wined3d: Rename MAX_VERTEX_SAMPLERS to WINED3D_MAX_VERTEX_SAMPLERS.
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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@ -2036,12 +2036,12 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
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}
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wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
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if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map))
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if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map))
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{
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ERR("Unexpected texture unit base index %u.\n", base);
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return FALSE;
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}
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for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
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for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
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{
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context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
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context->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
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@ -2368,7 +2368,7 @@ const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
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break;
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case WINED3D_SHADER_TYPE_VERTEX:
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*base = WINED3D_MAX_FRAGMENT_SAMPLERS;
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*count = MAX_VERTEX_SAMPLERS;
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*count = WINED3D_MAX_VERTEX_SAMPLERS;
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break;
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default:
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ERR("Unhandled shader type %#x.\n", shader_version->type);
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@ -3416,7 +3416,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
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if (ps)
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ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
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for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
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for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
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{
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DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
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if (vs_resource_info[i].type)
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@ -3729,7 +3729,7 @@ static void context_preload_textures(struct wined3d_context *context, const stru
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if (use_vs(state))
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{
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for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
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for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
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{
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if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
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context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
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@ -261,8 +261,8 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
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#define WINED3D_MAX_STREAMS 16
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#define WINED3D_MAX_TEXTURES 8
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#define WINED3D_MAX_FRAGMENT_SAMPLERS 16
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#define MAX_VERTEX_SAMPLERS 4
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#define MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
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#define WINED3D_MAX_VERTEX_SAMPLERS 4
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#define 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 MAX_CLIP_DISTANCES 8
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#define MAX_CONSTANT_BUFFERS 15
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@ -1996,7 +1996,7 @@ struct wined3d_context
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GLuint blit_vbo;
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DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
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DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
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DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS];
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/* Extension emulation */
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GLint gl_fog_source;
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