From 15140e7645c44691cf85c68f964edd3d7f015d76 Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Thu, 9 Mar 2023 19:23:17 -0600 Subject: [PATCH] wined3d: Rename the "textures" field of struct wined3d_gl_limits to "ffp_textures". --- dlls/wined3d/adapter_gl.c | 12 ++++++------ dlls/wined3d/ati_fragment_shader.c | 6 +++--- dlls/wined3d/context_gl.c | 8 ++++---- dlls/wined3d/nvidia_texture_shader.c | 10 +++++----- dlls/wined3d/state.c | 10 +++++----- dlls/wined3d/utils.c | 2 +- dlls/wined3d/wined3d_gl.h | 2 +- 7 files changed, 25 insertions(+), 25 deletions(-) diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c index a42c41b3978..a9454e51b53 100644 --- a/dlls/wined3d/adapter_gl.c +++ b/dlls/wined3d/adapter_gl.c @@ -2890,7 +2890,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) GLint gl_max; gl_info->limits.buffers = 1; - gl_info->limits.textures = 0; + gl_info->limits.ffp_textures = 0; gl_info->limits.texture_coords = 0; for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) { @@ -2954,8 +2954,8 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) 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(WINED3D_MAX_FFP_TEXTURES, gl_max); - TRACE("Max textures: %d.\n", gl_info->limits.textures); + gl_info->limits.ffp_textures = min(WINED3D_MAX_FFP_TEXTURES, gl_max); + TRACE("Max textures: %d.\n", gl_info->limits.ffp_textures); if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) { @@ -2964,7 +2964,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) } else { - gl_info->limits.texture_coords = gl_info->limits.textures; + gl_info->limits.texture_coords = gl_info->limits.ffp_textures; } TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords); } @@ -2976,7 +2976,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) } else { - gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_info->limits.textures; + gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_info->limits.ffp_textures; } TRACE("Max fragment samplers: %d.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]); @@ -3034,7 +3034,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) } else { - gl_info->limits.textures = 1; + gl_info->limits.ffp_textures = 1; gl_info->limits.texture_coords = 1; } diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c index 870e1003171..2a457a93ff6 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -490,7 +490,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_FFP_TE checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())"); /* Pass 1: Generate sampling instructions for perturbation maps */ - for (stage = 0; stage < gl_info->limits.textures; ++stage) + for (stage = 0; stage < gl_info->limits.ffp_textures; ++stage) { if (op[stage].cop == WINED3D_TOP_DISABLE) break; @@ -517,7 +517,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_FFP_TE } /* Pass 2: Generate perturbation calculations */ - for (stage = 0; stage < gl_info->limits.textures; ++stage) + for (stage = 0; stage < gl_info->limits.ffp_textures; ++stage) { GLuint argmodextra_x, argmodextra_y; struct color_fixup_desc fixup; @@ -568,7 +568,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[WINED3D_MAX_FFP_TE } /* Pass 3: Generate sampling instructions for regular textures */ - for (stage = 0; stage < gl_info->limits.textures; ++stage) + for (stage = 0; stage < gl_info->limits.ffp_textures; ++stage) { if (op[stage].cop == WINED3D_TOP_DISABLE) break; diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index d114e564ea1..b99d6206bd5 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -2252,7 +2252,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d * the previous texture where to source the offset from is always unit - 1. */ - for (i = 1; i < gl_info->limits.textures; ++i) + for (i = 1; i < gl_info->limits.ffp_textures; ++i) { wined3d_context_gl_active_texture(context_gl, gl_info, i); gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, @@ -2283,7 +2283,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi if (gl_info->supported[ARB_POINT_SPRITE]) { - for (i = 0; i < gl_info->limits.textures; ++i) + for (i = 0; i < gl_info->limits.ffp_textures; ++i) { wined3d_context_gl_active_texture(context_gl, gl_info, i); gl_info->gl_ops.gl.p_glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); @@ -3373,7 +3373,7 @@ void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_ /* Disable all textures. The caller can then bind a texture it wants to blit * from. */ - for (i = gl_info->limits.textures - 1; i > 0 ; --i) + for (i = gl_info->limits.ffp_textures - 1; i > 0 ; --i) { wined3d_context_gl_active_texture(context_gl, gl_info, i); @@ -5409,7 +5409,7 @@ void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context if (gl_info->supported[NV_REGISTER_COMBINERS]) { /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */ - for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.textures; ++texture_idx) + for (texture_idx = mapped_stage + 1; texture_idx < gl_info->limits.ffp_textures; ++texture_idx) { GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1)); } diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index 5e1637de3bb..5fd66f73827 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -496,7 +496,7 @@ static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_s if (mapped_stage != WINED3D_UNMAPPED_STAGE) { - if (tex_used && mapped_stage >= gl_info->limits.textures) + if (tex_used && mapped_stage >= gl_info->limits.ffp_textures) { FIXME("Attempt to enable unsupported stage!