[PATCH 1/6] wined3d: Rename MAX_ACTIVE_LIGHTS to WINED3D_MAX_ACTIVE_LIGHTS.

Zebediah Figura z.figura12 at gmail.com
Thu Feb 21 18:53:54 CST 2019


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/wined3d/glsl_shader.c     | 12 ++++++------
 dlls/wined3d/stateblock.c      |  2 +-
 dlls/wined3d/utils.c           |  2 +-
 dlls/wined3d/wined3d_private.h |  8 ++++----
 4 files changed, 12 insertions(+), 12 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 2e87e5ff85..1a24a662e8 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -181,7 +181,7 @@ struct glsl_vs_program
         GLint q_att;
         GLint cos_htheta;
         GLint cos_hphi;
-    } light_location[MAX_ACTIVE_LIGHTS];
+    } light_location[WINED3D_MAX_ACTIVE_LIGHTS];
     GLint pointsize_location;
     GLint pointsize_min_location;
     GLint pointsize_max_location;
@@ -1892,7 +1892,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
         DWORD directional_count = 0;
         DWORD parallel_point_count = 0;
 
-        for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
+        for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
         {
             if (!state->light_state.lights[i])
                 continue;
@@ -1922,7 +1922,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
         parallel_point_idx = directional_idx + directional_count;
 
         shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
-        for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
+        for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
         {
             const struct wined3d_light_info *light_info = state->light_state.lights[i];
             unsigned int idx;
@@ -9185,7 +9185,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
     shader_addline(buffer, "    float q_att;\n");
     shader_addline(buffer, "    float cos_htheta;\n");
     shader_addline(buffer, "    float cos_hphi;\n");
-    shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS);
+    shader_addline(buffer, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS);
 
     if (settings->point_size)
     {
@@ -10132,7 +10132,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
     vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
     vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
     vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
-    for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
+    for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
     {
         string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
         vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
@@ -11661,7 +11661,7 @@ static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info,
     caps->xyzrhw = TRUE;
     caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info);
     caps->ffp_generic_attributes = TRUE;
-    caps->max_active_lights = MAX_ACTIVE_LIGHTS;
+    caps->max_active_lights = WINED3D_MAX_ACTIVE_LIGHTS;
     caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
     caps->max_vertex_blend_matrix_index = 0;
     caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 0194917148..50b7135fb4 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -579,7 +579,7 @@ void state_cleanup(struct wined3d_state *state)
     if (!(state->flags & WINED3D_STATE_NO_REF))
         state_unbind_resources(state);
 
-    for (counter = 0; counter < MAX_ACTIVE_LIGHTS; ++counter)
+    for (counter = 0; counter < WINED3D_MAX_ACTIVE_LIGHTS; ++counter)
     {
         state->light_state.lights[counter] = NULL;
     }
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index dd452409b8..062f8662aa 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -6279,7 +6279,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
     if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
         settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
 
-    for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
+    for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
     {
         if (!state->light_state.lights[i])
             continue;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 5606a11c81..2fbcf1a522 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -263,7 +263,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
 #define WINED3D_MAX_FRAGMENT_SAMPLERS 16
 #define WINED3D_MAX_VERTEX_SAMPLERS 4
 #define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
-#define MAX_ACTIVE_LIGHTS           8
+#define WINED3D_MAX_ACTIVE_LIGHTS   8
 #define MAX_CLIP_DISTANCES          8
 #define MAX_CONSTANT_BUFFERS        15
 #define MAX_SAMPLER_OBJECTS         16
@@ -1615,9 +1615,9 @@ enum wined3d_pipeline
 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
-#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
+#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(WINED3D_MAX_ACTIVE_LIGHTS))
 
-#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
+#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(WINED3D_MAX_ACTIVE_LIGHTS - 1) + 1)
 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
 
 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
@@ -2898,7 +2898,7 @@ struct wined3d_light_state
 {
     /* Light hashmap. Collisions are handled using linked lists. */
     struct list light_map[LIGHTMAP_SIZE];
-    const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
+    const struct wined3d_light_info *lights[WINED3D_MAX_ACTIVE_LIGHTS];
 };
 
 #define WINED3D_STATE_NO_REF        0x00000001
-- 
2.20.1




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