465,7 @@ static BOOL op_reads_constant(const struct texture_stage_op *op) || (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT; }
-static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_TEXTURES], +static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_FFP_TEXTURES], const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants) { GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1)); @@ -602,7 +602,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_TEXTUR }
/* Pass 4: Generate the arithmetic instructions */ - for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage) { if (op[stage].cop == WINED3D_TOP_DISABLE) { @@ -934,7 +934,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_TEXTUR constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
/* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */ - for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage) { if (constants[stage] == ATIFS_CONSTANT_UNUSED) constants[stage] = ATIFS_CONSTANT_BUMP; @@ -1064,7 +1064,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined GL_EXTCALL(glBindFragmentShaderATI(desc->shader)); ctx_priv->last_shader = desc;
- for (i = 0; i < WINED3D_MAX_TEXTURES; i++) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (last_shader && last_shader->constants[i] == desc->constants[i]) continue; @@ -1312,7 +1312,7 @@ static void atifs_get_caps(const struct wined3d_adapter *adapter, struct fragmen * The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the * r200 series and use an ARB or GLSL shader instead */ - caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES; + caps->MaxTextureBlendStages = WINED3D_MAX_FFP_TEXTURES; caps->MaxSimultaneousTextures = 6; }
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index eb3c8b2438e..d114e564ea1 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -2396,7 +2396,7 @@ const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d if (!shader_version) { *base = 0; - *count = WINED3D_MAX_TEXTURES; + *count = WINED3D_MAX_FFP_TEXTURES; return context_gl->tex_unit_map; }
@@ -3271,7 +3271,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, sampler = context_gl->rev_tex_unit_map[0]; if (sampler != WINED3D_UNMAPPED_STAGE) { - if (sampler < WINED3D_MAX_TEXTURES) + if (sampler < WINED3D_MAX_FFP_TEXTURES) { context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler)); context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); @@ -3389,7 +3389,7 @@ void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_ sampler = context_gl->rev_tex_unit_map[i]; if (sampler != WINED3D_UNMAPPED_STAGE) { - if (sampler < WINED3D_MAX_TEXTURES) + if (sampler < WINED3D_MAX_FFP_TEXTURES) context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); context_invalidate_state(context, STATE_SAMPLER(sampler)); } @@ -3741,7 +3741,7 @@ static void context_update_fixed_function_usage_map(struct wined3d_context *cont UINT i, start, end;
context->fixed_function_usage_map = 0; - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP]; enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP]; @@ -3767,7 +3767,7 @@ static void context_update_fixed_function_usage_map(struct wined3d_context *cont context->fixed_function_usage_map |= (1u << i);
if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE) - && i < WINED3D_MAX_TEXTURES - 1) + && i < WINED3D_MAX_FFP_TEXTURES - 1) context->fixed_function_usage_map |= (1u << (i + 1)); }
@@ -3865,7 +3865,7 @@ static BOOL wined3d_context_gl_unit_free_for_vs(const struct wined3d_context_gl if (!ps_resource_info) { /* No pixel shader, check fixed function */ - return current_mapping >= WINED3D_MAX_TEXTURES + return current_mapping >= WINED3D_MAX_FFP_TEXTURES || !(context_gl->c.fixed_function_usage_map & (1u << current_mapping)); }
@@ -5376,7 +5376,7 @@ void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context continue; }
- if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) + if (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) { const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 29f20268086..b4960fc16a4 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -155,7 +155,7 @@ struct glsl_vs_program GLint modelview_matrix_location[MAX_VERTEX_BLENDS]; GLint projection_matrix_location; GLint normal_matrix_location; - GLint texture_matrix_location[WINED3D_MAX_TEXTURES]; + GLint texture_matrix_location[WINED3D_MAX_FFP_TEXTURES]; GLint material_ambient_location; GLint material_diffuse_location; GLint material_specular_location; @@ -215,10 +215,10 @@ struct glsl_ps_program GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F]; GLint uniform_i_locations[WINED3D_MAX_CONSTS_I]; GLint uniform_b_locations[WINED3D_MAX_CONSTS_B]; - GLint bumpenv_mat_location[WINED3D_MAX_TEXTURES]; - GLint bumpenv_lum_scale_location[WINED3D_MAX_TEXTURES]; - GLint