From 0be165a7cdf918a2bca3b0250e407ddc60bb43a7 Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Wed, 20 Feb 2019 14:53:57 -0600 Subject: [PATCH] wined3d: Rename MAX_TEXTURES to WINED3D_MAX_TEXTURES. Signed-off-by: Zebediah Figura Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/adapter_gl.c | 14 ++--- dlls/wined3d/arb_program_shader.c | 32 ++++++------ dlls/wined3d/ati_fragment_shader.c | 18 +++---- dlls/wined3d/context.c | 14 ++--- dlls/wined3d/glsl_shader.c | 76 ++++++++++++++-------------- dlls/wined3d/nvidia_texture_shader.c | 2 +- dlls/wined3d/shader.c | 6 +-- dlls/wined3d/state.c | 8 +-- dlls/wined3d/stateblock.c | 12 ++--- dlls/wined3d/utils.c | 24 ++++----- dlls/wined3d/wined3d_private.h | 34 ++++++------- 11 files changed, 120 insertions(+), 120 deletions(-) diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c index af0db3eec21..c75b19eae3a 100644 --- a/dlls/wined3d/adapter_gl.c +++ b/dlls/wined3d/adapter_gl.c @@ -2915,13 +2915,13 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info, struct 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(MAX_TEXTURES, gl_max); + gl_info->limits.textures = min(WINED3D_MAX_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(MAX_TEXTURES, gl_max); + gl_info->limits.texture_coords = min(WINED3D_MAX_TEXTURES, gl_max); } else { @@ -2961,7 +2961,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info, struct * 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 + MAX_TEXTURES <= max_samplers. + * setups. This is true if vsamplers + WINED3D_MAX_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 @@ -2973,13 +2973,13 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info, struct * 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 - && MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers) + && WINED3D_MAX_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 + MAX_TEXTURES(=8) > combined_samplers.\n"); - if (gl_info->limits.combined_samplers > MAX_TEXTURES) - vertex_sampler_count = gl_info->limits.combined_samplers - MAX_TEXTURES; + 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; 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 6b6df16b835..ebe70a4bb68 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -177,8 +177,8 @@ struct arb_ps_compiled_shader { struct arb_ps_compile_args args; struct arb_ps_np2fixup_info np2fixup_info; - struct stb_const_desc bumpenvmatconst[MAX_TEXTURES]; - struct stb_const_desc luminanceconst[MAX_TEXTURES]; + struct stb_const_desc bumpenvmatconst[WINED3D_MAX_TEXTURES]; + struct stb_const_desc luminanceconst[WINED3D_MAX_TEXTURES]; UINT int_consts[WINED3D_MAX_CONSTS_I]; GLuint prgId; UINT ycorrection; @@ -2009,7 +2009,7 @@ 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 < MAX_TEXTURES) + if (reg_sampler_code < WINED3D_MAX_TEXTURES) flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; if (flags & WINED3D_PSARGS_PROJECTED) { @@ -2082,7 +2082,7 @@ 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 < MAX_TEXTURES) + if (reg1 < WINED3D_MAX_TEXTURES) { struct shader_arb_ctx_priv *priv = ins->ctx->backend_data; flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT; @@ -2207,7 +2207,7 @@ 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 < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; + flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); } @@ -2250,7 +2250,7 @@ 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 < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; + flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); tex_mx->current_row = 0; } @@ -2291,7 +2291,7 @@ 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 < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; + flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); tex_mx->current_row = 0; } @@ -2332,7 +2332,7 @@ 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 < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; + flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0; shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL); tex_mx->current_row = 0; } @@ -5766,8 +5766,8 @@ static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */ - caps->MaxTextureBlendStages = MAX_TEXTURES; - caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES); + caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES; + caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES); } static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info) @@ -6239,7 +6239,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con } /* Find out which textures are read */ - for (stage = 0; stage < MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_DISABLE) break; @@ -6322,7 +6322,7 @@ 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 < MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (constant_used & (1u << stage)) shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage)); @@ -6361,7 +6361,7 @@ 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 < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) { if (!