Searched refs:MAX_LEVEL (Results 1 – 5 of 5) sorted by relevance
28 #define MAX_LEVEL 0x534 macro29 #define LEVEL_STEP ((MAX_LEVEL - MIN_LEVEL) / FB_BACKLIGHT_MAX)45 else if (nlevel > MAX_LEVEL) in nvidia_bl_get_level_brightness()46 nlevel = MAX_LEVEL; in nvidia_bl_get_level_brightness()120 0x158 * FB_BACKLIGHT_MAX / MAX_LEVEL, in nvidia_bl_init()121 0x534 * FB_BACKLIGHT_MAX / MAX_LEVEL); in nvidia_bl_init()
141 #define MAX_LEVEL 32 /* how deeply nested we will go */ macro172 if (level >= MAX_LEVEL) { in list_subnodes()
1768 #define MAX_LEVEL 0xFF macro1778 atylevel = MAX_LEVEL - in aty128_bl_get_level_brightness()1779 (info->bl_curve[level] * FB_BACKLIGHT_MAX / MAX_LEVEL); in aty128_bl_get_level_brightness()1783 else if (atylevel > MAX_LEVEL) in aty128_bl_get_level_brightness()1784 atylevel = MAX_LEVEL; in aty128_bl_get_level_brightness()1895 63 * FB_BACKLIGHT_MAX / MAX_LEVEL, in aty128_bl_init()1896 219 * FB_BACKLIGHT_MAX / MAX_LEVEL); in aty128_bl_init()
2170 #define MAX_LEVEL 0xFF macro2179 atylevel = info->bl_curve[level] * FB_BACKLIGHT_MAX / MAX_LEVEL; in aty_bl_get_level_brightness()2183 else if (atylevel > MAX_LEVEL) in aty_bl_get_level_brightness()2184 atylevel = MAX_LEVEL; in aty_bl_get_level_brightness()2245 0x3F * FB_BACKLIGHT_MAX / MAX_LEVEL, in aty_bl_init()2246 0xFF * FB_BACKLIGHT_MAX / MAX_LEVEL); in aty_bl_init()
277 #define MAX_LEVEL 0x534 macro278 #define LEVEL_STEP ((MAX_LEVEL - MIN_LEVEL) / FB_BACKLIGHT_MAX)294 else if (nlevel > MAX_LEVEL) in riva_bl_get_level_brightness()295 nlevel = MAX_LEVEL; in riva_bl_get_level_brightness()360 MIN_LEVEL * FB_BACKLIGHT_MAX / MAX_LEVEL, in riva_bl_init()