Searched refs:MAX_LEVEL (Results 1 – 5 of 5) sorted by relevance
25 #define MAX_LEVEL 0x534 macro26 #define LEVEL_STEP ((MAX_LEVEL - MIN_LEVEL) / FB_BACKLIGHT_MAX)42 else if (nlevel > MAX_LEVEL) in nvidia_bl_get_level_brightness()43 nlevel = MAX_LEVEL; in nvidia_bl_get_level_brightness()117 0x158 * FB_BACKLIGHT_MAX / MAX_LEVEL, in nvidia_bl_init()118 0x534 * FB_BACKLIGHT_MAX / MAX_LEVEL); in nvidia_bl_init()
127 #define MAX_LEVEL 32 /* how deeply nested we will go */ macro158 if (level >= MAX_LEVEL) { in list_subnodes()
1739 #define MAX_LEVEL 0xFF macro1749 atylevel = MAX_LEVEL - in aty128_bl_get_level_brightness()1750 (info->bl_curve[level] * FB_BACKLIGHT_MAX / MAX_LEVEL); in aty128_bl_get_level_brightness()1754 else if (atylevel > MAX_LEVEL) in aty128_bl_get_level_brightness()1755 atylevel = MAX_LEVEL; in aty128_bl_get_level_brightness()1866 63 * FB_BACKLIGHT_MAX / MAX_LEVEL, in aty128_bl_init()1867 219 * FB_BACKLIGHT_MAX / MAX_LEVEL); in aty128_bl_init()
2159 #define MAX_LEVEL 0xFF macro2168 atylevel = info->bl_curve[level] * FB_BACKLIGHT_MAX / MAX_LEVEL; in aty_bl_get_level_brightness()2172 else if (atylevel > MAX_LEVEL) in aty_bl_get_level_brightness()2173 atylevel = MAX_LEVEL; in aty_bl_get_level_brightness()2234 0x3F * FB_BACKLIGHT_MAX / MAX_LEVEL, in aty_bl_init()2235 0xFF * FB_BACKLIGHT_MAX / MAX_LEVEL); in aty_bl_init()
272 #define MAX_LEVEL 0x534 macro273 #define LEVEL_STEP ((MAX_LEVEL - MIN_LEVEL) / FB_BACKLIGHT_MAX)289 else if (nlevel > MAX_LEVEL) in riva_bl_get_level_brightness()290 nlevel = MAX_LEVEL; in riva_bl_get_level_brightness()355 MIN_LEVEL * FB_BACKLIGHT_MAX / MAX_LEVEL, in riva_bl_init()