Commit 0be165a7 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Rename MAX_TEXTURES to WINED3D_MAX_TEXTURES.

parent 7561ded0
......@@ -2915,13 +2915,13 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info, struct
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
gl_info->limits.textures = min(WINED3D_MAX_TEXTURES, gl_max);
TRACE("Max textures: %d.\n", gl_info->limits.textures);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
gl_info->limits.texture_coords = min(WINED3D_MAX_TEXTURES, gl_max);
}
else
{
......@@ -2961,7 +2961,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info, struct
* use any samplers. If fixed-function fragment processing is used
* we have to make sure that all vertex sampler setups are valid
* together with all possible fixed-function fragment processing
* setups. This is true if vsamplers + MAX_TEXTURES <= max_samplers.
* setups. This is true if vsamplers + WINED3D_MAX_TEXTURES <= max_samplers.
* This is true on all Direct3D 9 cards that support vertex
* texture fetch (GeForce 6 and GeForce 7 cards). Direct3D 9
* Radeon cards do not support vertex texture fetch. Direct3D 10
......@@ -2973,13 +2973,13 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info, struct
* true. If not, write a warning and reduce the number of vertex
* samplers or probably disable vertex texture fetch. */
if (vertex_sampler_count && gl_info->limits.combined_samplers < 12
&& MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers)
&& WINED3D_MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers)
{
FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
vertex_sampler_count, gl_info->limits.combined_samplers);
FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
if (gl_info->limits.combined_samplers > MAX_TEXTURES)
vertex_sampler_count = gl_info->limits.combined_samplers - MAX_TEXTURES;
FIXME("Expected vertex samplers + WINED3D_MAX_TEXTURES(=8) > combined_samplers.\n");
if (gl_info->limits.combined_samplers > WINED3D_MAX_TEXTURES)
vertex_sampler_count = gl_info->limits.combined_samplers - WINED3D_MAX_TEXTURES;
else
vertex_sampler_count = 0;
gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = vertex_sampler_count;
......
......@@ -177,8 +177,8 @@ struct arb_ps_compiled_shader
{
struct arb_ps_compile_args args;
struct arb_ps_np2fixup_info np2fixup_info;
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
struct stb_const_desc luminanceconst[MAX_TEXTURES];
struct stb_const_desc bumpenvmatconst[WINED3D_MAX_TEXTURES];
struct stb_const_desc luminanceconst[WINED3D_MAX_TEXTURES];
UINT int_consts[WINED3D_MAX_CONSTS_I];
GLuint prgId;
UINT ycorrection;
......@@ -2009,7 +2009,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD flags = 0;
if (reg_sampler_code < MAX_TEXTURES)
if (reg_sampler_code < WINED3D_MAX_TEXTURES)
flags = priv->cur_ps_args->super.tex_transform >> reg_sampler_code * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
if (flags & WINED3D_PSARGS_PROJECTED)
{
......@@ -2082,7 +2082,7 @@ static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
/* Move .x first in case src_str is "TA" */
shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
if (reg1 < MAX_TEXTURES)
if (reg1 < WINED3D_MAX_TEXTURES)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
flags = priv->cur_ps_args->super.tex_transform >> reg1 * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
......@@ -2207,7 +2207,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
}
......@@ -2250,7 +2250,7 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
tex_mx->current_row = 0;
}
......@@ -2291,7 +2291,7 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
tex_mx->current_row = 0;
}
......@@ -2332,7 +2332,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
flags = reg < WINED3D_MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
tex_mx->current_row = 0;
}
......@@ -5766,8 +5766,8 @@ static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen
/* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
caps->MaxTextureBlendStages = MAX_TEXTURES;
caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_TEXTURES);
caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES);
}
static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
......@@ -6239,7 +6239,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
}
/* Find out which textures are read */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
{
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
break;
......@@ -6322,7 +6322,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
shader_addline(&buffer, "TEMP arg0;\n");
shader_addline(&buffer, "TEMP arg1;\n");
shader_addline(&buffer, "TEMP arg2;\n");
for (stage = 0; stage < MAX_TEXTURES; ++stage)
for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
{
if (constant_used & (1u << stage))
shader_addline(&buffer, "PARAM const%u = program.env[%u];\n", stage, ARB_FFP_CONST_CONSTANT(stage));
......@@ -6361,7 +6361,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
shader_addline(&buffer, "MOV tempreg, 0.0;\n");
/* Generate texture sampling instructions */
for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
{
if (!(tex_read & (1u << stage)))
continue;
......@@ -6457,7 +6457,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
shader_addline(&buffer, "MOV ret, fragment.color.primary;\n");
/* Generate the main shader */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
{
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
break;
......@@ -6548,7 +6548,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
{
/* Reload fixed function constants since they collide with the
* pixel shader constants. */
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
......@@ -6599,7 +6599,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
{
/* Reload fixed function constants since they collide with the
* pixel shader constants. */
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00));
state_tss_constant_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_CONSTANT));
......