(tex_read & (1u << stage))) continue; @@ -6457,7 +6457,7 @@ 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 < MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_DISABLE) break; @@ -6548,7 +6548,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_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)); @@ -6599,7 +6599,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_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 9a1cae34cd7..ff2f711f4e8 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -52,7 +52,7 @@ struct atifs_ffp_desc struct ffp_frag_desc parent; GLuint shader; unsigned int num_textures_used; - enum atifs_constant_value constants[MAX_TEXTURES]; + enum atifs_constant_value constants[WINED3D_MAX_TEXTURES]; }; struct atifs_private_data @@ -322,15 +322,15 @@ static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info, return ret; } -static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES]) +static GLuint find_tmpreg(const struct texture_stage_op op[WINED3D_MAX_TEXTURES]) { int lowest_read = -1; int lowest_write = -1; int i; - BOOL tex_used[MAX_TEXTURES]; + BOOL tex_used[WINED3D_MAX_TEXTURES]; memset(tex_used, 0, sizeof(tex_used)); - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (op[i].cop == WINED3D_TOP_DISABLE) break; @@ -467,7 +467,7 @@ 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[MAX_TEXTURES], +static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_TEXTURES], const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants) { GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1)); @@ -604,7 +604,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], } /* Pass 4: Generate the arithmetic instructions */ - for (stage = 0; stage < MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (op[stage].cop == WINED3D_TOP_DISABLE) { @@ -936,7 +936,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], 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 < MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (constants[stage] == ATIFS_CONSTANT_UNUSED) constants[stage] = ATIFS_CONSTANT_BUMP; @@ -1062,7 +1062,7 @@ 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 < MAX_TEXTURES; i++) + for (i = 0; i < WINED3D_MAX_TEXTURES; i++) { if (last_shader && last_shader->constants[i] == desc->constants[i]) continue; @@ -1307,7 +1307,7 @@ static void atifs_get_caps(const struct wined3d_gl_info *gl_info, 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 = MAX_TEXTURES; + caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES; caps->MaxSimultaneousTextures = 6; } diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 63ff8336919..5236c436420 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2350,7 +2350,7 @@ const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context, if (!shader_version) { *base = 0; - *count = MAX_TEXTURES; + *count = WINED3D_MAX_TEXTURES; return context->tex_unit_map; } @@ -2841,7 +2841,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine sampler = context->rev_tex_unit_map[0]; if (sampler != WINED3D_UNMAPPED_STAGE) { - if (sampler < MAX_TEXTURES) + if (sampler < WINED3D_MAX_TEXTURES) { context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler)); context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); @@ -2962,7 +2962,7 @@ void context_apply_ffp_blit_state(struct wined3d_context *context, const struct sampler = context->rev_tex_unit_map[i]; if (sampler != WINED3D_UNMAPPED_STAGE) { - if (sampler < MAX_TEXTURES) + if (sampler < WINED3D_MAX_TEXTURES) context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); context_invalidate_state(context, STATE_SAMPLER(sampler)); } @@ -3263,7 +3263,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_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]; @@ -3289,7 +3289,7 @@ 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 < MAX_TEXTURES - 1) + && i < WINED3D_MAX_TEXTURES - 1) context->fixed_function_usage_map |= (1u << (i + 1)); } @@ -3391,7 +3391,7 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context, if (!ps_resource_info) { /* No pixel shader, check fixed function */ - return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping)); + return current_mapping >= WINED3D_MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping)); } /* Pixel shader, check the shader's sampler map */ @@ -5081,7 +5081,7 @@ void context_load_tex_coords(const struct wined3d_context *context, const struct continue; } - if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) + if (coord_idx < WINED3D_MAX_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 78eed3ecea7..b6879d0b4d4 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -160,7 +160,7 @@ struct glsl_vs_program GLint modelview_matrix_location[MAX_VERTEX_BLENDS]; GLint projection_matrix_location; GLint normal_matrix_location; - GLint texture_matrix_location[MAX_TEXTURES]; + GLint texture_matrix_location[WINED3D_MAX_TEXTURES]; GLint material_ambient_location; GLint material_diffuse_location; GLint material_specular_location; @@ -220,10 +220,10 @@ 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[MAX_TEXTURES]; - GLint bumpenv_lum_scale_location[MAX_TEXTURES]; - GLint bumpenv_lum_offset_location[MAX_TEXTURES]; - GLint tss_constant_location[MAX_TEXTURES]; + 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 tex_factor_location; GLint specular_enable_location; GLint fog_color_location; @@ -1586,7 +1586,7 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_matrix mat; - if (tex >= MAX_TEXTURES) + if (tex >= WINED3D_MAX_TEXTURES) return; if (prog->vs.texture_matrix_location[tex] == -1) return; @@ -1877,7 +1877,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX) { - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog); } @@ -1966,7 +1966,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (prog->ps.bumpenv_mat_location[i] == -1) continue; @@ -2020,7 +2020,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (prog->ps.tss_constant_location[i] == -1) continue; @@ -7310,13 +7310,13 @@ 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[MAX_TEXTURES] = {0}; + DWORD texcoords_written_mask[WINED3D_MAX_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", MAX_TEXTURES); + declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } @@ -7353,7 +7353,7 @@ 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 < MAX_TEXTURES) + if (semantic_idx < WINED3D_MAX_TEXTURES) { shader_addline(buffer, "%s[%u]%s = outputs[%u]%s;\n", legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", @@ -7389,7 +7389,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl reg_mask, reg_mask); } } - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (ps && !(ps->reg_maps.texcoord & (1u << i))) continue; @@ -7893,7 +7893,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *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", MAX_TEXTURES); + shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "float ffp_varying_fogcoord;\n"); } else @@ -7902,8 +7902,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *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", MAX_TEXTURES); - shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES); + 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, "float ffp_varying_fogcoord;\n"); } } @@ -8193,7 +8193,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context { 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", MAX_TEXTURES); + declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } } @@ -9161,7 +9161,7 @@ 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", MAX_TEXTURES); + shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 emissive;\n"); @@ -9203,7 +9203,7 @@ 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", MAX_TEXTURES); + shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "float ffp_varying_fogcoord;\n"); } else @@ -9213,7 +9213,7 @@ 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", MAX_TEXTURES); + declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } @@ -9227,7 +9227,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { unsigned int coord_idx = settings->texgen[i] & 0x0000ffff; if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU @@ -9293,7 +9293,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { BOOL output_legacy_texcoord = legacy_syntax; @@ -9652,7 +9652,7 @@ 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 < MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_DISABLE) break; @@ -9735,7 +9735,7 @@ 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 < MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { const char *sampler_type; @@ -9815,16 +9815,16 @@ 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", MAX_TEXTURES); - shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES); + 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, "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", MAX_TEXTURES); - shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES); + 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, "float ffp_varying_fogcoord;\n"); } @@ -9836,7 +9836,7 @@ 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 < MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (tex_map & (1u << stage)) { @@ -9857,7 +9857,7 @@ 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 < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) { const char *texture_function, *coord_mask; BOOL proj; @@ -9974,7 +9974,7 @@ 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 < MAX_TEXTURES; ++stage) + for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { BOOL op_equal; @@ -10121,7 +10121,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i); vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); @@ -10207,7 +10207,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { string_buffer_sprintf(name, "bumpenv_mat%u", i); ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); @@ -10703,7 +10703,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const } } - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (entry->vs.texture_matrix_location[i] != -1) { @@ -10765,7 +10765,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const shader_glsl_load_samplers(context, priv, program_id, NULL); } - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (entry->ps.bumpenv_mat_location[i] != -1) { @@ -11931,7 +11931,7 @@ static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context, if (!texture) return; - if (sampler >= MAX_TEXTURES) + if (sampler >= WINED3D_MAX_TEXTURES) return; if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) @@ -12179,8 +12179,8 @@ static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, s | WINED3DTEXOPCAPS_LERP | WINED3DTEXOPCAPS_BUMPENVMAP | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE; - caps->MaxTextureBlendStages = MAX_TEXTURES; - caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES); + caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES; + caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES); } static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info) diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index e05df20bfda..14cb73f2c3b 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -739,7 +739,7 @@ static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct WINED3DTEXOPCAPS_PREMODULATE */ #endif - caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners); + caps->MaxTextureBlendStages = min(WINED3D_MAX_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 b75ff6f99ce..00933f2bb37 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -4098,7 +4098,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (vs) { @@ -4112,14 +4112,14 @@ 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 < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) + || (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) args->texcoords_initialized |= 1u << i; } } } else { - args->texcoords_initialized = (1u << MAX_TEXTURES) - 1; + args->texcoords_initialized = (1u << WINED3D_MAX_TEXTURES) - 1; } args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE] diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 43746a4363e..6760d70b577 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3501,7 +3501,7 @@ 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 < MAX_TEXTURES) + if (sampler < WINED3D_MAX_TEXTURES) { const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT); @@ -3993,7 +3993,7 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine { unsigned int i; - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i))) transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS)); @@ -5392,7 +5392,7 @@ static void prune_invalid_states(struct StateEntry *state_table, const struct wi unsigned int start, last, i; start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0); - last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE); + last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE); for (i = start; i <= last; ++i) { state_table[i].representative = 0; @@ -5400,7 +5400,7 @@ static void prune_invalid_states(struct StateEntry *state_table, const struct wi } start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages); - last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1); + last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_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 3dfd368780b..403724745c9 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -216,7 +216,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, states->textures = 0xfffff; stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1); stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1); - for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff; for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1; states->pixelShaderConstantsB = 0xffff; @@ -246,7 +246,7 @@ 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 < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; + 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; @@ -273,7 +273,7 @@ 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 < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask; + 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; @@ -366,7 +366,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) } } - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { DWORD map = stateblock->changed.textureState[i]; @@ -1466,7 +1466,7 @@ 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 < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { TRACE("Setting up default texture states for texture Stage %u.\n", i); state->transforms[WINED3D_TS_TEXTURE0 + i] = identity; @@ -1518,7 +1518,7 @@ static void stateblock_state_init_default(struct wined3d_stateblock_state *state init_default_render_states(state->rs, d3d_info); - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_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 54e3b1031ac..dd452409b80 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -5387,7 +5387,7 @@ 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], - MAX_TEXTURES - 1); + WINED3D_MAX_TEXTURES - 1); compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex], state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS], @@ -5718,7 +5718,7 @@ unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) { /* On core profile we have to also count diffuse and specular colors and the * fog coordinate. */ - return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1; + return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? WINED3D_MAX_TEXTURES * 4 : (WINED3D_MAX_TEXTURES + 2) * 4 + 1; } void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, @@ -5926,7 +5926,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d } /* Clear unsupported stages */ - for(; i < MAX_TEXTURES; i++) { + for(; i < WINED3D_MAX_TEXTURES; i++) { memset(&settings->op[i], 0xff, sizeof(settings->op[i])); } @@ -6003,7 +6003,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info)) { settings->texcoords_initialized = 0; - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (use_vs(state)) { @@ -6016,14 +6016,14 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d 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 < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) + || (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))) settings->texcoords_initialized |= 1u << i; } } } else { - settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1; + settings->texcoords_initialized = (1u << WINED3D_MAX_TEXTURES) - 1; } settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE] @@ -6208,15 +6208,15 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, else settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD; - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; - if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) + if (coord_idx < WINED3D_MAX_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->limits.varying_count >= wined3d_max_compat_varyings(gl_info)) - settings->texcoords = (1u << MAX_TEXTURES) - 1; + settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1; if (d3d_info->emulated_flatshading) settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT; @@ -6269,15 +6269,15 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, settings->specular_source = WINED3D_MCS_MATERIAL; } - for (i = 0; i < MAX_TEXTURES; ++i) + for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX]; - if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))) + if (coord_idx < WINED3D_MAX_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->limits.varying_count >= wined3d_max_compat_varyings(gl_info)) - settings->texcoords = (1u << MAX_TEXTURES) - 1; + settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1; for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i) { diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 76aedd5c679..dd41ba572d3 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -259,7 +259,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup /* Device caps */ #define WINED3D_MAX_STREAMS 16 -#define MAX_TEXTURES 8 +#define WINED3D_MAX_TEXTURES 8 #define MAX_FRAGMENT_SAMPLERS 16 #define MAX_VERTEX_SAMPLERS 4 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) @@ -1003,8 +1003,8 @@ struct wined3d_shader_reg_maps struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS]; struct wined3d_shader_sampler_map sampler_map; DWORD sampler_comparison_mode; - BYTE bumpmat; /* MAX_TEXTURES, 8 */ - BYTE luminanceparams; /* MAX_TEXTURES, 8 */ + BYTE bumpmat; /* WINED3D_MAX_TEXTURES, 8 */ + BYTE luminanceparams; /* WINED3D_MAX_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 */ @@ -1355,7 +1355,7 @@ struct ps_compile_args in D3D10 (unconditional NP2 support mandatory). */ WORD np2_fixup; WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */ - WORD texcoords_initialized; /* MAX_TEXTURES, 8 */ + WORD texcoords_initialized; /* WINED3D_MAX_TEXTURES, 8 */ DWORD pointsprite : 1; DWORD flatshading : 1; DWORD alpha_test_func : 3; @@ -1577,10 +1577,10 @@ enum wined3d_pipeline #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(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) + ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) /* + 1 because samplers start with 0 */ -#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) +#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_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a)) @@ -1902,10 +1902,10 @@ struct wined3d_context DWORD destroyed : 1; DWORD valid : 1; - DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */ - DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */ - DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */ - DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */ + DWORD texShaderBumpMap : 8; /* WINED3D_MAX_TEXTURES, 8 */ + DWORD lastWasPow2Texture : 8; /* WINED3D_MAX_TEXTURES, 8 */ + DWORD fixed_function_usage_map : 8; /* WINED3D_MAX_TEXTURES, 8 */ + DWORD lowest_disabled_stage : 4; /* Max WINED3D_MAX_TEXTURES, 8 */ DWORD use_immediate_mode_draw : 1; DWORD rebind_fbo : 1; DWORD needs_set : 1; @@ -2753,7 +2753,7 @@ struct texture_stage_op struct ffp_frag_settings { - struct texture_stage_op op[MAX_TEXTURES]; + struct texture_stage_op op[WINED3D_MAX_TEXTURES]; enum wined3d_ffp_ps_fog_mode fog; unsigned char sRGB_write; unsigned char emul_clipplanes; @@ -2822,13 +2822,13 @@ struct wined3d_ffp_vs_settings DWORD point_size : 1; DWORD per_vertex_point_size : 1; DWORD fog_mode : 2; - DWORD texcoords : 8; /* MAX_TEXTURES */ + DWORD texcoords : 8; /* WINED3D_MAX_TEXTURES */ DWORD ortho_fog : 1; DWORD flatshading : 1; DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */ DWORD padding : 2; - DWORD texgen[MAX_TEXTURES]; + DWORD texgen[WINED3D_MAX_TEXTURES]; }; struct wined3d_ffp_vs_desc @@ -2936,7 +2936,7 @@ struct wined3d_state struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; - DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; + DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES]; @@ -2998,7 +2998,7 @@ struct wined3d_stateblock_state struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; - DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; + DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES]; @@ -3569,7 +3569,7 @@ struct wined3d_saved_states WORD streamSource; /* WINED3D_MAX_STREAMS, 16 */ WORD streamFreq; /* WINED3D_MAX_STREAMS, 16 */ DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1]; - DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ + DWORD textureState[WINED3D_MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */ WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ @@ -3621,7 +3621,7 @@ struct wined3d_stateblock unsigned int num_contained_ps_consts_b; DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; unsigned int num_contained_ps_consts_f; - struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; + 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]; unsigned int num_contained_sampler_states;