[PATCH 2/5] wined3d: Rename MAX_TEXTURES to WINED3D_MAX_TEXTURES.

Zebediah Figura z.figura12 at gmail.com
Wed Feb 20 14:53:57 CST 2019


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/wined3d/adapter_gl.c            | 14 ++---
 dlls/wined3d/arb_program_shader.c    | 32 ++++++------
 dlls/wined3d/ati_fragment_shader.c   | 18 +++----
 dlls/wined3d/context.c               | 14 ++---
 dlls/wined3d/glsl_shader.c           | 76 ++++++++++++++--------------
 dlls/wined3d/nvidia_texture_shader.c |  2 +-
 dlls/wined3d/shader.c                |  6 +--
 dlls/wined3d/state.c                 |  8 +--
 dlls/wined3d/stateblock.c            | 12 ++---
 dlls/wined3d/utils.c                 | 24 ++++-----
 dlls/wined3d/wined3d_private.h       | 34 ++++++-------
 11 files changed, 120 insertions(+), 120 deletions(-)

diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
index af0db3eec2..c75b19eae3 100644
--- a/dlls/wined3d/adapter_gl.c
+++ b/dlls/wined3d/adapter_gl.c
@@ -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;
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 6b6df16b83..ebe70a4bb6 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -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));
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 9a1cae34cd..ff2f711f4e 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -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;
 }
 
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 96ba06ddf1..cbe0e264ca 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -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];
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 78eed3ecea..b6879d0b4d 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -160,7 +160,7 @@ struct glsl_vs_program
     GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
     GLint projection_matrix_location;
     GLint normal_matrix_location;
-    GLint texture_matrix_location[MAX_TEXTURES];
+    GLint texture_matrix_location[WINED3D_MAX_TEXTURES];
     GLint material_ambient_location;
     GLint material_diffuse_location;
     GLint material_specular_location;
@@ -220,10 +220,10 @@ struct glsl_ps_program
     GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F];
     GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
     GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
-    GLint bumpenv_mat_location[MAX_TEXTURES];
-    GLint bumpenv_lum_scale_location[MAX_TEXTURES];
-    GLint bumpenv_lum_offset_location[MAX_TEXTURES];
-    GLint tss_constant_location[MAX_TEXTURES];
+    GLint bumpenv_mat_location[WINED3D_MAX_TEXTURES];
+    GLint bumpenv_lum_scale_location[WINED3D_MAX_TEXTURES];
+    GLint bumpenv_lum_offset_location[WINED3D_MAX_TEXTURES];
+    GLint tss_constant_location[WINED3D_MAX_TEXTURES];
     GLint tex_factor_location;
     GLint specular_enable_location;
     GLint fog_color_location;
@@ -1586,7 +1586,7 @@ static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_contex
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_matrix mat;
 
-    if (tex >= MAX_TEXTURES)
+    if (tex >= WINED3D_MAX_TEXTURES)
         return;
     if (prog->vs.texture_matrix_location[tex] == -1)
         return;
@@ -1877,7 +1877,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
 
     if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
     {
-        for (i = 0; i < MAX_TEXTURES; ++i)
+        for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
             shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
     }
 
@@ -1966,7 +1966,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
 
     if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
     {
-        for (i = 0; i < MAX_TEXTURES; ++i)
+        for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
         {
             if (prog->ps.bumpenv_mat_location[i] == -1)
                 continue;
@@ -2020,7 +2020,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
         else
             GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
 
-        for (i = 0; i < MAX_TEXTURES; ++i)
+        for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
         {
             if (prog->ps.tss_constant_location[i] == -1)
                 continue;
@@ -7310,13 +7310,13 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
     if (ps_major < 3)
     {
         DWORD colors_written_mask[2] = {0};
-        DWORD texcoords_written_mask[MAX_TEXTURES] = {0};
+        DWORD texcoords_written_mask[WINED3D_MAX_TEXTURES] = {0};
 
         if (!legacy_syntax)
         {
             declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_diffuse;\n");
             declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n");
-            declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
+            declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
             declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
         }
 
@@ -7353,7 +7353,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
             }
             else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
             {
-                if (semantic_idx < MAX_TEXTURES)
+                if (semantic_idx < WINED3D_MAX_TEXTURES)
                 {
                     shader_addline(buffer, "%s[%u]%s = outputs[%u]%s;\n",
                             legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord",
@@ -7389,7 +7389,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
                             reg_mask, reg_mask);
             }
         }
-        for (i = 0; i < MAX_TEXTURES; ++i)
+        for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
         {
             if (ps && !(ps->reg_maps.texcoord & (1u << i)))
                 continue;
@@ -7893,7 +7893,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
                 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
             if (glsl_is_color_reg_read(shader, 1))
                 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
-            shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
+            shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
             shader_addline(buffer, "float ffp_varying_fogcoord;\n");
         }
         else
@@ -7902,8 +7902,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
                 declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n");
             if (glsl_is_color_reg_read(shader, 1))
                 declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n");
-            declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
-            shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
+            declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
+            shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
             declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
         }
     }
@@ -8193,7 +8193,7 @@ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context
         {
             declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n");
             declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n");
-            declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
+            declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
             declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
         }
     }
@@ -9161,7 +9161,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
     shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
     shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
     shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
-    shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
+    shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_TEXTURES);
 