......@@ -52,7 +52,7 @@ struct atifs_ffp_desc
struct ffp_frag_desc parent;
GLuint shader;
unsigned int num_textures_used;
enum atifs_constant_value constants[MAX_TEXTURES];
enum atifs_constant_value constants[WINED3D_MAX_TEXTURES];
};
struct atifs_private_data
......@@ -322,15 +322,15 @@ static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
return ret;
}
static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
static GLuint find_tmpreg(const struct texture_stage_op op[WINED3D_MAX_TEXTURES])
{
int lowest_read = -1;
int lowest_write = -1;
int i;
BOOL tex_used[MAX_TEXTURES];
BOOL tex_used[WINED3D_MAX_TEXTURES];
memset(tex_used, 0, sizeof(tex_used));
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
if (op[i].cop == WINED3D_TOP_DISABLE)
break;
......@@ -467,7 +467,7 @@ static BOOL op_reads_constant(const struct texture_stage_op *op)
|| (op->aarg2 & WINED3DTA_SELECTMASK) == WINED3DTA_CONSTANT;
}
static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_TEXTURES],
const struct wined3d_gl_info *gl_info, enum atifs_constant_value *constants)
{
GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
......@@ -604,7 +604,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
}
/* Pass 4: Generate the arithmetic instructions */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
{
if (op[stage].cop == WINED3D_TOP_DISABLE)
{
......@@ -936,7 +936,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES],
constants[ATIFS_CONST_TFACTOR - GL_CON_0_ATI] = ATIFS_CONSTANT_TFACTOR;
/* Assign unused constants to avoid reloading due to unused <-> bump matrix switches. */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
{
if (constants[stage] == ATIFS_CONSTANT_UNUSED)
constants[stage] = ATIFS_CONSTANT_BUMP;
......@@ -1062,7 +1062,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined
GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
ctx_priv->last_shader = desc;
for (i = 0; i < MAX_TEXTURES; i++)
for (i = 0; i < WINED3D_MAX_TEXTURES; i++)
{
if (last_shader && last_shader->constants[i] == desc->constants[i])
continue;
......@@ -1307,7 +1307,7 @@ static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen
* The proper fix for this is not to use GL_ATI_fragment_shader on cards newer than the
* r200 series and use an ARB or GLSL shader instead
*/
caps->MaxTextureBlendStages = MAX_TEXTURES;
caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
caps->MaxSimultaneousTextures = 6;
}
......
......@@ -2350,7 +2350,7 @@ const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
if (!shader_version)
{
*base = 0;
*count = MAX_TEXTURES;
*count = WINED3D_MAX_TEXTURES;
return context->tex_unit_map;
}
......@@ -2841,7 +2841,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
sampler = context->rev_tex_unit_map[0];
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < MAX_TEXTURES)
if (sampler < WINED3D_MAX_TEXTURES)
{
context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
......@@ -2962,7 +2962,7 @@ void context_apply_ffp_blit_state(struct wined3d_context *context, const struct
sampler = context->rev_tex_unit_map[i];
if (sampler != WINED3D_UNMAPPED_STAGE)
{
if (sampler < MAX_TEXTURES)
if (sampler < WINED3D_MAX_TEXTURES)
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
context_invalidate_state(context, STATE_SAMPLER(sampler));
}
......@@ -3263,7 +3263,7 @@ static void context_update_fixed_function_usage_map(struct wined3d_context *cont
UINT i, start, end;
context->fixed_function_usage_map = 0;
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
......@@ -3289,7 +3289,7 @@ static void context_update_fixed_function_usage_map(struct wined3d_context *cont
context->fixed_function_usage_map |= (1u << i);
if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
&& i < MAX_TEXTURES - 1)
&& i < WINED3D_MAX_TEXTURES - 1)
context->fixed_function_usage_map |= (1u << (i + 1));
}
......@@ -3391,7 +3391,7 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
if (!ps_resource_info)
{
/* No pixel shader, check fixed function */
return current_mapping >= MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
return current_mapping >= WINED3D_MAX_TEXTURES || !(context->fixed_function_usage_map & (1u << current_mapping));
}
/* Pixel shader, check the shader's sampler map */
......@@ -5081,7 +5081,7 @@ void context_load_tex_coords(const struct wined3d_context *context, const struct
continue;
}
if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
{
const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx];
......