bumpenv_lum_offset_location[WINED3D_MAX_TEXTURES]; - GLint tss_constant_location[WINED3D_MAX_TEXTURES]; + GLint bumpenv_mat_location[WINED3D_MAX_FFP_TEXTURES]; + GLint bumpenv_lum_scale_location[WINED3D_MAX_FFP_TEXTURES]; + GLint bumpenv_lum_offset_location[WINED3D_MAX_FFP_TEXTURES]; + GLint tss_constant_location[WINED3D_MAX_FFP_TEXTURES]; GLint tex_factor_location; GLint specular_enable_location; GLint fog_color_location; @@ -422,7 +422,7 @@ static unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info * /* On core profile we have to also count diffuse and specular colours and * the fog coordinate. */ return gl_info->limits.glsl_varyings >= (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] - ? WINED3D_MAX_TEXTURES * 4 : (WINED3D_MAX_TEXTURES + 2) * 4 + 1); + ? WINED3D_MAX_FFP_TEXTURES * 4 : (WINED3D_MAX_FFP_TEXTURES + 2) * 4 + 1); }
static void shader_glsl_append_imm_vec(struct wined3d_string_buffer *buffer, @@ -1350,7 +1350,7 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_matrix mat;
- if (tex >= WINED3D_MAX_TEXTURES) + if (tex >= WINED3D_MAX_FFP_TEXTURES) return; if (prog->vs.texture_matrix_location[tex] == -1) return; @@ -1630,7 +1630,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX) { - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) shader_glsl_ffp_vertex_texmatrix_uniform(context_gl, state, i, prog); }
@@ -1719,7 +1719,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV) { - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (prog->ps.bumpenv_mat_location[i] == -1) continue; @@ -1773,7 +1773,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context else GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (prog->ps.tss_constant_location[i] == -1) continue; @@ -7165,13 +7165,13 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl if (ps_major < 3) { DWORD colors_written_mask[2] = {0}; - DWORD texcoords_written_mask[WINED3D_MAX_TEXTURES] = {0}; + DWORD texcoords_written_mask[WINED3D_MAX_FFP_TEXTURES] = {0};
if (!legacy_syntax) { declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_diffuse;\n"); declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n"); - declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); + declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); }
@@ -7208,7 +7208,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { - if (semantic_idx < WINED3D_MAX_TEXTURES) + if (semantic_idx < WINED3D_MAX_FFP_TEXTURES) { shader_addline(buffer, "%s[%u]%s = outputs[%u]%s;\n", legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", @@ -7244,7 +7244,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl reg_mask, reg_mask); } } - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (ps && !(ps->reg_maps.texcoord & (1u << i))) continue; @@ -7754,7 +7754,7 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_ shader_addline(buffer, "vec4 ffp_varying_diffuse;\n"); if (glsl_is_color_reg_read(shader, 1)) shader_addline(buffer, "vec4 ffp_varying_specular;\n"); - shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES); + shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); shader_addline(buffer, "float ffp_varying_fogcoord;\n"); } else @@ -7763,8 +7763,8 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_ declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n"); if (glsl_is_color_reg_read(shader, 1)) declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n"); - declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); - shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES); + declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); + shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } } @@ -8063,7 +8063,7 @@ static GLuint shader_glsl_generate_vertex_shader(const struct wined3d_context_gl { declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n"); declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n"); - declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); + declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } } @@ -9035,7 +9035,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS); shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n"); shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n"); - shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_TEXTURES); + shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_FFP_TEXTURES);
shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 emissive;\n"); @@ -9077,7 +9077,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr { shader_addline(buffer, "vec4 ffp_varying_diffuse;\n"); shader_addline(buffer, "vec4 ffp_varying_specular;\n"); - shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); + shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); shader_addline(buffer, "float ffp_varying_fogcoord;\n"); } else @@ -9087,7 +9087,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n"); declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n"); - declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); + declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); }
