[PATCH 3/5] wined3d: Rename MAX_FRAGMENT_SAMPLERS to WINED3D_MAX_FRAGMENT_SAMPLERS.

Zebediah Figura z.figura12 at gmail.com
Wed Feb 20 14:53:58 CST 2019


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/wined3d/arb_program_shader.c | 18 +++++++++---------
 dlls/wined3d/context.c            | 22 +++++++++++-----------
 dlls/wined3d/device.c             |  8 ++++----
 dlls/wined3d/glsl_shader.c        |  2 +-
 dlls/wined3d/shader.c             |  4 ++--
 dlls/wined3d/state.c              |  4 ++--
 dlls/wined3d/stateblock.c         |  4 ++--
 dlls/wined3d/wined3d_private.h    | 10 +++++-----
 8 files changed, 36 insertions(+), 36 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index ebe70a4bb6..49d06455f7 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -497,7 +497,7 @@ static unsigned int shader_arb_load_constants_f(const struct wined3d_shader *sha
 static void shader_arb_load_np2fixup_constants(const struct arb_ps_np2fixup_info *fixup,
         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
 {
-    GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
+    GLfloat np2fixup_constants[4 * WINED3D_MAX_FRAGMENT_SAMPLERS];
     WORD active = fixup->super.active;
     UINT i;
 
@@ -1421,7 +1421,7 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
     struct color_fixup_masks masks;
 
     /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
-    if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
+    if(!pshader) sampler_idx += WINED3D_MAX_FRAGMENT_SAMPLERS;
 
     switch (resource_type)
     {
@@ -1465,9 +1465,9 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
     else mod = "";
 
     /* Fragment samplers always have indentity mapping */
-    if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
+    if(sampler_idx >= WINED3D_MAX_FRAGMENT_SAMPLERS)
     {
-        sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
+        sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - WINED3D_MAX_FRAGMENT_SAMPLERS];
     }
 
     if (pshader)
@@ -3749,7 +3749,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
 
     /* Load constants to fixup NP2 texcoords if there are still free constants left:
      * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
-     * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
+     * at most 8 (WINED3D_MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
      * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
      * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
      * shader compilation errors and the subsequent errors when drawing with this shader. */
@@ -3763,7 +3763,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
         fixup->offset = next_local;
         fixup->super.active = 0;
 
-        for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+        for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
         {
             if (!(map & (1u << i)))
                 continue;
@@ -4518,9 +4518,9 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state,
             args->clip.boolclip.bools |= (1u << i);
     }
 
-    args->vertex.samplers[0] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 0];
-    args->vertex.samplers[1] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 1];
-    args->vertex.samplers[2] = context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + 2];
+    args->vertex.samplers[0] = context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 0];
+    args->vertex.samplers[1] = context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 1];
+    args->vertex.samplers[2] = context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + 2];
     args->vertex.samplers[3] = 0;
 
     /* Skip if unused or local */
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index cbe0e264ca..c973b03e26 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2024,12 +2024,12 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
         unsigned int base, count;
 
         wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_PIXEL, &base, &count);
-        if (base + MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map))
+        if (base + WINED3D_MAX_FRAGMENT_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map))
         {
             ERR("Unexpected texture unit base index %u.\n", base);
             return FALSE;
         }
-        for (i = 0; i < min(count, MAX_FRAGMENT_SAMPLERS); ++i)
+        for (i = 0; i < min(count, WINED3D_MAX_FRAGMENT_SAMPLERS); ++i)
         {
             context->tex_unit_map[i] = base + i;
             context->rev_tex_unit_map[base + i] = i;
@@ -2043,8 +2043,8 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
         }
         for (i = 0; i < min(count, MAX_VERTEX_SAMPLERS); ++i)
         {
-            context->tex_unit_map[MAX_FRAGMENT_SAMPLERS + i] = base + i;
-            context->rev_tex_unit_map[base + i] = MAX_FRAGMENT_SAMPLERS + i;
+            context->tex_unit_map[WINED3D_MAX_FRAGMENT_SAMPLERS + i] = base + i;
+            context->rev_tex_unit_map[base + i] = WINED3D_MAX_FRAGMENT_SAMPLERS + i;
         }
     }
 
@@ -2364,10 +2364,10 @@ const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
     {
         case WINED3D_SHADER_TYPE_PIXEL:
             *base = 0;
-            *count = MAX_FRAGMENT_SAMPLERS;
+            *count = WINED3D_MAX_FRAGMENT_SAMPLERS;
             break;
         case WINED3D_SHADER_TYPE_VERTEX:
-            *base = MAX_FRAGMENT_SAMPLERS;
+            *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
             *count = MAX_VERTEX_SAMPLERS;
             break;
         default:
@@ -3363,7 +3363,7 @@ static void context_map_psamplers(struct wined3d_context *context, const struct
             state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
     unsigned int i;
 
-    for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+    for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
     {
         if (resource_info[i].type && context->tex_unit_map[i] != i)
         {
@@ -3384,7 +3384,7 @@ static BOOL context_unit_free_for_vs(const struct wined3d_context *context,
     if (current_mapping == WINED3D_UNMAPPED_STAGE)
         return TRUE;
 
-    if (current_mapping < MAX_FRAGMENT_SAMPLERS)
+    if (current_mapping < WINED3D_MAX_FRAGMENT_SAMPLERS)
     {
         /* Used by a fragment sampler */
 