......@@ -739,7 +739,7 @@ static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct
WINED3DTEXOPCAPS_PREMODULATE */
#endif
caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
caps->MaxTextureBlendStages = min(WINED3D_MAX_TEXTURES, gl_info->limits.general_combiners);
caps->MaxSimultaneousTextures = gl_info->limits.textures;
}
......
......@@ -4098,7 +4098,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
args->texcoords_initialized = 0;
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
if (vs)
{
......@@ -4112,14 +4112,14 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
& WINED3D_FFP_TCI_MASK
|| (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
|| (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
args->texcoords_initialized |= 1u << i;
}
}
}
else
{
args->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
args->texcoords_initialized = (1u << WINED3D_MAX_TEXTURES) - 1;
}
args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
......
......@@ -3501,7 +3501,7 @@ static void sampler_texmatrix(struct wined3d_context *context, const struct wine
* wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
* scaling is reapplied or removed, the texture matrix has to be reapplied.
*/
if (sampler < MAX_TEXTURES)
if (sampler < WINED3D_MAX_TEXTURES)
{
const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
......@@ -3993,7 +3993,7 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
{
unsigned int i;
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
......@@ -5392,7 +5392,7 @@ static void prune_invalid_states(struct StateEntry *state_table, const struct wi
unsigned int start, last, i;
start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
for (i = start; i <= last; ++i)
{
state_table[i].representative = 0;
......@@ -5400,7 +5400,7 @@ static void prune_invalid_states(struct StateEntry *state_table, const struct wi
}
start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_TEXTURES - 1);
for (i = start; i <= last; ++i)
{
state_table[i].representative = 0;
......
......@@ -216,7 +216,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states,
states->textures = 0xfffff;
stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1;
states->pixelShaderConstantsB = 0xffff;
......@@ -246,7 +246,7 @@ static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states
for (i = 0; i < ARRAY_SIZE(pixel_states_texture); ++i)
texture_mask |= 1u << pixel_states_texture[i];
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < ARRAY_SIZE(pixel_states_sampler); ++i)
sampler_mask |= 1u << pixel_states_sampler[i];
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
......@@ -273,7 +273,7 @@ static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *state
for (i = 0; i < ARRAY_SIZE(vertex_states_texture); ++i)
texture_mask |= 1u << vertex_states_texture[i];
for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
for (i = 0; i < ARRAY_SIZE(vertex_states_sampler); ++i)
sampler_mask |= 1u << vertex_states_sampler[i];
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
......@@ -366,7 +366,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
}
}
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
DWORD map = stateblock->changed.textureState[i];
......@@ -1466,7 +1466,7 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d
init_default_render_states(state->render_states, d3d_info);
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
TRACE("Setting up default texture states for texture Stage %u.\n", i);
state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
......@@ -1518,7 +1518,7 @@ static void stateblock_state_init_default(struct wined3d_stateblock_state *state
init_default_render_states(state->rs, d3d_info);
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
state->transforms[WINED3D_TS_TEXTURE0 + i] = identity;
init_default_texture_state(i, state->texture_states[i]);
......
......@@ -5387,7 +5387,7 @@ void get_texture_matrix(const struct wined3d_context *context, const struct wine
BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
!= WINED3DTSS_TCI_PASSTHRU;
unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
MAX_TEXTURES - 1);
WINED3D_MAX_TEXTURES - 1);
compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
......@@ -5718,7 +5718,7 @@ unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
{
/* On core profile we have to also count diffuse and specular colors and the
* fog coordinate. */
return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? WINED3D_MAX_TEXTURES * 4 : (WINED3D_MAX_TEXTURES + 2) * 4 + 1;
}
void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
......@@ -5926,7 +5926,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
}
/* Clear unsupported stages */
for(; i < MAX_TEXTURES; i++) {
for(; i < WINED3D_MAX_TEXTURES; i++) {
memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
}
......@@ -6003,7 +6003,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
&& d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
{
settings->texcoords_initialized = 0;
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
if (use_vs(state))
{
......@@ -6016,14 +6016,14 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
& WINED3D_FFP_TCI_MASK
|| (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
|| (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
settings->texcoords_initialized |= 1u << i;
}
}
}
else
{
settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
settings->texcoords_initialized = (1u << WINED3D_MAX_TEXTURES) - 1;
}
settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
......@@ -6208,15 +6208,15 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
else
settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
settings->texcoords |= 1u << i;
settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
}
if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
settings->texcoords = (1u << MAX_TEXTURES) - 1;
settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
if (d3d_info->emulated_flatshading)
settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
......@@ -6269,15 +6269,15 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
settings->specular_source = WINED3D_MCS_MATERIAL;
}
for (i = 0; i < MAX_TEXTURES; ++i)
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
if (coord_idx < WINED3D_MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
settings->texcoords |= 1u << i;
settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
}
if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
settings->texcoords = (1u << MAX_TEXTURES) - 1;
settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
......
