push 52d6b63ba2f2d4f9b02b6b922d27bff05a60596f
[wine/hacks.git] / dlls / wined3d / cubetexture.c
blobf22845bb47cfd4b3f3fcd7da4e25521ec6a1370e
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
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
30 static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
32 /* Override the IWineD3DResource Preload method. */
33 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
34 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
35 struct wined3d_context *context = NULL;
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.texture_srgb.dirty : &This->baseTexture.texture_rgb.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, context_acquire() sets isInDraw to true
68 * when loading offscreen render targets into their texture. */
69 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
72 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
73 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
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;
112 if (context) context_release(context);
115 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
117 unsigned int i, j;
119 TRACE("(%p) : Cleaning up.\n", This);
121 for (i = 0; i < This->baseTexture.levels; ++i)
123 for (j = 0; j < 6; ++j)
125 IWineD3DSurface *surface = This->surfaces[j][i];
127 if (surface)
129 /* Clean out the texture name we gave to the surface so that the
130 * surface doesn't try and release it. */
131 surface_set_texture_name(surface, 0, TRUE);
132 surface_set_texture_name(surface, 0, FALSE);
133 surface_set_texture_target(surface, 0);
134 IWineD3DSurface_SetContainer(surface, NULL);
135 IWineD3DSurface_Release(surface);
139 basetexture_cleanup((IWineD3DBaseTexture *)This);
142 /* *******************************************
143 IWineD3DCubeTexture IUnknown parts follow
144 ******************************************* */
146 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
148 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
149 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
150 if (IsEqualGUID(riid, &IID_IUnknown)
151 || IsEqualGUID(riid, &IID_IWineD3DBase)
152 || IsEqualGUID(riid, &IID_IWineD3DResource)
153 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
154 || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
155 IUnknown_AddRef(iface);
156 *ppobj = This;
157 return S_OK;
159 *ppobj = NULL;
160 return E_NOINTERFACE;
163 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
164 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
165 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
166 return InterlockedIncrement(&This->resource.ref);
169 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
170 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
171 ULONG ref;
172 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
173 ref = InterlockedDecrement(&This->resource.ref);
174 if (!ref)
176 cubetexture_cleanup(This);
177 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
178 HeapFree(GetProcessHeap(), 0, This);
180 return ref;
183 /* ****************************************************
184 IWineD3DCubeTexture IWineD3DResource parts follow
185 **************************************************** */
186 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
187 return resource_get_device((IWineD3DResource *)iface, ppDevice);
190 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
191 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
194 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
195 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
198 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
199 return resource_free_private_data((IWineD3DResource *)iface, refguid);
202 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
203 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
206 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
207 return resource_get_priority((IWineD3DResource *)iface);
210 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
211 cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
214 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
215 unsigned int i, j;
216 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
217 TRACE("(%p)\n", This);
219 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
220 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
221 * surface is fine
223 for (i = 0; i < This->baseTexture.levels; i++) {
224 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
225 IWineD3DSurface_UnLoad(This->surfaces[j][i]);
226 surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
227 surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
231 basetexture_unload((IWineD3DBaseTexture *)iface);
234 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
235 return resource_get_type((IWineD3DResource *)iface);
238 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
239 return resource_get_parent((IWineD3DResource *)iface, pParent);
242 /* ******************************************************
243 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
244 ****************************************************** */
245 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
246 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
249 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
250 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
253 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
254 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
257 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
258 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
261 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
262 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
265 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
266 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
269 /* Internal function, No d3d mapping */
270 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
271 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
274 /* Internal function, No d3d mapping */
275 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
276 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
279 /* Context activation is done by the caller. */
280 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
281 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
282 BOOL set_gl_texture_desc;
283 HRESULT hr;
285 TRACE("(%p) : relay to BaseTexture\n", This);
287 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
288 if (set_gl_texture_desc && SUCCEEDED(hr)) {
289 UINT i, j;
290 for (i = 0; i < This->baseTexture.levels; ++i) {
291 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
292 if(This->baseTexture.is_srgb) {
293 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE);
294 } else {
295 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE);
301 return hr;
304 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
305 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
306 TRACE("(%p)\n", This);
308 return GL_TEXTURE_CUBE_MAP_ARB;
311 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
312 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
313 TRACE("(%p)\n", This);
315 return FALSE;
318 /* *******************************************
319 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