@@ -3418,7 +3418,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
 
     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
     {
-        DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
+        DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
         if (vs_resource_info[i].type)
         {
             while (start >= 0)
@@ -3732,13 +3732,13 @@ static void context_preload_textures(struct wined3d_context *context, const stru
         for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
         {
             if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
-                context_preload_texture(context, state, MAX_FRAGMENT_SAMPLERS + i);
+                context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
         }
     }
 
     if (use_ps(state))
     {
-        for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+        for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
         {
             if (state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info[i].type)
                 context_preload_texture(context, state, i);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 93eae75463..594a17ea16 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2124,7 +2124,7 @@ void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
             device, sampler_idx, debug_d3dsamplerstate(state), value);
 
     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
-        sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
+        sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
 
     if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
     {
@@ -2159,7 +2159,7 @@ DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device
             device, sampler_idx, debug_d3dsamplerstate(state));
 
     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
-        sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
+        sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
 
     if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
     {
@@ -3541,7 +3541,7 @@ HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
 
     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
-        stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
+        stage -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
 
     /* Windows accepts overflowing this array... we do not. */
     if (stage >= ARRAY_SIZE(device->state.textures))
@@ -3588,7 +3588,7 @@ struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_d
     TRACE("device %p, stage %u.\n", device, stage);
 
     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
-        stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
+        stage -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS);
 
     if (stage >= ARRAY_SIZE(device->state.textures))
     {
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index b6879d0b4d..2e87e5ff85 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1244,7 +1244,7 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps
     {
         float sx, sy;
     }
-    np2fixup_constants[MAX_FRAGMENT_SAMPLERS];
+    np2fixup_constants[WINED3D_MAX_FRAGMENT_SAMPLERS];
     UINT fixup = ps->np2_fixup_info->active;
     UINT i;
 
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 00933f2bb3..8faae3a31e 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -4018,13 +4018,13 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
     {
         /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
         args->shadow = 0;
-        for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
+        for (i = 0 ; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
             args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
         args->np2_fixup = 0;
     }
     else
     {
-        for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+        for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
         {
             if (!shader->reg_maps.resource_info[i].type)
                 continue;
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 6578a3070c..f65c81ed0c 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3328,7 +3328,7 @@ static void tex_coordindex(struct wined3d_context *context, const struct wined3d
         return;
     }
 
-    if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_FRAGMENT_SAMPLERS))
+    if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS))
     {
         WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
         return;
@@ -3673,7 +3673,7 @@ void apply_pixelshader(struct wined3d_context *context, const struct wined3d_sta
             /* Former draw without a pixel shader, some samplers may be
              * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
              * make sure to enable them. */
-            for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+            for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
             {
                 if (!isStateDirty(context, STATE_SAMPLER(i)))
                     sampler(context, state, STATE_SAMPLER(i));
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 403724745c..420e51547d 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1137,7 +1137,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
         DWORD value = stateblock->stateblock_state.sampler_states[stage][sampler_state];
 
         state->sampler_states[stage][sampler_state] = value;
-        if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
+        if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS;
         wined3d_device_set_sampler_state(device, stage, sampler_state, value);
     }
 
@@ -1237,7 +1237,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
 
         if (!(map & 1)) continue;
 
-        stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
+        stage = i < WINED3D_MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - WINED3D_MAX_FRAGMENT_SAMPLERS;
         if (stateblock->stateblock_state.textures[i])
             wined3d_texture_incref(stateblock->stateblock_state.textures[i]);
         if (state->textures[i])
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 40bc7618bf..a7f83d7bc1 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -260,9 +260,9 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
 /* Device caps */
 #define WINED3D_MAX_STREAMS         16
 #define WINED3D_MAX_TEXTURES        8
-#define MAX_FRAGMENT_SAMPLERS       16
+#define WINED3D_MAX_FRAGMENT_SAMPLERS 16
 #define MAX_VERTEX_SAMPLERS         4
-#define MAX_COMBINED_SAMPLERS       (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
+#define MAX_COMBINED_SAMPLERS       (WINED3D_MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
 #define MAX_ACTIVE_LIGHTS           8
 #define MAX_CLIP_DISTANCES          8
 #define MAX_CONSTANT_BUFFERS        15
@@ -1344,7 +1344,7 @@ enum wined3d_shader_tex_types
 
 struct ps_compile_args
 {
-    struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
+    struct color_fixup_desc     color_fixup[WINED3D_MAX_FRAGMENT_SAMPLERS];
     enum wined3d_vertex_processing_mode vp_mode;
     enum wined3d_ffp_ps_fog_mode fog;
     WORD                        tex_transform; /* ps 1.0-1.3, 4 textures */
@@ -1354,7 +1354,7 @@ struct ps_compile_args
        D3D9 has a limit of 16 samplers and the fixup is superfluous
        in D3D10 (unconditional NP2 support mandatory). */
     WORD                        np2_fixup;
-    WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
+    WORD shadow; /* WINED3D_MAX_FRAGMENT_SAMPLERS, 16 */
     WORD texcoords_initialized; /* WINED3D_MAX_TEXTURES, 8 */
     DWORD pointsprite : 1;
     DWORD flatshading : 1;
@@ -4415,7 +4415,7 @@ void get_fog_start_end(const struct wined3d_context *context, const struct wined
  *
  * This structure is shared between the GLSL and the ARB backend.*/
 struct ps_np2fixup_info {
-    unsigned char     idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
+    unsigned char     idx[WINED3D_MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
     WORD              active; /* bitfield indicating if we can apply the fixup */
     WORD              num_consts;
 };
-- 
2.20.1




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