@@ -9106,7 +9106,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr shader_addline(buffer, "%s %s = vs_in%u%s;\n", attrib_info[i].type, attrib_info[i].name, i, settings->swizzle_map & (1u << i) ? ".zyxw" : ""); } - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { unsigned int coord_idx = settings->texgen[i] & 0x0000ffff; if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU @@ -9172,7 +9172,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n"); }
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { BOOL output_legacy_texcoord = legacy_syntax;
@@ -9531,7 +9531,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * string_buffer_clear(buffer);
/* Find out which textures are read */ - for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_DISABLE) break; @@ -9614,7 +9614,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n"); shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
- for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage) { const char *sampler_type;
@@ -9694,16 +9694,16 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * { shader_addline(buffer, "vec4 ffp_varying_diffuse;\n"); shader_addline(buffer, "vec4 ffp_varying_specular;\n"); - shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); - shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES); + shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); + shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); shader_addline(buffer, "float ffp_varying_fogcoord;\n"); } else { declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n"); declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n"); - declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); - shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES); + declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); + shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES); declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); }
@@ -9715,7 +9715,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n"); }
- for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage) { if (tex_map & (1u << stage)) { @@ -9736,7 +9736,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
/* Generate texture sampling instructions */ - for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) { const char *texture_function, *coord_mask; BOOL proj; @@ -9853,7 +9853,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv * shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
/* Generate the main shader */ - for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_FFP_TEXTURES; ++stage) { BOOL op_equal;
@@ -10000,7 +10000,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info * } vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix")); vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix")); - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i); vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); @@ -10086,7 +10086,7 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info * ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); }
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { string_buffer_sprintf(name, "bumpenv_mat%u", i); ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); @@ -10583,7 +10583,7 @@ static void set_glsl_shader_program(const struct wined3d_context_gl *context_gl, } }
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (entry->vs.texture_matrix_location[i] != -1) { @@ -10645,7 +10645,7 @@ static void set_glsl_shader_program(const struct wined3d_context_gl *context_gl, shader_glsl_load_samplers(&context_gl->c, priv, program_id, NULL); }
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (entry->ps.bumpenv_mat_location[i] != -1) { @@ -11830,7 +11830,7 @@ static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context, if (!texture) return;
- if (sampler >= WINED3D_MAX_TEXTURES) + if (sampler >= WINED3D_MAX_FFP_TEXTURES) return;
if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) @@ -12080,8 +12080,8 @@ static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter *adapter, s | WINED3DTEXOPCAPS_LERP | WINED3DTEXOPCAPS_BUMPENVMAP | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE; - caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES; - caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES); + caps->MaxTextureBlendStages = WINED3D_MAX_FFP_TEXTURES; + caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FFP_TEXTURES); }
