[PATCH 5/5] wined3d: Rename MAX_COMBINED_SAMPLERS to WINED3D_MAX_COMBINED_SAMPLERS.
Zebediah Figura
z.figura12 at gmail.com
Wed Feb 20 14:54:00 CST 2019
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/wined3d/context.c | 6 +++---
dlls/wined3d/cs.c | 2 +-
dlls/wined3d/device.c | 4 ++--
dlls/wined3d/stateblock.c | 16 ++++++++--------
dlls/wined3d/wined3d_private.h | 22 +++++++++++-----------
5 files changed, 25 insertions(+), 25 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index e233e59e65..b5a16f8543 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2018,7 +2018,7 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
context->tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
for (i = 0; i < ARRAY_SIZE(context->rev_tex_unit_map); ++i)
context->rev_tex_unit_map[i] = WINED3D_UNMAPPED_STAGE;
- if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
+ if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
{
/* Initialize the texture unit mapping to a 1:1 mapping. */
unsigned int base, count;
@@ -3407,7 +3407,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info;
const struct wined3d_shader_resource_info *ps_resource_info = NULL;
const struct wined3d_gl_info *gl_info = context->gl_info;
- int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
+ int start = min(WINED3D_MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1;
int i;
/* Note that we only care if a resource is used or not, not the
@@ -3457,7 +3457,7 @@ static void context_update_tex_unit_map(struct wined3d_context *context, const s
* When the mapping of a stage is changed, sampler and ALL texture stage
* states have to be reset. */
- if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS)
+ if (gl_info->limits.graphics_samplers >= WINED3D_MAX_COMBINED_SAMPLERS)
return;
if (ps)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 7e1c4ef0ec..3de29d5f94 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -1397,7 +1397,7 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data)
/* Search for other stages the texture is bound to. Shouldn't
* happen if applications bind textures to a single stage only. */
TRACE("Searching for other stages the texture is bound to.\n");
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if (cs->state.textures[i] == prev)
{
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 594a17ea16..f4cfad4be1 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3973,7 +3973,7 @@ HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device
TRACE("device %p, num_passes %p.\n", device, num_passes);
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
{
@@ -5231,7 +5231,7 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso
case WINED3D_RTYPE_TEXTURE_1D:
case WINED3D_RTYPE_TEXTURE_2D:
case WINED3D_RTYPE_TEXTURE_3D:
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if (&device->state.textures[i]->resource == resource)
{
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 420e51547d..0194917148 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -217,7 +217,7 @@ static void stateblock_savedstates_set_all(struct wined3d_saved_states *states,
stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
states->clipplane = (1u << MAX_CLIP_DISTANCES) - 1;
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
@@ -249,7 +249,7 @@ static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states
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;
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
states->pixelShaderConstantsB = 0xffff;
states->pixelShaderConstantsI = 0xffff;
@@ -276,7 +276,7 @@ static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *state
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;
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
states->vertexShaderConstantsB = 0xffff;
states->vertexShaderConstantsI = 0xffff;
@@ -380,7 +380,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
}
}
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
DWORD map = stateblock->changed.samplerState[i];
@@ -439,7 +439,7 @@ void state_unbind_resources(struct wined3d_state *state)
wined3d_vertex_declaration_decref(decl);
}
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if ((texture = state->textures[i]))
{
@@ -562,7 +562,7 @@ void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state)
wined3d_shader_decref(shader);
}
- for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
+ for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if ((texture = state->textures[i]))
{
@@ -1419,11 +1419,11 @@ static void init_default_texture_state(unsigned int i, DWORD stage[WINED3D_HIGHE
stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
}
-static void init_default_sampler_states(DWORD states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1])
+static void init_default_sampler_states(DWORD states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1])
{
unsigned int i;
- for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
+ for (i = 0 ; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
TRACE("Setting up default samplers states for sampler %u.\n", i);
states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d9389a156b..074832633b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -262,7 +262,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
#define WINED3D_MAX_TEXTURES 8
#define WINED3D_MAX_FRAGMENT_SAMPLERS 16
#define WINED3D_MAX_VERTEX_SAMPLERS 4
-#define MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
+#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIP_DISTANCES 8
#define MAX_CONSTANT_BUFFERS 15
@@ -1581,9 +1581,9 @@ enum wined3d_pipeline
/* + 1 because samplers start with 0 */
#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_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS - 1))
-#define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
+#define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS) + (a))
#define STATE_IS_GRAPHICS_SHADER(a) \
((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
@@ -1995,7 +1995,7 @@ struct wined3d_context
GLuint blit_vbo;
- DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
+ DWORD tex_unit_map[WINED3D_MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS];
/* Extension emulation */
@@ -2936,8 +2936,8 @@ struct wined3d_state
struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
- struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
- DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
+ struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS];
+ DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
@@ -2998,8 +2998,8 @@ struct wined3d_stateblock_state
DWORD rs[WINEHIGHEST_RENDER_STATE + 1];
struct wined3d_color blend_factor;
- struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
- DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
+ struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS];
+ DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
@@ -3572,7 +3572,7 @@ struct wined3d_saved_states
WORD streamFreq; /* WINED3D_MAX_STREAMS, 16 */
DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
DWORD textureState[WINED3D_MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
- WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
+ WORD samplerState[WINED3D_MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */
WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
@@ -3580,7 +3580,7 @@ struct wined3d_saved_states
WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
- DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
+ DWORD textures : 20; /* WINED3D_MAX_COMBINED_SAMPLERS, 20 */
DWORD indices : 1;
DWORD material : 1;
DWORD viewport : 1;
@@ -3625,7 +3625,7 @@ struct wined3d_stateblock
unsigned int num_contained_ps_consts_f;
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];
+ struct StageState contained_sampler_states[WINED3D_MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
unsigned int num_contained_sampler_states;
};
--
2.20.1
More information about the wine-devel
mailing list