......@@ -259,7 +259,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
/* Device caps */
#define WINED3D_MAX_STREAMS 16
#define MAX_TEXTURES 8
#define WINED3D_MAX_TEXTURES 8
#define MAX_FRAGMENT_SAMPLERS 16
#define MAX_VERTEX_SAMPLERS 4
#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
......@@ -1003,8 +1003,8 @@ struct wined3d_shader_reg_maps
struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
struct wined3d_shader_sampler_map sampler_map;
DWORD sampler_comparison_mode;
BYTE bumpmat; /* MAX_TEXTURES, 8 */
BYTE luminanceparams; /* MAX_TEXTURES, 8 */
BYTE bumpmat; /* WINED3D_MAX_TEXTURES, 8 */
BYTE luminanceparams; /* WINED3D_MAX_TEXTURES, 8 */
struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
......@@ -1355,7 +1355,7 @@ struct ps_compile_args
in D3D10 (unconditional NP2 support mandatory). */
WORD np2_fixup;
WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
WORD texcoords_initialized; /* WINED3D_MAX_TEXTURES, 8 */
DWORD pointsprite : 1;
DWORD flatshading : 1;
DWORD alpha_test_func : 3;
......@@ -1577,10 +1577,10 @@ enum wined3d_pipeline
#define STATE_TEXTURESTAGE(stage, num) \
(STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
#define STATE_IS_TEXTURESTAGE(a) \
((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
/* + 1 because samplers start with 0 */
#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
#define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
......@@ -1902,10 +1902,10 @@ struct wined3d_context
DWORD destroyed : 1;
DWORD valid : 1;
DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
DWORD texShaderBumpMap : 8; /* WINED3D_MAX_TEXTURES, 8 */
DWORD lastWasPow2Texture : 8; /* WINED3D_MAX_TEXTURES, 8 */
DWORD fixed_function_usage_map : 8; /* WINED3D_MAX_TEXTURES, 8 */
DWORD lowest_disabled_stage : 4; /* Max WINED3D_MAX_TEXTURES, 8 */
DWORD use_immediate_mode_draw : 1;
DWORD rebind_fbo : 1;
DWORD needs_set : 1;
......@@ -2753,7 +2753,7 @@ struct texture_stage_op
struct ffp_frag_settings
{
struct texture_stage_op op[MAX_TEXTURES];
struct texture_stage_op op[WINED3D_MAX_TEXTURES];
enum wined3d_ffp_ps_fog_mode fog;
unsigned char sRGB_write;
unsigned char emul_clipplanes;
......@@ -2822,13 +2822,13 @@ struct wined3d_ffp_vs_settings
DWORD point_size : 1;
DWORD per_vertex_point_size : 1;
DWORD fog_mode : 2;
DWORD texcoords : 8; /* MAX_TEXTURES */
DWORD texcoords : 8; /* WINED3D_MAX_TEXTURES */
DWORD ortho_fog : 1;
DWORD flatshading : 1;
DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
DWORD padding : 2;
DWORD texgen[MAX_TEXTURES];
DWORD texgen[WINED3D_MAX_TEXTURES];
};
struct wined3d_ffp_vs_desc
......@@ -2936,7 +2936,7 @@ struct wined3d_state
struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
......@@ -2998,7 +2998,7 @@ struct wined3d_stateblock_state
struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
......@@ -3569,7 +3569,7 @@ struct wined3d_saved_states
WORD streamSource; /* WINED3D_MAX_STREAMS, 16 */
WORD streamFreq; /* WINED3D_MAX_STREAMS, 16 */
DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
DWORD textureState[WINED3D_MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */
WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
......@@ -3621,7 +3621,7 @@ struct wined3d_stateblock
unsigned int num_contained_ps_consts_b;
DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
unsigned int num_contained_ps_consts_f;
struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
struct StageState contained_tss_states[WINED3D_MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
unsigned int num_contained_tss_states;
struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
unsigned int num_contained_sampler_states;
......
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