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[reactos.git] / dll / directx / wine / wined3d / cubetexture.c
1 /*
2 * IWineD3DCubeTexture implementation
3 *
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
9 *
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.
14 *
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.
19 *
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
23 */
24
25 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
29
30 static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
31 {
32 /* Override the IWineD3DResource Preload method. */
33 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
34 UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
35 IWineD3DDeviceImpl *device = This->resource.device;
36 struct wined3d_context *context = NULL;
37 BOOL srgb_mode;
38 BOOL *dirty;
39 UINT i;
40
41 switch (srgb)
42 {
43 case SRGB_RGB:
44 srgb_mode = FALSE;
45 break;
46
47 case SRGB_BOTH:
48 cubetexture_internal_preload(iface, SRGB_RGB);
49 /* Fallthrough */
50
51 case SRGB_SRGB:
52 srgb_mode = TRUE;
53 break;
54
55 default:
56 srgb_mode = This->baseTexture.is_srgb;
57 break;
58 }
59 dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
60
61 TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
62
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)
67 {
68 /* No danger of recursive calls, context_acquire() sets isInDraw to true
69 * when loading offscreen render targets into their texture. */
70 context = context_acquire(device, NULL);
71 }
72
73 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
74 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
75 {
76 for (i = 0; i < sub_count; ++i)
77 {
78 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
79
80 if (palette9_changed(surface))
81 {
82 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
83 /* TODO: This is not necessarily needed with hw palettized texture support. */
84 IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
85 /* Make sure the texture is reloaded because of the palette change,
86 * this kills performance though :( */
87 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
88 }
89 }
90 }
91
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)
95 {
96 for (i = 0; i < sub_count; ++i)
97 {
98 IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
99 }
100 }
101 else
102 {
103 TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
104 }
105
106 /* No longer dirty. */
107 *dirty = FALSE;
108
109 if (context) context_release(context);
110 }
111
112 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
113 {
114 UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
115 UINT i;
116
117 TRACE("(%p) : Cleaning up.\n", This);
118
119 for (i = 0; i < sub_count; ++i)
120 {
121 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
122
123 if (surface)
124 {
125 /* Clean out the texture name we gave to the surface so that the
126 * surface doesn't try and release it. */
127 surface_set_texture_name(surface, 0, TRUE);
128 surface_set_texture_name(surface, 0, FALSE);
129 surface_set_texture_target(surface, 0);
130 IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
131 IWineD3DSurface_Release((IWineD3DSurface *)surface);
132 }
133 }
134 basetexture_cleanup((IWineD3DBaseTexture *)This);
135 }
136
137 /* *******************************************
138 IWineD3DCubeTexture IUnknown parts follow
139 ******************************************* */
140
141 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
142 {
143 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
144 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
145 if (IsEqualGUID(riid, &IID_IUnknown)
146 || IsEqualGUID(riid, &IID_IWineD3DBase)
147 || IsEqualGUID(riid, &IID_IWineD3DResource)
148 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
149 || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
150 IUnknown_AddRef(iface);
151 *ppobj = This;
152 return S_OK;
153 }
154 *ppobj = NULL;
155 return E_NOINTERFACE;
156 }
157
158 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
159 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
160 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
161 return InterlockedIncrement(&This->resource.ref);
162 }
163
164 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
165 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
166 ULONG ref;
167 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
168 ref = InterlockedDecrement(&This->resource.ref);
169 if (!ref)
170 {
171 cubetexture_cleanup(This);
172 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
173 HeapFree(GetProcessHeap(), 0, This);
174 }
175 return ref;
176 }
177
178 /* ****************************************************
179 IWineD3DCubeTexture IWineD3DResource parts follow
180 **************************************************** */
181 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
182 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
183 }
184
185 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
186 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
187 }
188
189 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
190 return resource_free_private_data((IWineD3DResource *)iface, refguid);
191 }
192
193 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
194 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
195 }
196
197 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
198 return resource_get_priority((IWineD3DResource *)iface);
199 }
200
201 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
202 cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
203 }
204
205 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface)
206 {
207 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
208 UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
209 UINT i;
210
211 TRACE("iface %p.\n", iface);
212
213 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
