wined3d: Use a more reasonable limit for the number of mipmap levels.
256 is quite ridiculous, considering the dimensions are only UINTs. Perhaps these arrays should be dynamically allocated in the first place though.
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@ -167,7 +167,6 @@ void hash_table_remove(struct hash_table_t *table, void *key);
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#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
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#define MAX_ACTIVE_LIGHTS 8
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#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
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#define MAX_LEVELS 256
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#define MAX_CONST_I 16
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#define MAX_CONST_B 16
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@ -634,8 +633,7 @@ extern int num_lock;
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/* DirectX Device Limits */
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/* --------------------- */
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#define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
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#define MAX_MIP_LEVELS 32 /* Maximum number of mipmap levels. */
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#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
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See MaxStreams in MSDN under GetDeviceCaps */
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#define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
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@ -1519,7 +1517,7 @@ typedef struct IWineD3DTextureImpl
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IWineD3DBaseTextureClass baseTexture;
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/* IWineD3DTexture */
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IWineD3DSurface *surfaces[MAX_LEVELS];
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IWineD3DSurface *surfaces[MAX_MIP_LEVELS];
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UINT target;
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BOOL cond_np2;
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@ -1538,7 +1536,7 @@ typedef struct IWineD3DCubeTextureImpl
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IWineD3DBaseTextureClass baseTexture;
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/* IWineD3DCubeTexture */
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IWineD3DSurface *surfaces[6][MAX_LEVELS];
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IWineD3DSurface *surfaces[6][MAX_MIP_LEVELS];
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} IWineD3DCubeTextureImpl;
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extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
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@ -1584,7 +1582,7 @@ typedef struct IWineD3DVolumeTextureImpl
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IWineD3DBaseTextureClass baseTexture;
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/* IWineD3DVolumeTexture */
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IWineD3DVolume *volumes[MAX_LEVELS];
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IWineD3DVolume *volumes[MAX_MIP_LEVELS];
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} IWineD3DVolumeTextureImpl;
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extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
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