     shader_addline(buffer, "uniform struct\n{\n");
     shader_addline(buffer, "    vec4 emissive;\n");
@@ -9203,7 +9203,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
     {
         shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
         shader_addline(buffer, "vec4 ffp_varying_specular;\n");
-        shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
+        shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
         shader_addline(buffer, "float ffp_varying_fogcoord;\n");
     }
     else
@@ -9213,7 +9213,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
 
         declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
         declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
-        declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
+        declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
         declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
     }
 
@@ -9227,7 +9227,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
             shader_addline(buffer, "%s %s = vs_in%u%s;\n", attrib_info[i].type, attrib_info[i].name,
                     i, settings->swizzle_map & (1u << i) ? ".zyxw" : "");
     }
-    for (i = 0; i < MAX_TEXTURES; ++i)
+    for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
     {
         unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
         if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
@@ -9293,7 +9293,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
         shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
     }
 
-    for (i = 0; i < MAX_TEXTURES; ++i)
+    for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
     {
         BOOL output_legacy_texcoord = legacy_syntax;
 
@@ -9652,7 +9652,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
     string_buffer_clear(buffer);
 
     /* 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;
@@ -9735,7 +9735,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
         shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n");
     shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
 
-    for (stage = 0; stage < MAX_TEXTURES; ++stage)
+    for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
     {
         const char *sampler_type;
 
@@ -9815,16 +9815,16 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
     {
         shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
         shader_addline(buffer, "vec4 ffp_varying_specular;\n");
-        shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
-        shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
+        shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
+        shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
         shader_addline(buffer, "float ffp_varying_fogcoord;\n");
     }
     else
     {
         declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
         declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
-        declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
-        shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
+        declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
+        shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
         declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
     }
 
@@ -9836,7 +9836,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
         shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
     }
 
-    for (stage = 0; stage < MAX_TEXTURES; ++stage)
+    for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
     {
         if (tex_map & (1u << stage))
         {
@@ -9857,7 +9857,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
         shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\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)
     {
         const char *texture_function, *coord_mask;
         BOOL proj;
@@ -9974,7 +9974,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
     shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
 
     /* Generate the main shader */
-    for (stage = 0; stage < MAX_TEXTURES; ++stage)
+    for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
     {
         BOOL op_equal;
 
@@ -10121,7 +10121,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
     }
     vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
     vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
-    for (i = 0; i < MAX_TEXTURES; ++i)
+    for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
     {
         string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
         vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
@@ -10207,7 +10207,7 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
         ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
     }
 
-    for (i = 0; i < MAX_TEXTURES; ++i)
+    for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
     {
         string_buffer_sprintf(name, "bumpenv_mat%u", i);
         ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
@@ -10703,7 +10703,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
             }
         }
 
-        for (i = 0; i < MAX_TEXTURES; ++i)
+        for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
         {
             if (entry->vs.texture_matrix_location[i] != -1)
             {
@@ -10765,7 +10765,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
             shader_glsl_load_samplers(context, priv, program_id, NULL);
         }
 
-        for (i = 0; i < MAX_TEXTURES; ++i)
+        for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
         {
             if (entry->ps.bumpenv_mat_location[i] != -1)
             {
@@ -11931,7 +11931,7 @@ static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context,
     if (!texture)
         return;
 
-    if (sampler >= MAX_TEXTURES)
+    if (sampler >= WINED3D_MAX_TEXTURES)
         return;
 
     if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
@@ -12179,8 +12179,8 @@ static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, s
             | WINED3DTEXOPCAPS_LERP
             | WINED3DTEXOPCAPS_BUMPENVMAP
             | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
-    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 glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info)
diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c
index e05df20bfd..14cb73f2c3 100644
--- a/dlls/wined3d/nvidia_texture_shader.c
+++ b/dlls/wined3d/nvidia_texture_shader.c
@@ -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;
 }
 
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index b75ff6f99c..00933f2bb3 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -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]
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 0f7b030b0c..6578a3070c 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -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;
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 3dfd368780..403724745c 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -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]);
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 54e3b1031a..dd452409b8 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -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)
     {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 24db1fd469..40bc7618bf 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -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;
@@ -2755,7 +2755,7 @@ 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;
@@ -2824,13 +2824,13 @@ 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
@@ -2938,7 +2938,7 @@ 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];
@@ -3000,7 +3000,7 @@ 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];
@@ -3571,7 +3571,7 @@ 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 */
@@ -3623,7 +3623,7 @@ 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;
-- 
2.20.1




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