[PATCH 4/5] wined3d: Rename MAX_VERTEX_SAMPLERS to WINED3D_MAX_VERTEX_SAMPLERS.

Zebediah Figura z.figura12 at gmail.com
Wed Feb 20 14:53:59 CST 2019


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/wined3d/context.c         | 10 +++++-----
 dlls/wined3d/wined3d_private.h |  6 +++---
 2 files changed, 8 insertions(+), 8 deletions(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index c973b03e26..e233e59e65 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2036,12 +2036,12 @@ BOOL wined3d_adapter_gl_create_context(struct wined3d_context *context,
         }
 
         wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, WINED3D_SHADER_TYPE_VERTEX, &base, &count);
-        if (base + MAX_VERTEX_SAMPLERS > ARRAY_SIZE(context->rev_tex_unit_map))
+        if (base + WINED3D_MAX_VERTEX_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_VERTEX_SAMPLERS); ++i)
+        for (i = 0; i < min(count, WINED3D_MAX_VERTEX_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;
@@ -2368,7 +2368,7 @@ const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
             break;
         case WINED3D_SHADER_TYPE_VERTEX:
             *base = WINED3D_MAX_FRAGMENT_SAMPLERS;
-            *count = MAX_VERTEX_SAMPLERS;
+            *count = WINED3D_MAX_VERTEX_SAMPLERS;
             break;
         default:
             ERR("Unhandled shader type %#x.\n", shader_version->type);
@@ -3416,7 +3416,7 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
     if (ps)
         ps_resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
 
-    for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
+    for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
     {
         DWORD vsampler_idx = i + WINED3D_MAX_FRAGMENT_SAMPLERS;
         if (vs_resource_info[i].type)
@@ -3729,7 +3729,7 @@ static void context_preload_textures(struct wined3d_context *context, const stru
 
     if (use_vs(state))
     {
-        for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
+        for (i = 0; i < WINED3D_MAX_VERTEX_SAMPLERS; ++i)
         {
             if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.resource_info[i].type)
                 context_preload_texture(context, state, WINED3D_MAX_FRAGMENT_SAMPLERS + i);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index a7f83d7bc1..d9389a156b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -261,8 +261,8 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
 #define WINED3D_MAX_STREAMS         16
 #define WINED3D_MAX_TEXTURES        8
 #define WINED3D_MAX_FRAGMENT_SAMPLERS 16
-#define MAX_VERTEX_SAMPLERS         4
-#define MAX_COMBINED_SAMPLERS       (WINED3D_MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
+#define WINED3D_MAX_VERTEX_SAMPLERS 4
+#define 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
@@ -1996,7 +1996,7 @@ struct wined3d_context
     GLuint blit_vbo;
 
     DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
-    DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
+    DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS];
 
     /* Extension emulation */
     GLint                   gl_fog_source;
-- 
2.20.1




More information about the wine-devel mailing list