FB_BACKLIGHT_MAX
pmulevel = bl_curve[level] * FB_BACKLIGHT_MAX / MAX_PMU_LEVEL;
(info->bl_curve[level] * FB_BACKLIGHT_MAX / MAX_LEVEL);
63 * FB_BACKLIGHT_MAX / MAX_LEVEL,
219 * FB_BACKLIGHT_MAX / MAX_LEVEL);
atylevel = info->bl_curve[level] * FB_BACKLIGHT_MAX / MAX_LEVEL;
0x3F * FB_BACKLIGHT_MAX / MAX_LEVEL,
0xFF * FB_BACKLIGHT_MAX / MAX_LEVEL);
63 * FB_BACKLIGHT_MAX / MAX_RADEON_LEVEL,
217 * FB_BACKLIGHT_MAX / MAX_RADEON_LEVEL);
FB_BACKLIGHT_MAX / MAX_RADEON_LEVEL;
0x158 * FB_BACKLIGHT_MAX / MAX_LEVEL,
0x534 * FB_BACKLIGHT_MAX / MAX_LEVEL);
#define LEVEL_STEP ((MAX_LEVEL - MIN_LEVEL) / FB_BACKLIGHT_MAX)
#define LEVEL_STEP ((MAX_LEVEL - MIN_LEVEL) / FB_BACKLIGHT_MAX)
MIN_LEVEL * FB_BACKLIGHT_MAX / MAX_LEVEL,
FB_BACKLIGHT_MAX);