push cc8bc80451cc24f4d7cf75168b569f0ebfe19547
[wine/hacks.git] / dlls / wined3d / cubetexture.c
blobdec15abc5adc15e229a7fb0e4b2d804de094e743
1 /*
2 * IWineD3DCubeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
29 #define GLINFO_LOCATION (*gl_info)
31 static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
33 /* Override the IWineD3DResource Preload method. */
34 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
35 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
36 unsigned int i, j;
37 BOOL srgb_mode;
38 BOOL *dirty;
40 switch (srgb)
42 case SRGB_RGB:
43 srgb_mode = FALSE;
44 break;
46 case SRGB_BOTH:
47 cubetexture_internal_preload(iface, SRGB_RGB);
48 /* Fallthrough */
50 case SRGB_SRGB:
51 srgb_mode = TRUE;
52 break;
54 default:
55 srgb_mode = This->baseTexture.is_srgb;
56 break;
58 dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
60 TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
62 /* We only have to activate a context for gl when we're not drawing.
63 * In most cases PreLoad will be called during draw and a context was
64 * activated at the beginning of drawPrimitive. */
65 if (!device->isInDraw)
67 /* No danger of recursive calls, ActivateContext sets isInDraw to true
68 * when loading offscreen render targets into their texture. */
69 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
72 if (This->resource.format_desc->format == WINED3DFMT_P8
73 || This->resource.format_desc->format == WINED3DFMT_A8P8)
75 for (i = 0; i < This->baseTexture.levels; ++i)
77 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
79 if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i]))
81 TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
82 /* TODO: This is not necessarily needed with hw palettized texture support. */
83 IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
84 /* Make sure the texture is reloaded because of the palette change,
85 * this kills performance though :( */
86 IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
92 /* If the texture is marked dirty or the srgb sampler setting has changed
93 * since the last load then reload the surfaces. */
94 if (*dirty)
96 for (i = 0; i < This->baseTexture.levels; ++i)
98 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
100 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
104 else
106 TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
109 /* No longer dirty. */
110 *dirty = FALSE;
113 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
115 unsigned int i, j;
117 TRACE("(%p) : Cleaning up.\n", This);
119 for (i = 0; i < This->baseTexture.levels; ++i)
121 for (j = 0; j < 6; ++j)
123 IWineD3DSurface *surface = This->surfaces[j][i];
125 if (surface)
127 /* Clean out the texture name we gave to the surface so that the
128 * surface doesn't try and release it. */
129 surface_set_texture_name(surface, 0, TRUE);
130 surface_set_texture_name(surface, 0, FALSE);
131 surface_set_texture_target(surface, 0);
132 IWineD3DSurface_SetContainer(surface, NULL);
133 surface_destroy_cb(surface);
137 basetexture_cleanup((IWineD3DBaseTexture *)This);
140 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
141 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
143 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
144 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
145 UINT pow2_edge_length;
146 unsigned int i, j;
147 UINT tmp_w;
148 HRESULT hr;
150 /* TODO: It should only be possible to create textures for formats
151 * that are reported as supported. */
152 if (WINED3DFMT_UNKNOWN >= format)
154 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
155 return WINED3DERR_INVALIDCALL;
158 if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && pool != WINED3DPOOL_SCRATCH)
160 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
161 return WINED3DERR_INVALIDCALL;
164 /* Calculate levels for mip mapping */
165 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
167 if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
169 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
170 return WINED3DERR_INVALIDCALL;
173 if (levels > 1)
175 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
176 return WINED3DERR_INVALIDCALL;
179 levels = 1;
181 else if (!levels)
183 levels = wined3d_log2i(edge_length) + 1;
184 TRACE("Calculated levels = %u.\n", levels);
187 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
188 WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format_desc, pool, parent);
189 if (FAILED(hr))
191 WARN("Failed to initialize basetexture, returning %#x\n", hr);
192 return hr;
195 if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
197 texture->baseTexture.minMipLookup = minMipLookup;
198 texture->baseTexture.magLookup = magLookup;
200 else
202 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
203 texture->baseTexture.magLookup = magLookup_noFilter;
206 /* Find the nearest pow2 match. */
207 pow2_edge_length = 1;
208 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
210 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || (edge_length == pow2_edge_length))
212 /* Precalculated scaling for 'faked' non power of two texture coords. */
213 texture->baseTexture.pow2Matrix[0] = 1.0;
214 texture->baseTexture.pow2Matrix[5] = 1.0;
215 texture->baseTexture.pow2Matrix[10] = 1.0;
216 texture->baseTexture.pow2Matrix[15] = 1.0;
218 else
220 /* Precalculated scaling for 'faked' non power of two texture coords. */
221 texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
