push 6c2bed22d4a356b01aae243fbf554b5dba1af534
[wine/hacks.git] / dlls / wined3d / cubetexture.c
blob6e314cbb9e10872433257798fe697971c8753456
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 #define GLINFO_LOCATION (*gl_info)
32 static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
34 /* Override the IWineD3DResource Preload method. */
35 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
36 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
37 unsigned int i, j;
38 BOOL srgb_mode;
39 BOOL *dirty;
41 switch (srgb)
43 case SRGB_RGB:
44 srgb_mode = FALSE;
45 break;
47 case SRGB_BOTH:
48 cubetexture_internal_preload(iface, SRGB_RGB);
49 /* Fallthrough */
51 case SRGB_SRGB:
52 srgb_mode = TRUE;
53 break;
55 default:
56 srgb_mode = This->baseTexture.is_srgb;
57 break;
59 dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
61 TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
63 /* We only have to activate a context for gl when we're not drawing.
64 * In most cases PreLoad will be called during draw and a context was
65 * activated at the beginning of drawPrimitive. */
66 if (!device->isInDraw)
68 /* No danger of recursive calls, ActivateContext sets isInDraw to true
69 * when loading offscreen render targets into their texture. */
70 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
73 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
74 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
76 for (i = 0; i < This->baseTexture.levels; ++i)
78 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
80 if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i]))
82 TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
83 /* TODO: This is not necessarily needed with hw palettized texture support. */
84 IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
85 /* Make sure the texture is reloaded because of the palette change,
86 * this kills performance though :( */
87 IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
93 /* If the texture is marked dirty or the srgb sampler setting has changed
94 * since the last load then reload the surfaces. */
95 if (*dirty)
97 for (i = 0; i < This->baseTexture.levels; ++i)
99 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
101 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
105 else
107 TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
110 /* No longer dirty. */
111 *dirty = FALSE;
114 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
116 unsigned int i, j;
118 TRACE("(%p) : Cleaning up.\n", This);
120 for (i = 0; i < This->baseTexture.levels; ++i)
122 for (j = 0; j < 6; ++j)
124 IWineD3DSurface *surface = This->surfaces[j][i];
126 if (surface)
128 /* Clean out the texture name we gave to the surface so that the
129 * surface doesn't try and release it. */
130 surface_set_texture_name(surface, 0, TRUE);
131 surface_set_texture_name(surface, 0, FALSE);
132 surface_set_texture_target(surface, 0);
133 IWineD3DSurface_SetContainer(surface, NULL);
134 IWineD3DSurface_Release(surface);
138 basetexture_cleanup((IWineD3DBaseTexture *)This);
141 #undef GLINFO_LOCATION
143 /* *******************************************
144 IWineD3DCubeTexture IUnknown parts follow
145 ******************************************* */
147 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
149 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
151 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
152 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
153 if (IsEqualGUID(riid, &IID_IUnknown)
154 || IsEqualGUID(riid, &IID_IWineD3DBase)
155 || IsEqualGUID(riid, &IID_IWineD3DResource)
156 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
157 || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
158 IUnknown_AddRef(iface);
159 *ppobj = This;
160 return S_OK;
162 *ppobj = NULL;
163 return E_NOINTERFACE;
166 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
167 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
168 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
169 return InterlockedIncrement(&This->resource.ref);
172 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
173 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
174 ULONG ref;
175 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
176 ref = InterlockedDecrement(&This->resource.ref);
177 if (!ref)
179 cubetexture_cleanup(This);
180 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
181 HeapFree(GetProcessHeap(), 0, This);
183 return ref;
186 /* ****************************************************
187 IWineD3DCubeTexture IWineD3DResource parts follow
188 **************************************************** */
189 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
190 return resource_get_device((IWineD3DResource *)iface, ppDevice);
193 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
194 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
197 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
198 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
201 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
202 return resource_free_private_data((IWineD3DResource *)iface, refguid);
205 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
206 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
209 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
210 return resource_get_priority((IWineD3DResource *)iface);
213 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
214 cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
217 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
218 unsigned int i, j;
219 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
220 TRACE("(%p)\n", This);
222 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
223 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
224 * surface is fine
226 for (i = 0; i < This->baseTexture.levels; i++) {
227 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
228 IWineD3DSurface_UnLoad(This->surfaces[j][i]);
229 surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
230 surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
234 basetexture_unload((IWineD3DBaseTexture *)iface);
237 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
238 return resource_get_type((IWineD3DResource *)iface);
241 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
242 return resource_get_parent((IWineD3DResource *)iface, pParent);
245 /* ******************************************************
246 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
247 ****************************************************** */
248 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
249 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
252 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
253 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
256 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
257 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
260 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
261 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
264 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
265 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
268 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
269 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
272 /* Internal function, No d3d mapping */
273 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
274 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
277 /* Internal function, No d3d mapping */
278 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
279 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
282 /* Context activation is done by the caller. */
283 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
284 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
285 BOOL set_gl_texture_desc;
286 HRESULT hr;
288 TRACE("(%p) : relay to BaseTexture\n", This);
290 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
291 if (set_gl_texture_desc && SUCCEEDED(hr)) {
292 UINT i, j;
293 for (i = 0; i < This->baseTexture.levels; ++i) {