static unsigned int glsl_fragment_pipe_get_emul_mask(const struct wined3d_adapter *adapter) diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index eb548f6e366..5e1637de3bb 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -747,7 +747,7 @@ static void nvrc_fragment_get_caps(const struct wined3d_adapter *adapter, struct WINED3DTEXOPCAPS_PREMODULATE */ #endif
- caps->MaxTextureBlendStages = min(WINED3D_MAX_TEXTURES, gl_info->limits.general_combiners); + caps->MaxTextureBlendStages = min(WINED3D_MAX_FFP_TEXTURES, gl_info->limits.general_combiners); caps->MaxSimultaneousTextures = gl_info->limits.textures; }
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index b6bfcd1184f..fa9a487edda 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -2999,7 +2999,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
args->texcoords_initialized = 0; - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (vs) { @@ -3013,14 +3013,14 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT) & WINED3D_FFP_TCI_MASK - || (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) + || (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) args->texcoords_initialized |= 1u << i; } } } else { - args->texcoords_initialized = wined3d_mask_from_size(WINED3D_MAX_TEXTURES); + args->texcoords_initialized = wined3d_mask_from_size(WINED3D_MAX_FFP_TEXTURES); }
args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE] diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 07c11269496..90daa9e9ee6 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3435,7 +3435,7 @@ static void sampler_texmatrix(struct wined3d_context *context, const struct wine * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the * scaling is reapplied or removed, the texture matrix has to be reapplied. */ - if (sampler < WINED3D_MAX_TEXTURES) + if (sampler < WINED3D_MAX_FFP_TEXTURES) { const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
@@ -3927,7 +3927,7 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine { unsigned int i;
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i))) transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS)); @@ -5304,7 +5304,7 @@ static void prune_invalid_states(struct wined3d_state_entry *state_table, const unsigned int start, last, i;
start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0); - last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE); + last = STATE_TEXTURESTAGE(WINED3D_MAX_FFP_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE); for (i = start; i <= last; ++i) { state_table[i].representative = 0; @@ -5312,7 +5312,7 @@ static void prune_invalid_states(struct wined3d_state_entry *state_table, const }
start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages); - last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_TEXTURES - 1); + last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_FFP_TEXTURES - 1); for (i = start; i <= last; ++i) { state_table[i].representative = 0; diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index c8d62ad9f85..6ce17311595 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -40,7 +40,7 @@ struct wined3d_saved_states uint16_t streamSource; /* WINED3D_MAX_STREAMS, 16 */ uint16_t streamFreq; /* WINED3D_MAX_STREAMS, 16 */ uint32_t renderState[WINED3D_BITMAP_SIZE(WINEHIGHEST_RENDER_STATE + 1)]; - uint32_t textureState[WINED3D_MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ + uint32_t textureState[WINED3D_MAX_FFP_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ uint16_t samplerState[WINED3D_MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ uint32_t clipplane; /* WINED3D_MAX_CLIP_DISTANCES, 8 */ uint32_t textures : 20; /* WINED3D_MAX_COMBINED_SAMPLERS, 20 */ @@ -79,7 +79,7 @@ struct wined3d_stateblock unsigned int num_contained_render_states; unsigned int contained_transform_states[WINED3D_HIGHEST_TRANSFORM_STATE + 1]; unsigned int num_contained_transform_states; - struct stage_state contained_tss_states[WINED3D_MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; + struct stage_state contained_tss_states[WINED3D_MAX_FFP_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; unsigned int num_contained_tss_states; struct stage_state contained_sampler_states[WINED3D_MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; unsigned int num_contained_sampler_states; @@ -274,7 +274,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, states->textures = 0xfffff; stateblock_set_all_bits(states->transform, WINED3D_HIGHEST_TRANSFORM_STATE + 1); stateblock_set_all_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1); - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) states->textureState[i] = 0x3ffff; for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; states->clipplane = wined3d_mask_from_size(WINED3D_MAX_CLIP_DISTANCES); states->pixelShaderConstantsB = 0xffff; @@ -302,7 +302,7 @@ static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states