222 texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
223 texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
224 texture->baseTexture.pow2Matrix[15] = 1.0;
225 texture->baseTexture.pow2Matrix_identity = FALSE;
228 /* Generate all the surfaces. */
229 tmp_w = edge_length;
230 for (i = 0; i < texture->baseTexture.levels; ++i)
232 /* Create the 6 faces. */
233 for (j = 0; j < 6; ++j)
235 static const GLenum cube_targets[6] =
237 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
238 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
239 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
240 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
241 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
242 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
245 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
246 format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
247 if (FAILED(hr))
249 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
250 texture->surfaces[j][i] = NULL;
251 cubetexture_cleanup(texture, D3DCB_DefaultDestroySurface);
252 return hr;
255 IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture);
256 TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]);
257 surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]);
259 tmp_w = max(1, tmp_w >> 1);
261 texture->baseTexture.internal_preload = cubetexture_internal_preload;
263 return WINED3D_OK;
266 #undef GLINFO_LOCATION
268 /* *******************************************
269 IWineD3DCubeTexture IUnknown parts follow
270 ******************************************* */
272 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
274 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
276 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
277 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
278 if (IsEqualGUID(riid, &IID_IUnknown)
279 || IsEqualGUID(riid, &IID_IWineD3DBase)
280 || IsEqualGUID(riid, &IID_IWineD3DResource)
281 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
282 || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
283 IUnknown_AddRef(iface);
284 *ppobj = This;
285 return S_OK;
287 *ppobj = NULL;
288 return E_NOINTERFACE;
291 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
292 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
293 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
294 return InterlockedIncrement(&This->resource.ref);
297 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
298 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
299 ULONG ref;
300 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
301 ref = InterlockedDecrement(&This->resource.ref);
302 if (ref == 0) {
303 IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
305 return ref;
308 /* ****************************************************
309 IWineD3DCubeTexture IWineD3DResource parts follow
310 **************************************************** */
311 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
312 return resource_get_device((IWineD3DResource *)iface, ppDevice);
315 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
316 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
319 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
320 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
323 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
324 return resource_free_private_data((IWineD3DResource *)iface, refguid);
327 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
328 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
331 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
332 return resource_get_priority((IWineD3DResource *)iface);
335 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
336 cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
339 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
340 unsigned int i, j;
341 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
342 TRACE("(%p)\n", This);
344 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
345 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
346 * surface is fine
348 for (i = 0; i < This->baseTexture.levels; i++) {
349 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
350 IWineD3DSurface_UnLoad(This->surfaces[j][i]);
351 surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
352 surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
356 basetexture_unload((IWineD3DBaseTexture *)iface);
359 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
360 return resource_get_type((IWineD3DResource *)iface);
363 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
364 return resource_get_parent((IWineD3DResource *)iface, pParent);
367 /* ******************************************************
368 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
369 ****************************************************** */
370 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
371 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
374 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
375 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
378 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
379 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
382 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
383 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
386 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
387 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
390 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
