Commit a2ca4244 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Use MAX_TEXTURES instead of magic number.

parent b44a5668
...@@ -5934,8 +5934,8 @@ static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen ...@@ -5934,8 +5934,8 @@ static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen
/* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */ /* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
caps->MaxTextureBlendStages = 8; caps->MaxTextureBlendStages = MAX_TEXTURES;
caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8); caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, MAX_TEXTURES);
} }
static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info) static DWORD arbfp_get_emul_mask(const struct wined3d_gl_info *gl_info)
......
...@@ -1307,7 +1307,7 @@ static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen ...@@ -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 * 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 * r200 series and use an ARB or GLSL shader instead
*/ */
caps->MaxTextureBlendStages = 8; caps->MaxTextureBlendStages = MAX_TEXTURES;
caps->MaxSimultaneousTextures = 6; caps->MaxSimultaneousTextures = 6;
} }
......
...@@ -9433,8 +9433,8 @@ static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, s ...@@ -9433,8 +9433,8 @@ static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, s
| WINED3DTEXOPCAPS_LERP | WINED3DTEXOPCAPS_LERP
| WINED3DTEXOPCAPS_BUMPENVMAP | WINED3DTEXOPCAPS_BUMPENVMAP
| WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE; | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
caps->MaxTextureBlendStages = 8; caps->MaxTextureBlendStages = MAX_TEXTURES;
caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8); caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, MAX_TEXTURES);
} }
static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info) static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info)
......
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