\n"); return; @@ -533,7 +533,7 @@ static void nvrc_colorop(struct wined3d_context *context, const struct wined3d_s gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); } - if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures) + if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.ffp_textures) { gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE); } @@ -609,7 +609,7 @@ static void nvts_texdim(struct wined3d_context *context, const struct wined3d_st /* No need to enable / disable anything here for unused samplers. The tex_colorop * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop * will take care of this business. */ - if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.textures) + if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.ffp_textures) return; if (sampler >= context->lowest_disabled_stage) return; @@ -633,7 +633,7 @@ static void nvts_bumpenvmat(struct wined3d_context *context, const struct wined3 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix * for stage + 1. Keep the nvrc tex unit mapping in mind too */ - if (mapped_stage < gl_info->limits.textures) + if (mapped_stage < gl_info->limits.ffp_textures) { wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage); @@ -748,7 +748,7 @@ static void nvrc_fragment_get_caps(const struct wined3d_adapter *adapter, struct #endif caps->MaxTextureBlendStages = min(WINED3D_MAX_FFP_TEXTURES, gl_info->limits.general_combiners); - caps->MaxSimultaneousTextures = gl_info->limits.textures; + caps->MaxSimultaneousTextures = gl_info->limits.ffp_textures; } static unsigned int nvrc_fragment_get_emul_mask(const struct wined3d_adapter *adapter) diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 90daa9e9ee6..f7fb3493ea1 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3073,7 +3073,7 @@ static void tex_colorop(struct wined3d_context *context, const struct wined3d_st if (mapped_stage != WINED3D_UNMAPPED_STAGE) { - if (tex_used && mapped_stage >= gl_info->limits.textures) + if (tex_used && mapped_stage >= gl_info->limits.ffp_textures) { FIXME("Attempt to enable unsupported stage!\n"); return; @@ -3131,7 +3131,7 @@ void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *st /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */ if (mapped_stage != WINED3D_UNMAPPED_STAGE) { - if (tex_used && mapped_stage >= gl_info->limits.textures) + if (tex_used && mapped_stage >= gl_info->limits.ffp_textures) { FIXME("Attempt to enable unsupported stage!\n"); return; @@ -3232,7 +3232,7 @@ static void transform_texture(struct wined3d_context *context, const struct wine } if (mapped_stage == WINED3D_UNMAPPED_STAGE) return; - if (mapped_stage >= gl_info->limits.textures) return; + if (mapped_stage >= gl_info->limits.ffp_textures) return; wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage); gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE); @@ -5185,8 +5185,8 @@ static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct if (gl_info->supported[ARB_TEXTURE_ENV_DOT3]) caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3; - caps->MaxTextureBlendStages = gl_info->limits.textures; - caps->MaxSimultaneousTextures = gl_info->limits.textures; + caps->MaxTextureBlendStages = gl_info->limits.ffp_textures; + caps->MaxSimultaneousTextures = gl_info->limits.ffp_textures; } static unsigned int ffp_fragment_get_emul_mask(const struct wined3d_adapter *adapter) diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index d05e268456b..7e4b7bf2f91 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -6805,7 +6805,7 @@ void sampler_texdim(struct wined3d_context *context, const struct wined3d_state * tex_colorop handler takes care. Also no action is needed with pixel * shaders, or if tex_colorop will take care of this business. */ mapped_stage = context_gl->tex_unit_map[sampler]; - if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.textures) + if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.ffp_textures) return; if (sampler >= context->lowest_disabled_stage) return; diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h index ba150476e79..ceb534a10a4 100644 --- a/dlls/wined3d/wined3d_gl.h +++ b/dlls/wined3d/wined3d_gl.h @@ -276,7 +276,7 @@ struct wined3d_gl_limits { unsigned int buffers; unsigned int lights; - unsigned int textures; + unsigned int ffp_textures; unsigned int texture_coords; unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT]; unsigned int samplers[WINED3D_SHADER_TYPE_COUNT]; -- 2.11.4.GIT