for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i) texture_mask |= 1u << pixel_states_texture[i]; - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; + for (i = 0; i < WINED3D_MAX_FFP_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 < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; @@ -331,7 +331,7 @@ static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *state
for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i) texture_mask |= 1u << vertex_states_texture[i]; - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; + for (i = 0; i < WINED3D_MAX_FFP_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 < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; @@ -369,7 +369,7 @@ void CDECL wined3d_stateblock_init_contained_states(struct wined3d_stateblock *s } }
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { DWORD map = stateblock->changed.textureState[i];
@@ -1519,10 +1519,10 @@ void CDECL wined3d_stateblock_set_texture_stage_state(struct wined3d_stateblock return; }
- if (stage >= WINED3D_MAX_TEXTURES) + if (stage >= WINED3D_MAX_FFP_TEXTURES) { WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n", - stage, WINED3D_MAX_TEXTURES - 1); + stage, WINED3D_MAX_FFP_TEXTURES - 1); return; }
@@ -1990,7 +1990,7 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d init_default_render_states(state->render_states, d3d_info);
/* Texture Stage States - Put directly into state block, we will call function below */ - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { TRACE("Setting up default texture states for texture Stage %u.\n", i); state->transforms[WINED3D_TS_TEXTURE0 + i] = identity; @@ -2110,7 +2110,7 @@ static void stateblock_state_init_default(struct wined3d_stateblock_state *state
init_default_render_states(state->rs, d3d_info);
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { state->transforms[WINED3D_TS_TEXTURE0 + i] = identity; init_default_texture_state(i, state->texture_states[i]); diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index e3c2a174cd2..d05e268456b 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -5854,7 +5854,7 @@ void get_texture_matrix(const struct wined3d_context *context, const struct wine BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU; unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], - WINED3D_MAX_TEXTURES - 1); + WINED3D_MAX_FFP_TEXTURES - 1);
compute_texture_matrix(&state->transforms[WINED3D_TS_TEXTURE0 + tex], state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS], @@ -6573,9 +6573,8 @@ void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const st }
/* Clear unsupported stages */ - for(; i < WINED3D_MAX_TEXTURES; i++) { + for (; i < WINED3D_MAX_FFP_TEXTURES; ++i) memset(&settings->op[i], 0xff, sizeof(settings->op[i])); - }
if (!state->render_states[WINED3D_RS_FOGENABLE]) { @@ -6649,7 +6648,7 @@ void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const st if (d3d_info->limits.varying_count && !d3d_info->full_ffp_varyings) { settings->texcoords_initialized = 0; - for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { if (use_vs(state)) { @@ -6662,14 +6661,14 @@ void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const st unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT) & WINED3D_FFP_TCI_MASK - || (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) + || (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) settings->texcoords_initialized |= 1u << i; } } } else { - settings->texcoords_initialized = wined3d_mask_from_size(WINED3D_MAX_TEXTURES); + settings->texcoords_initialized = wined3d_mask_from_size(WINED3D_MAX_FFP_TEXTURES); }
settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE] @@ -6846,15 +6845,15 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, else settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; - if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) + if (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) settings->texcoords |= 1u << i; settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; } if (d3d_info->full_ffp_varyings) - settings->texcoords = wined3d_mask_from_size(WINED3D_MAX_TEXTURES); + settings->texcoords = wined3d_mask_from_size(WINED3D_MAX_FFP_TEXTURES);
if (d3d_info->emulated_flatshading) settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT; @@ -6895,15 +6894,15 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, settings->ambient_source = ambient_source; settings->specular_source = specular_source;
- for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_FFP_TEXTURES; ++i) { coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; - if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) + if (coord_idx < WINED3D_MAX_FFP_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) settings->texcoords |= 1u << i; settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; } if (d3d_info->full_ffp_varyings) - settings->texcoords = wined3d_mask_from_size(WINED3D_MAX_TEXTURES); + settings->texcoords = wined3d_mask_from_size(WINED3D_MAX_FFP_TEXTURES);
