Added some uses of FRAGMENT_UNIFORM_VECTORS and VERTEX_UNIFORM_VECTORS

Replaced a few instances of 224 and 256 that were actually used to
represent FRAGMENT_UNIFORM_VECTORS and VERTEX_UNIFORM_VECTORS.

This cl should not change any behavior.

Change-Id: I4b82341f32223fcee559aaf70df2ee83c9936d11
Reviewed-on: https://swiftshader-review.googlesource.com/4547
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/D3D9/Direct3DDevice9.cpp b/src/D3D9/Direct3DDevice9.cpp
index b70dfac..45cd865 100644
--- a/src/D3D9/Direct3DDevice9.cpp
+++ b/src/D3D9/Direct3DDevice9.cpp
@@ -145,14 +145,14 @@
 			SetTransform(D3DTS_WORLDMATRIX(i), &identity);
 		}
 
-		for(int i = 0; i < 224; i++)
+		for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
 		{
 			float zero[4] = {0, 0, 0, 0};
 
 			SetPixelShaderConstantF(i, zero, 1);
 		}
 
-		for(int i = 0; i < 256; i++)
+		for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
 		{
 			float zero[4] = {0, 0, 0, 0};
 
@@ -2993,7 +2993,7 @@
 
 		if(!stateRecorder)
 		{
-			for(unsigned int i = 0; i < count && startRegister + i < 224; i++)
+			for(unsigned int i = 0; i < count && startRegister + i < FRAGMENT_UNIFORM_VECTORS; i++)
 			{
 				pixelShaderConstantF[startRegister + i][0] = constantData[i * 4 + 0];
 				pixelShaderConstantF[startRegister + i][1] = constantData[i * 4 + 1];
@@ -5269,7 +5269,7 @@
 
 		if(!stateRecorder)
 		{
-			for(unsigned int i = 0; i < count && startRegister + i < 256; i++)
+			for(unsigned int i = 0; i < count && startRegister + i < VERTEX_UNIFORM_VECTORS; i++)
 			{
 				vertexShaderConstantF[startRegister + i][0] = constantData[i * 4 + 0];
 				vertexShaderConstantF[startRegister + i][1] = constantData[i * 4 + 1];
diff --git a/src/D3D9/Direct3DDevice9.hpp b/src/D3D9/Direct3DDevice9.hpp
index 3416dd9..c854678 100644
--- a/src/D3D9/Direct3DDevice9.hpp
+++ b/src/D3D9/Direct3DDevice9.hpp
@@ -264,11 +264,11 @@
 		unsigned int vertexShaderConstantsFDirty;
 		unsigned int vertexShaderConstantsIDirty;
 
-		float pixelShaderConstantF[224][4];
+		float pixelShaderConstantF[FRAGMENT_UNIFORM_VECTORS][4];
 		int pixelShaderConstantI[16][4];
 		int pixelShaderConstantB[16];
 
-		float vertexShaderConstantF[256][4];
+		float vertexShaderConstantF[VERTEX_UNIFORM_VECTORS][4];
 		int vertexShaderConstantI[16][4];
 		int vertexShaderConstantB[16];
 
diff --git a/src/D3D9/Direct3DStateBlock9.cpp b/src/D3D9/Direct3DStateBlock9.cpp
index 9c5d02a..da0611a 100644
--- a/src/D3D9/Direct3DStateBlock9.cpp
+++ b/src/D3D9/Direct3DStateBlock9.cpp
@@ -248,7 +248,7 @@
 			device->SetViewport(&viewport);
 		}
 
-		for(int i = 0; i < 224; i++)
+		for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
 		{
 			if(*(int*)pixelShaderConstantF[i] != 0x80000000)
 			{
@@ -272,7 +272,7 @@
 			}
 		}
 
-		for(int i = 0; i < 256; i++)
+		for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
 		{
 			if(*(int*)vertexShaderConstantF[i] != 0x80000000)
 			{
@@ -525,7 +525,7 @@
 			device->GetViewport(&viewport);
 		}
 
-		for(int i = 0; i < 224; i++)
+		for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
 		{
 			if(*(int*)pixelShaderConstantF[i] != 0x80000000)
 			{
@@ -549,7 +549,7 @@
 			}
 		}
 
-		for(int i = 0; i < 256; i++)
+		for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
 		{
 			if(*(int*)vertexShaderConstantF[i] != 0x80000000)
 			{
@@ -872,7 +872,7 @@
 
 		viewportCaptured = false;
 
-		for(int i = 0; i < 224; i++)
+		for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)
 		{
 			(int&)pixelShaderConstantF[i][0] = 0x80000000;
 			(int&)pixelShaderConstantF[i][1] = 0x80000000;
@@ -880,7 +880,7 @@
 			(int&)pixelShaderConstantF[i][3] = 0x80000000;
 		}
 
-		for(int i = 0; i < 256; i++)
+		for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)
 		{
 			(int&)vertexShaderConstantF[i][0] = 0x80000000;
 			(int&)vertexShaderConstantF[i][1] = 0x80000000;
@@ -1213,7 +1213,7 @@
 			vertexShader->Release();
 		}
 
-		device->GetVertexShaderConstantF(0, vertexShaderConstantF[0], 256);
+		device->GetVertexShaderConstantF(0, vertexShaderConstantF[0], VERTEX_UNIFORM_VECTORS);
 		device->GetVertexShaderConstantI(0, vertexShaderConstantI[0], 16);
 		device->GetVertexShaderConstantB(0, vertexShaderConstantB, 16);		
 	}
diff --git a/src/D3D9/Direct3DStateBlock9.hpp b/src/D3D9/Direct3DStateBlock9.hpp
index 5ae4e0b..3fd4bbc 100644
--- a/src/D3D9/Direct3DStateBlock9.hpp
+++ b/src/D3D9/Direct3DStateBlock9.hpp
@@ -12,6 +12,7 @@
 #ifndef D3D9_Direct3DStateBlock9_hpp
 #define D3D9_Direct3DStateBlock9_hpp
 