391 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
394 /* Internal function, No d3d mapping */
395 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
396 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
399 /* Internal function, No d3d mapping */
400 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
401 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
404 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
405 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
406 BOOL set_gl_texture_desc;
407 HRESULT hr;
409 TRACE("(%p) : relay to BaseTexture\n", This);
411 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
412 if (set_gl_texture_desc && SUCCEEDED(hr)) {
413 UINT i, j;
414 for (i = 0; i < This->baseTexture.levels; ++i) {
415 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
416 if(This->baseTexture.is_srgb) {
417 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.srgbTextureName, TRUE);
418 } else {
419 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName, FALSE);
425 return hr;
428 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
429 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
430 TRACE("(%p)\n", This);
432 return GL_TEXTURE_CUBE_MAP_ARB;
435 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
436 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
437 TRACE("(%p)\n", This);
439 return FALSE;
442 /* *******************************************
443 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
444 ******************************************* */
445 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
446 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
448 cubetexture_cleanup(This, D3DCB_DestroySurface);
449 /* finally delete the object */
450 HeapFree(GetProcessHeap(), 0, This);
453 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
454 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
456 if (Level < This->baseTexture.levels) {
457 TRACE("(%p) level (%d)\n", This, Level);
458 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
460 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
461 return WINED3DERR_INVALIDCALL;
464 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
465 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
466 HRESULT hr = WINED3DERR_INVALIDCALL;
468 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
469 *ppCubeMapSurface = This->surfaces[FaceType][Level];
470 IWineD3DSurface_AddRef(*ppCubeMapSurface);
472 hr = WINED3D_OK;
474 if (WINED3D_OK == hr) {
475 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
476 } else {
477 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
480 return hr;
483 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
484 HRESULT hr = WINED3DERR_INVALIDCALL;
485 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
487 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
488 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
491 if (WINED3D_OK == hr) {
492 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
493 } else {
494 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
497 return hr;
500 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
501 HRESULT hr = WINED3DERR_INVALIDCALL;
502 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
504 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
505 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
508 if (WINED3D_OK == hr) {
509 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
510 } else {
511 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
513 return hr;
516 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
517 HRESULT hr = WINED3DERR_INVALIDCALL;
518 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
519 This->baseTexture.dirty = TRUE;
520 This->baseTexture.srgbDirty = TRUE;
521 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
522 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
523 surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
524 hr = WINED3D_OK;
525 } else {
526 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
528 return hr;
532 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
534 /* IUnknown */
535 IWineD3DCubeTextureImpl_QueryInterface,
536 IWineD3DCubeTextureImpl_AddRef,
537 IWineD3DCubeTextureImpl_Release,
538 /* IWineD3DResource */
539 IWineD3DCubeTextureImpl_GetParent,
540 IWineD3DCubeTextureImpl_GetDevice,
541 IWineD3DCubeTextureImpl_SetPrivateData,
542 IWineD3DCubeTextureImpl_GetPrivateData,
543 IWineD3DCubeTextureImpl_FreePrivateData,
544 IWineD3DCubeTextureImpl_SetPriority,
545 IWineD3DCubeTextureImpl_GetPriority,
546 IWineD3DCubeTextureImpl_PreLoad,
547 IWineD3DCubeTextureImpl_UnLoad,
548 IWineD3DCubeTextureImpl_GetType,
549 /* IWineD3DBaseTexture */
550 IWineD3DCubeTextureImpl_SetLOD,
551 IWineD3DCubeTextureImpl_GetLOD,
552 IWineD3DCubeTextureImpl_GetLevelCount,
553 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
554 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
555 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
556 IWineD3DCubeTextureImpl_SetDirty,
557 IWineD3DCubeTextureImpl_GetDirty,
558 IWineD3DCubeTextureImpl_BindTexture,
559 IWineD3DCubeTextureImpl_GetTextureDimensions,
560 IWineD3DCubeTextureImpl_IsCondNP2,
561 /* IWineD3DCubeTexture */
562 IWineD3DCubeTextureImpl_Destroy,
563 IWineD3DCubeTextureImpl_GetLevelDesc,
564 IWineD3DCubeTextureImpl_GetCubeMapSurface,
565 IWineD3DCubeTextureImpl_LockRect,
566 IWineD3DCubeTextureImpl_UnlockRect,
567 IWineD3DCubeTextureImpl_AddDirtyRect