for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i) { diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 0b92ae52e64..6f1839de440 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1120,8 +1120,8 @@ struct wined3d_shader_reg_maps uint32_t resource_map[WINED3D_BITMAP_SIZE(MAX_SHADER_RESOURCE_VIEWS)]; struct wined3d_shader_sampler_map sampler_map; DWORD sampler_comparison_mode; - BYTE bumpmat; /* WINED3D_MAX_TEXTURES, 8 */ - BYTE luminanceparams; /* WINED3D_MAX_TEXTURES, 8 */ + BYTE bumpmat; /* WINED3D_MAX_FFP_TEXTURES, 8 */ + BYTE luminanceparams; /* WINED3D_MAX_FFP_TEXTURES, 8 */ struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS]; DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ @@ -1477,7 +1477,7 @@ struct ps_compile_args in D3D10 (unconditional NP2 support mandatory). */ WORD np2_fixup; WORD shadow; /* WINED3D_MAX_FRAGMENT_SAMPLERS, 16 */ - WORD texcoords_initialized; /* WINED3D_MAX_TEXTURES, 8 */ + WORD texcoords_initialized; /* WINED3D_MAX_FFP_TEXTURES, 8 */ WORD padding_to_dword; DWORD pointsprite : 1; DWORD flatshading : 1; @@ -1725,10 +1725,10 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state #define STATE_TEXTURESTAGE(stage, num) \ (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) #define STATE_IS_TEXTURESTAGE(a) \ - ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) + ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(WINED3D_MAX_FFP_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
/* + 1 because samplers start with 0 */ -#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) +#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(WINED3D_MAX_FFP_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS - 1))
#define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS) + (a)) @@ -1931,11 +1931,11 @@ struct wined3d_context DWORD last_was_blit : 1; DWORD last_was_ckey : 1; DWORD last_was_dual_source_blend : 1; - DWORD texShaderBumpMap : 8; /* WINED3D_MAX_TEXTURES, 8 */ - DWORD lowest_disabled_stage : 4; /* Max WINED3D_MAX_TEXTURES, 8 */ + DWORD texShaderBumpMap : 8; /* WINED3D_MAX_FFP_TEXTURES, 8 */ + DWORD lowest_disabled_stage : 4; /* Max WINED3D_MAX_FFP_TEXTURES, 8 */
- DWORD lastWasPow2Texture : 8; /* WINED3D_MAX_TEXTURES, 8 */ - DWORD fixed_function_usage_map : 8; /* WINED3D_MAX_TEXTURES, 8 */ + DWORD lastWasPow2Texture : 8; /* WINED3D_MAX_FFP_TEXTURES, 8 */ + DWORD fixed_function_usage_map : 8; /* WINED3D_MAX_FFP_TEXTURES, 8 */ DWORD use_immediate_mode_draw : 1; DWORD uses_uavs : 1; DWORD uses_fbo_attached_resources : 1; @@ -2695,7 +2695,7 @@ struct texture_stage_op
struct ffp_frag_settings { - struct texture_stage_op op[WINED3D_MAX_TEXTURES]; + struct texture_stage_op op[WINED3D_MAX_FFP_TEXTURES]; enum wined3d_ffp_ps_fog_mode fog; unsigned char sRGB_write; unsigned char emul_clipplanes; @@ -2760,14 +2760,14 @@ struct wined3d_ffp_vs_settings DWORD point_size : 1; DWORD per_vertex_point_size : 1; DWORD fog_mode : 2; - DWORD texcoords : 8; /* WINED3D_MAX_TEXTURES */ + DWORD texcoords : 8; /* WINED3D_MAX_FFP_TEXTURES */ DWORD ortho_fog : 1; DWORD flatshading : 1; DWORD padding : 18;
DWORD swizzle_map; /* MAX_ATTRIBS, 32 */
- unsigned int texgen[WINED3D_MAX_TEXTURES]; + unsigned int texgen[WINED3D_MAX_FFP_TEXTURES]; };
struct wined3d_ffp_vs_desc @@ -2889,7 +2889,7 @@ struct wined3d_state
struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS]; uint32_t sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; - uint32_t texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; + uint32_t texture_states[WINED3D_MAX_FFP_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[WINED3D_HIGHEST_TRANSFORM_STATE + 1]; struct wined3d_vec4 clip_planes[WINED3D_MAX_CLIP_DISTANCES]; diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index 7bc9559526e..ad90c0d6b36 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -1590,7 +1590,7 @@ enum wined3d_memory_segment_group #define WINED3D_REGISTER_WINDOW_NO_PRINT_SCREEN 0x00000004u
#define WINED3D_MAX_STREAMS 16 -#define WINED3D_MAX_TEXTURES 8 +#define WINED3D_MAX_FFP_TEXTURES 8 #define WINED3D_MAX_FRAGMENT_SAMPLERS 16 #define WINED3D_MAX_VERTEX_SAMPLERS 4 #define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS) @@ -2182,7 +2182,7 @@ struct wined3d_stateblock_state
struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS]; uint32_t sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; - uint32_t texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; + uint32_t texture_states[WINED3D_MAX_FFP_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[WINED3D_HIGHEST_TRANSFORM_STATE + 1]; struct wined3d_vec4 clip_planes[WINED3D_MAX_CLIP_DISTANCES];