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>
This commit is contained in:
Zebediah Figura 2019-02-20 14:53:59 -06:00 committed by Alexandre Julliard
parent faea4679c0
commit 8a1e746ffb
2 changed files with 8 additions and 8 deletions

View File

@ -2036,12 +2036,12 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
} }
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count); wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map)) if (base + WINED3D_MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map))
{ {
ERR("Unexpected texture unit base index %u.\n", base); ERR("Unexpected texture unit base index %u.\n", base);
return FALSE; return FALSE;
} }
for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i) for (i = 0; i < min(count, WINED3D_MAX_VERTEX_SAMPLERS); ++i)
{ {
context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i; context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
context->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i; context->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
@ -2368,7 +2368,7 @@ const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
break; break;
case WINED3D_SHADER_TYPE_VERTEX: case WINED3D_SHADER_TYPE_VERTEX:
*base = WINED3D_MAX_FRAGMENT_SAMPLERS; *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
*count = MAX_VERTEX_SAMPLERS; *count = WINED3D_MAX_VERTEX_SAMPLERS;
break; break;
default: default:
ERR("Unhandled shader type %#x.\n", shader_version->type); ERR("Unhandled shader type %#x.\n", shader_version->type);
@ -3416,7 +3416,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
if (ps) if (ps)
ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
{ {
DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS; DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
if (vs_resource_info[i].type) if (vs_resource_info[i].type)
@ -3729,7 +3729,7 @@ static void context_preload_textures(struct wined3d_context *context, const stru
if (use_vs(state)) if (use_vs(state))
{ {
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
{ {
if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type) if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i); context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);

View File

@ -261,8 +261,8 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
#define WINED3D_MAX_STREAMS 16 #define WINED3D_MAX_STREAMS 16
#define WINED3D_MAX_TEXTURES 8 #define WINED3D_MAX_TEXTURES 8
#define WINED3D_MAX_FRAGMENT_SAMPLERS 16 #define WINED3D_MAX_FRAGMENT_SAMPLERS 16
#define MAX_VERTEX_SAMPLERS 4 #define WINED3D_MAX_VERTEX_SAMPLERS 4
#define MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) #define MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
#define MAX_ACTIVE_LIGHTS 8 #define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIP_DISTANCES 8 #define MAX_CLIP_DISTANCES 8
#define MAX_CONSTANT_BUFFERS 15 #define MAX_CONSTANT_BUFFERS 15
@ -1996,7 +1996,7 @@ struct wined3d_context
GLuint blit_vbo; GLuint blit_vbo;
DWORD tex_unit_map[MAX_COMBINED_SAMPLERS]; DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS]; DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS];
/* Extension emulation */ /* Extension emulation */
GLint gl_fog_source; GLint gl_fog_source;