wined3d: Rename MAX_ACTIVE_LIGHTS to WINED3D_MAX_ACTIVE_LIGHTS.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -181,7 +181,7 @@ struct glsl_vs_program
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GLint q_att;
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GLint q_att;
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GLint cos_htheta;
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GLint cos_htheta;
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GLint cos_hphi;
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GLint cos_hphi;
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} light_location[MAX_ACTIVE_LIGHTS];
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} light_location[WINED3D_MAX_ACTIVE_LIGHTS];
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GLint pointsize_location;
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GLint pointsize_location;
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GLint pointsize_min_location;
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GLint pointsize_min_location;
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GLint pointsize_max_location;
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GLint pointsize_max_location;
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@ -1892,7 +1892,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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DWORD directional_count = 0;
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DWORD directional_count = 0;
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DWORD parallel_point_count = 0;
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DWORD parallel_point_count = 0;
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for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
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for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
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{
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{
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if (!state->light_state.lights[i])
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if (!state->light_state.lights[i])
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continue;
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continue;
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@ -1922,7 +1922,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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parallel_point_idx = directional_idx + directional_count;
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parallel_point_idx = directional_idx + directional_count;
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shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
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shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
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for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
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for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
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{
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{
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const struct wined3d_light_info *light_info = state->light_state.lights[i];
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const struct wined3d_light_info *light_info = state->light_state.lights[i];
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unsigned int idx;
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unsigned int idx;
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@ -9185,7 +9185,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
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shader_addline(buffer, " float q_att;\n");
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shader_addline(buffer, " float q_att;\n");
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shader_addline(buffer, " float cos_htheta;\n");
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shader_addline(buffer, " float cos_htheta;\n");
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shader_addline(buffer, " float cos_hphi;\n");
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shader_addline(buffer, " float cos_hphi;\n");
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shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS);
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shader_addline(buffer, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS);
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if (settings->point_size)
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if (settings->point_size)
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{
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{
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@ -10132,7 +10132,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
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vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
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vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
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vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
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vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
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vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
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vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
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for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
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for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
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{
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{
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string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
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string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
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vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
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vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
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@ -11661,7 +11661,7 @@ static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info,
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caps->xyzrhw = TRUE;
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caps->xyzrhw = TRUE;
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caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info);
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caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info);
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caps->ffp_generic_attributes = TRUE;
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caps->ffp_generic_attributes = TRUE;
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caps->max_active_lights = MAX_ACTIVE_LIGHTS;
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caps->max_active_lights = WINED3D_MAX_ACTIVE_LIGHTS;
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caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
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caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
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caps->max_vertex_blend_matrix_index = 0;
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caps->max_vertex_blend_matrix_index = 0;
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caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
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caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
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@ -579,7 +579,7 @@ void state_cleanup(struct wined3d_state *state)
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if (!(state->flags & WINED3D_STATE_NO_REF))
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if (!(state->flags & WINED3D_STATE_NO_REF))
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state_unbind_resources(state);
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state_unbind_resources(state);
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for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
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for (counter = 0; counter < WINED3D_MAX_ACTIVE_LIGHTS; ++counter)
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{
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{
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state->light_state.lights[counter] = NULL;
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state->light_state.lights[counter] = NULL;
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}
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}
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@ -6279,7 +6279,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
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if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
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if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
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settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
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settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
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for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
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for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
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{
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{
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if (!state->light_state.lights[i])
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if (!state->light_state.lights[i])
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continue;
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continue;
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@ -263,7 +263,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
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#define WINED3D_MAX_FRAGMENT_SAMPLERS 16
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#define WINED3D_MAX_FRAGMENT_SAMPLERS 16
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#define WINED3D_MAX_VERTEX_SAMPLERS 4
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#define WINED3D_MAX_VERTEX_SAMPLERS 4
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#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
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#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
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#define MAX_ACTIVE_LIGHTS 8
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#define WINED3D_MAX_ACTIVE_LIGHTS 8
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#define MAX_CLIP_DISTANCES 8
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#define MAX_CLIP_DISTANCES 8
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#define MAX_CONSTANT_BUFFERS 15
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#define MAX_CONSTANT_BUFFERS 15
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#define MAX_SAMPLER_OBJECTS 16
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#define MAX_SAMPLER_OBJECTS 16
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@ -1615,9 +1615,9 @@ enum wined3d_pipeline
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#define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
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#define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
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#define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
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#define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
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#define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
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#define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
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#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
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#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(WINED3D_MAX_ACTIVE_LIGHTS))
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#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
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#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(WINED3D_MAX_ACTIVE_LIGHTS - 1) + 1)
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#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
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#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
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#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
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#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
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@ -2896,7 +2896,7 @@ struct wined3d_light_state
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{
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{
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/* Light hashmap. Collisions are handled using linked lists. */
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/* Light hashmap. Collisions are handled using linked lists. */
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struct list light_map[LIGHTMAP_SIZE];
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struct list light_map[LIGHTMAP_SIZE];
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const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
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const struct wined3d_light_info *lights[WINED3D_MAX_ACTIVE_LIGHTS];
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};
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};
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#define WINED3D_STATE_NO_REF 0x00000001
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#define WINED3D_STATE_NO_REF 0x00000001
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