diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 2e87e5ff853..1a24a662e82 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -181,7 +181,7 @@ struct glsl_vs_program GLint q_att; GLint cos_htheta; GLint cos_hphi; - } light_location[MAX_ACTIVE_LIGHTS]; + } light_location[WINED3D_MAX_ACTIVE_LIGHTS]; GLint pointsize_location; GLint pointsize_min_location; GLint pointsize_max_location; @@ -1892,7 +1892,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context DWORD directional_count = 0; DWORD parallel_point_count = 0; - for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i) + for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i) { if (!state->light_state.lights[i]) continue; @@ -1922,7 +1922,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context parallel_point_idx = directional_idx + directional_count; shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog); - for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i) + for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i) { const struct wined3d_light_info *light_info = state->light_state.lights[i]; unsigned int idx; @@ -9185,7 +9185,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr shader_addline(buffer, " float q_att;\n"); shader_addline(buffer, " float cos_htheta;\n"); shader_addline(buffer, " float cos_hphi;\n"); - shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS); + shader_addline(buffer, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS); if (settings->point_size) { @@ -10132,7 +10132,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info * vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive")); vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess")); vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient")); - for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i) + for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i) { string_buffer_sprintf(name, "ffp_light[%u].diffuse", i); vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); @@ -11661,7 +11661,7 @@ static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, caps->xyzrhw = TRUE; caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info); caps->ffp_generic_attributes = TRUE; - caps->max_active_lights = MAX_ACTIVE_LIGHTS; + caps->max_active_lights = WINED3D_MAX_ACTIVE_LIGHTS; caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS; caps->max_vertex_blend_matrix_index = 0; caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 01949171489..50b7135fb45 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -579,7 +579,7 @@ void state_cleanup(struct wined3d_state *state) if (!(state->flags & WINED3D_STATE_NO_REF)) state_unbind_resources(state); - for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter) + for (counter = 0; counter < WINED3D_MAX_ACTIVE_LIGHTS; ++counter) { state->light_state.lights[counter] = NULL; } diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index dd452409b80..062f8662aa7 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -6279,7 +6279,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info)) settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1; - for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i) + for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i) { if (!state->light_state.lights[i]) continue; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index d646e9e5f6f..77f97a848f6 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -263,7 +263,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup #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) -#define MAX_ACTIVE_LIGHTS 8 +#define WINED3D_MAX_ACTIVE_LIGHTS 8 #define MAX_CLIP_DISTANCES 8 #define MAX_CONSTANT_BUFFERS 15 #define MAX_SAMPLER_OBJECTS 16 @@ -1615,9 +1615,9 @@ enum wined3d_pipeline #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1) #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE) #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a)) -#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS)) +#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(WINED3D_MAX_ACTIVE_LIGHTS)) -#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1) +#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(WINED3D_MAX_ACTIVE_LIGHTS - 1) + 1) #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT) #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a)) @@ -2896,7 +2896,7 @@ struct wined3d_light_state { /* Light hashmap. Collisions are handled using linked lists. */ struct list light_map[LIGHTMAP_SIZE]; - const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; + const struct wined3d_light_info *lights[WINED3D_MAX_ACTIVE_LIGHTS]; }; #define WINED3D_STATE_NO_REF 0x00000001