wined3d: Use the MAX_TEXTURES define in a few more places.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -53,7 +53,7 @@ struct atifs_ffp_desc
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struct ffp_frag_desc parent;
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GLuint shader;
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unsigned int num_textures_used;
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enum atifs_constant_value constants[8];
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enum atifs_constant_value constants[MAX_TEXTURES];
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};
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struct atifs_private_data
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@ -938,7 +938,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
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constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
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/* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
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for (stage = 0; stage < 8; ++stage)
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for (stage = 0; stage < MAX_TEXTURES; ++stage)
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{
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if (constants[stage] == ATIFS_CONSTANT_UNUSED)
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constants[stage] = ATIFS_CONSTANT_BUMP;
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@ -1062,7 +1062,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
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GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
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ctx_priv->last_shader = desc;
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for (i = 0; i < 8; i++)
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for (i = 0; i < MAX_TEXTURES; i++)
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{
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if (last_shader && last_shader->constants[i] == desc->constants[i])
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continue;
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