+#include "Config.hpp"
 #include "Unknown.hpp"
 
 #include <vector>
@@ -171,11 +172,11 @@
 		bool viewportCaptured;
 		D3DVIEWPORT9 viewport;
 
-		float pixelShaderConstantF[224][4];
+		float pixelShaderConstantF[FRAGMENT_UNIFORM_VECTORS][4];
 		int pixelShaderConstantI[16][4];
 		int pixelShaderConstantB[16];
 
-		float vertexShaderConstantF[256][4];
+		float vertexShaderConstantF[VERTEX_UNIFORM_VECTORS][4];
 		int vertexShaderConstantI[16][4];
 		int vertexShaderConstantB[16];
 
diff --git a/src/OpenGL/libGL/Context.h b/src/OpenGL/libGL/Context.h
index 101f074..6b12f0f 100644
--- a/src/OpenGL/libGL/Context.h
+++ b/src/OpenGL/libGL/Context.h
@@ -311,12 +311,12 @@
 {

     MAX_VERTEX_ATTRIBS = 9,

 	MAX_UNIFORM_VECTORS = 256,   // Device limit

-    MAX_VERTEX_UNIFORM_VECTORS = 256 - 3,   // Reserve space for gl_DepthRange

+    MAX_VERTEX_UNIFORM_VECTORS = VERTEX_UNIFORM_VECTORS - 3,   // Reserve space for gl_DepthRange

     MAX_VARYING_VECTORS = 10,

     MAX_TEXTURE_IMAGE_UNITS = 2,

     MAX_VERTEX_TEXTURE_IMAGE_UNITS = 1,

     MAX_COMBINED_TEXTURE_IMAGE_UNITS = MAX_TEXTURE_IMAGE_UNITS + MAX_VERTEX_TEXTURE_IMAGE_UNITS,

-    MAX_FRAGMENT_UNIFORM_VECTORS = 224 - 3,    // Reserve space for gl_DepthRange

+    MAX_FRAGMENT_UNIFORM_VECTORS = FRAGMENT_UNIFORM_VECTORS - 3,    // Reserve space for gl_DepthRange

     MAX_DRAW_BUFFERS = 1,

 

     IMPLEMENTATION_COLOR_READ_FORMAT = GL_RGB,

diff --git a/src/OpenGL/libGL/Device.cpp b/src/OpenGL/libGL/Device.cpp
index 32cb2f9..01ad08b 100644
--- a/src/OpenGL/libGL/Device.cpp
+++ b/src/OpenGL/libGL/Device.cpp
@@ -127,14 +127,14 @@
 		vertexShaderDirty = true;

 		vertexShaderConstantsFDirty = 0;

 

-		for(int i = 0; i < 224; i++)

+		for(int i = 0; i < FRAGMENT_UNIFORM_VECTORS; i++)

 		{

 			float zero[4] = {0, 0, 0, 0};

 

 			setPixelShaderConstantF(i, zero, 1);

 		}

 

-		for(int i = 0; i < 256; i++)

+		for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++)

 		{

 			float zero[4] = {0, 0, 0, 0};

 

diff --git a/src/Renderer/Renderer.hpp b/src/Renderer/Renderer.hpp
index c443219..28afc42 100644
--- a/src/Renderer/Renderer.hpp
+++ b/src/Renderer/Renderer.hpp
@@ -120,7 +120,7 @@
 
 		struct VS
 		{
-			float4 c[256 + 1];   // One extra for indices out of range, c[256] = {0, 0, 0, 0}
+			float4 c[VERTEX_UNIFORM_VECTORS + 1];   // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
 			int4 i[16];
 			bool b[16];
 		};
diff --git a/src/Renderer/VertexProcessor.cpp b/src/Renderer/VertexProcessor.cpp
index 516fdc5..30e8cd5 100644
--- a/src/Renderer/VertexProcessor.cpp
+++ b/src/Renderer/VertexProcessor.cpp
@@ -126,7 +126,7 @@
 
 	void VertexProcessor::setFloatConstant(unsigned int index, const float value[4])
 	{
-		if(index < 256)
+		if(index < VERTEX_UNIFORM_VECTORS)
 		{
 			c[index][0] = value[0];
 			c[index][1] = value[1];
diff --git a/src/Renderer/VertexProcessor.hpp b/src/Renderer/VertexProcessor.hpp
index a8ba461..06dfa4e 100644
--- a/src/Renderer/VertexProcessor.hpp
+++ b/src/Renderer/VertexProcessor.hpp
@@ -266,7 +266,7 @@
 		void setRoutineCacheSize(int cacheSize);

 

 		// Shader constants

-		float4 c[256 + 1];   // One extra for indices out of range, c[256] = {0, 0, 0, 0}

+		float4 c[VERTEX_UNIFORM_VECTORS + 1];   // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}

 		int4 i[16];

 		bool b[16];

 

diff --git a/src/Shader/VertexProgram.cpp b/src/Shader/VertexProgram.cpp
index e4587cc..94c2b9e 100644
--- a/src/Shader/VertexProgram.cpp
+++ b/src/Shader/VertexProgram.cpp
@@ -837,7 +837,7 @@
 
 				Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale);
 
-				index = Min(As<UInt4>(index), UInt4(256));   // Clamp to constant register range, c[256] = {0, 0, 0, 0}
+				index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS));   // Clamp to constant register range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
 				
 				Int index0 = Extract(index, 0);
 				Int index1 = Extract(index, 1);