320 ******************************************* */
321 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
322 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
324 if (Level < This->baseTexture.levels) {
325 TRACE("(%p) level (%d)\n", This, Level);
326 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
328 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
329 return WINED3DERR_INVALIDCALL;
332 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
333 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
334 HRESULT hr = WINED3DERR_INVALIDCALL;
336 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
337 *ppCubeMapSurface = This->surfaces[FaceType][Level];
338 IWineD3DSurface_AddRef(*ppCubeMapSurface);
340 hr = WINED3D_OK;
342 if (WINED3D_OK == hr) {
343 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
344 } else {
345 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
348 return hr;
351 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
352 HRESULT hr = WINED3DERR_INVALIDCALL;
353 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
355 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
356 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
359 if (WINED3D_OK == hr) {
360 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
361 } else {
362 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
365 return hr;
368 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
369 HRESULT hr = WINED3DERR_INVALIDCALL;
370 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
372 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
373 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
376 if (WINED3D_OK == hr) {
377 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
378 } else {
379 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
381 return hr;
384 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
385 HRESULT hr = WINED3DERR_INVALIDCALL;
386 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
387 This->baseTexture.texture_rgb.dirty = TRUE;
388 This->baseTexture.texture_srgb.dirty = TRUE;
389 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
390 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
391 surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
392 hr = WINED3D_OK;
393 } else {
394 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
396 return hr;
399 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
401 /* IUnknown */
402 IWineD3DCubeTextureImpl_QueryInterface,
403 IWineD3DCubeTextureImpl_AddRef,
404 IWineD3DCubeTextureImpl_Release,
405 /* IWineD3DResource */
406 IWineD3DCubeTextureImpl_GetParent,
407 IWineD3DCubeTextureImpl_GetDevice,
408 IWineD3DCubeTextureImpl_SetPrivateData,
409 IWineD3DCubeTextureImpl_GetPrivateData,
410 IWineD3DCubeTextureImpl_FreePrivateData,
411 IWineD3DCubeTextureImpl_SetPriority,
412 IWineD3DCubeTextureImpl_GetPriority,
413 IWineD3DCubeTextureImpl_PreLoad,
414 IWineD3DCubeTextureImpl_UnLoad,
415 IWineD3DCubeTextureImpl_GetType,
416 /* IWineD3DBaseTexture */
417 IWineD3DCubeTextureImpl_SetLOD,
418 IWineD3DCubeTextureImpl_GetLOD,
419 IWineD3DCubeTextureImpl_GetLevelCount,
420 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
421 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
422 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
423 IWineD3DCubeTextureImpl_SetDirty,
424 IWineD3DCubeTextureImpl_GetDirty,
425 IWineD3DCubeTextureImpl_BindTexture,
426 IWineD3DCubeTextureImpl_GetTextureDimensions,
427 IWineD3DCubeTextureImpl_IsCondNP2,
428 /* IWineD3DCubeTexture */
429 IWineD3DCubeTextureImpl_GetLevelDesc,
430 IWineD3DCubeTextureImpl_GetCubeMapSurface,
431 IWineD3DCubeTextureImpl_LockRect,
432 IWineD3DCubeTextureImpl_UnlockRect,
433 IWineD3DCubeTextureImpl_AddDirtyRect
436 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
437 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
438 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
440 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
441 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
442 UINT pow2_edge_length;
443 unsigned int i, j;
444 UINT tmp_w;
445 HRESULT hr;
447 /* TODO: It should only be possible to create textures for formats
448 * that are reported as supported. */
449 if (WINED3DFMT_UNKNOWN >= format)
451 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
452 return WINED3DERR_INVALIDCALL;
455 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
457 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
458 return WINED3DERR_INVALIDCALL;
461 /* Calculate levels for mip mapping */
462 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
464 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
466 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
467 return WINED3DERR_INVALIDCALL;
470 if (levels > 1)
472 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
473 return WINED3DERR_INVALIDCALL;
476 levels = 1;
478 else if (!levels)
480 levels = wined3d_log2i(edge_length) + 1;
481 TRACE("Calculated levels = %u.\n", levels);
484 texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
486 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_CUBETEXTURE,
487 device, 0, usage, format_desc, pool, parent, parent_ops);
488 if (FAILED(hr))
490 WARN("Failed to initialize basetexture, returning %#x\n", hr);
491 return hr;
494 /* Find the nearest pow2 match. */
495 pow2_edge_length = 1;
496 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
498 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
500 /* Precalculated scaling for 'faked' non power of two texture coords. */
501 texture->baseTexture.pow2Matrix[0] = 1.0f;
502 texture->baseTexture.pow2Matrix[5] = 1.0f;
503 texture->baseTexture.pow2Matrix[10] = 1.0f;
504 texture->baseTexture.pow2Matrix[15] = 1.0f;
506 else
508 /* Precalculated scaling for 'faked' non power of two texture coords. */
509 texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
510 texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
511 texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
512 texture->baseTexture.pow2Matrix[15] = 1.0f;
513 texture->baseTexture.pow2Matrix_identity = FALSE;
516 /* Generate all the surfaces. */
517 tmp_w = edge_length;
518 for (i = 0; i < texture->baseTexture.levels; ++i)
520 /* Create the 6 faces. */
521 for (j = 0; j < 6; ++j)
523 static const GLenum cube_targets[6] =
525 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
526 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
527 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
528 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
529 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
530 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
533 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
534 format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
535 if (FAILED(hr))
537 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
538 texture->surfaces[j][i] = NULL;
539 cubetexture_cleanup(texture);
540 return hr;
543 IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture);
544 TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]);
545 surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]);
547 tmp_w = max(1, tmp_w >> 1);
549 texture->baseTexture.internal_preload = cubetexture_internal_preload;
551 return WINED3D_OK;