294 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
295 if(This->baseTexture.is_srgb) {
296 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE);
297 } else {
298 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE);
304 return hr;
307 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
308 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
309 TRACE("(%p)\n", This);
311 return GL_TEXTURE_CUBE_MAP_ARB;
314 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
315 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
316 TRACE("(%p)\n", This);
318 return FALSE;
321 /* *******************************************
322 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
323 ******************************************* */
324 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
325 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
327 if (Level < This->baseTexture.levels) {
328 TRACE("(%p) level (%d)\n", This, Level);
329 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
331 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
332 return WINED3DERR_INVALIDCALL;
335 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
336 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
337 HRESULT hr = WINED3DERR_INVALIDCALL;
339 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
340 *ppCubeMapSurface = This->surfaces[FaceType][Level];
341 IWineD3DSurface_AddRef(*ppCubeMapSurface);
343 hr = WINED3D_OK;
345 if (WINED3D_OK == hr) {
346 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
347 } else {
348 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
351 return hr;
354 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
355 HRESULT hr = WINED3DERR_INVALIDCALL;
356 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
358 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
359 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
362 if (WINED3D_OK == hr) {
363 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
364 } else {
365 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
368 return hr;
371 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
372 HRESULT hr = WINED3DERR_INVALIDCALL;
373 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
375 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
376 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
379 if (WINED3D_OK == hr) {
380 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
381 } else {
382 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
384 return hr;
387 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
388 HRESULT hr = WINED3DERR_INVALIDCALL;
389 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
390 This->baseTexture.texture_rgb.dirty = TRUE;
391 This->baseTexture.texture_srgb.dirty = TRUE;
392 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
393 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
394 surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
395 hr = WINED3D_OK;
396 } else {
397 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
399 return hr;
402 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
404 /* IUnknown */
405 IWineD3DCubeTextureImpl_QueryInterface,
406 IWineD3DCubeTextureImpl_AddRef,
407 IWineD3DCubeTextureImpl_Release,
408 /* IWineD3DResource */
409 IWineD3DCubeTextureImpl_GetParent,
410 IWineD3DCubeTextureImpl_GetDevice,
411 IWineD3DCubeTextureImpl_SetPrivateData,
412 IWineD3DCubeTextureImpl_GetPrivateData,
413 IWineD3DCubeTextureImpl_FreePrivateData,
414 IWineD3DCubeTextureImpl_SetPriority,
415 IWineD3DCubeTextureImpl_GetPriority,
416 IWineD3DCubeTextureImpl_PreLoad,
417 IWineD3DCubeTextureImpl_UnLoad,
418 IWineD3DCubeTextureImpl_GetType,
419 /* IWineD3DBaseTexture */
420 IWineD3DCubeTextureImpl_SetLOD,
421 IWineD3DCubeTextureImpl_GetLOD,
422 IWineD3DCubeTextureImpl_GetLevelCount,
423 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
424 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
425 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
426 IWineD3DCubeTextureImpl_SetDirty,
427 IWineD3DCubeTextureImpl_GetDirty,
428 IWineD3DCubeTextureImpl_BindTexture,
429 IWineD3DCubeTextureImpl_GetTextureDimensions,
430 IWineD3DCubeTextureImpl_IsCondNP2,
431 /* IWineD3DCubeTexture */
432 IWineD3DCubeTextureImpl_GetLevelDesc,
433 IWineD3DCubeTextureImpl_GetCubeMapSurface,
434 IWineD3DCubeTextureImpl_LockRect,
435 IWineD3DCubeTextureImpl_UnlockRect,
436 IWineD3DCubeTextureImpl_AddDirtyRect
439 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
440 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
441 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
443 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
444 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
445 UINT pow2_edge_length;
446 unsigned int i, j;
447 UINT tmp_w;
448 HRESULT hr;
450 /* TODO: It should only be possible to create textures for formats
451 * that are reported as supported. */
452 if (WINED3DFMT_UNKNOWN >= format)
454 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
455 return WINED3DERR_INVALIDCALL;
458 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
460 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
461 return WINED3DERR_INVALIDCALL;
464 /* Calculate levels for mip mapping */
465 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
467 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
469 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
470 return WINED3DERR_INVALIDCALL;
473 if (levels > 1)
475 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
476 return WINED3DERR_INVALIDCALL;
479 levels = 1;
481 else if (!levels)
483 levels = wined3d_log2i(edge_length) + 1;
484 TRACE("Calculated levels = %u.\n", levels);
487 texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
489 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_CUBETEXTURE,
490 device, 0, usage, format_desc, pool, parent, parent_ops);
491 if (FAILED(hr))
493 WARN("Failed to initialize basetexture, returning %#x\n", hr);
494 return hr;
497 /* Find the nearest pow2 match. */
498 pow2_edge_length = 1;
499 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
501 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
503 /* Precalculated scaling for 'faked' non power of two texture coords. */
504 texture->baseTexture.pow2Matrix[0] = 1.0f;
505 texture->baseTexture.pow2Matrix[5] = 1.0f;
506 texture->baseTexture.pow2Matrix[10] = 1.0f;
507 texture->baseTexture.pow2Matrix[15] = 1.0f;
509 else
511 /* Precalculated scaling for 'faked' non power of two texture coords. */
512 texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
513 texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
514 texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
515 texture->baseTexture.pow2Matrix[15] = 1.0f;
516 texture->baseTexture.pow2Matrix_identity = FALSE;
519 /* Generate all the surfaces. */
520 tmp_w = edge_length;
521 for (i = 0; i < texture->baseTexture.levels; ++i)
523 /* Create the 6 faces. */
524 for (j = 0; j < 6; ++j)
526 static const GLenum cube_targets[6] =
528 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
529 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
530 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
531 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
532 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
533 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
536 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
537 format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
538 if (FAILED(hr))
540 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
541 texture->surfaces[j][i] = NULL;
542 cubetexture_cleanup(texture);
543 return hr;
546 IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture);
547 TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]);
548 surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]);
550 tmp_w = max(1, tmp_w >> 1);
552 texture->baseTexture.internal_preload = cubetexture_internal_preload;
554 return WINED3D_OK;