214 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
215 * surface is fine. */
216
217 for (i = 0; i < sub_count; ++i)
218 {
219 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
220
221 IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
222 surface_set_texture_name(surface, 0, TRUE);
223 surface_set_texture_name(surface, 0, FALSE);
224 }
225
226 basetexture_unload((IWineD3DBaseTexture *)iface);
227 }
228
229 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
230 return resource_get_type((IWineD3DResource *)iface);
231 }
232
233 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
234 return resource_get_parent((IWineD3DResource *)iface, pParent);
235 }
236
237 /* ******************************************************
238 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
239 ****************************************************** */
240 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
241 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
242 }
243
244 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
245 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
246 }
247
248 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
249 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
250 }
251
252 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
253 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
254 }
255
256 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
257 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
258 }
259
260 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
261 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
262 }
263
264 /* Internal function, No d3d mapping */
265 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
266 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
267 }
268
269 /* Internal function, No d3d mapping */
270 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
271 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
272 }
273
274 /* Context activation is done by the caller. */
275 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
276 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
277 BOOL set_gl_texture_desc;
278 HRESULT hr;
279
280 TRACE("(%p) : relay to BaseTexture\n", This);
281
282 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
283 if (set_gl_texture_desc && SUCCEEDED(hr))
284 {
285 UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
286 UINT i;
287
288 for (i = 0; i < sub_count; ++i)
289 {
290 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
291
292 if (This->baseTexture.is_srgb)
293 surface_set_texture_name(surface, This->baseTexture.texture_srgb.name, TRUE);
294 else
295 surface_set_texture_name(surface, This->baseTexture.texture_rgb.name, FALSE);
296 }
297 }
298
299 return hr;
300 }
301
302 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface)
303 {
304 TRACE("iface %p.\n", iface);
305
306 return GL_TEXTURE_CUBE_MAP_ARB;
307 }
308
309 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface)
310 {
311 TRACE("iface %p.\n", iface);
312
313 return FALSE;
314 }
315
316 /* *******************************************
317 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
318 ******************************************* */
319 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface,
320 UINT level, WINED3DSURFACE_DESC *desc)
321 {
322 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
323 IWineD3DSurface *surface;
324
325 TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
326
327 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
328 {
329 WARN("Failed to get sub-resource.\n");
330 return WINED3DERR_INVALIDCALL;
331 }
332
333 return IWineD3DSurface_GetDesc(surface, desc);
334 }
335
336 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface,
337 WINED3DCUBEMAP_FACES face, UINT level, IWineD3DSurface **surface)
338 {
339 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
340 IWineD3DSurface *s;
341
342 TRACE("iface %p, face %u, level %u, surface %p.\n",
343 iface, face, level, surface);
344
345 if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
346 {
347 WARN("Failed to get sub-resource.\n");
348 return WINED3DERR_INVALIDCALL;
349 }
350
351 IWineD3DSurface_AddRef(s);
352 *surface = s;
353
354 TRACE("Returning surface %p.\n", *surface);
355
356 return WINED3D_OK;
357 }
358
359 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface,
360 WINED3DCUBEMAP_FACES face, UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
361 {
362 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
363 IWineD3DSurface *surface;
364
365 TRACE("iface %p, face %u, level %u, locked_rect %p, rect %s, flags %#x.\n",
366 iface, face, level, locked_rect, wine_dbgstr_rect(rect), flags);
367
368 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
369 {
370 WARN("Failed to get sub-resource.\n");
371 return WINED3DERR_INVALIDCALL;
372 }
373
374 return IWineD3DSurface_LockRect(surface, locked_rect, rect, flags);
375 }
376
377 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface,
378 WINED3DCUBEMAP_FACES face, UINT level)
379 {
380 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
381 IWineD3DSurface *surface;
382
383 TRACE("iface %p, face %u, level %u.\n",
384 iface, face, level);
385
386 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
387 {
388 WARN("Failed to get sub-resource.\n");
389 return WINED3DERR_INVALIDCALL;
390 }
391
392 return IWineD3DSurface_UnlockRect(surface);
393 }
394
395 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface,
396 WINED3DCUBEMAP_FACES face, const RECT *dirty_rect)
397 {
398 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
399 IWineD3DSurfaceImpl *surface;
400
401 TRACE("iface %p, face %u, dirty_rect %s.\n",
402 iface, face, wine_dbgstr_rect(dirty_rect));
403
404 if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, face, 0)))
405 {
406 WARN("Failed to get sub-resource.\n");
407 return WINED3DERR_INVALIDCALL;
408 }
409
410 texture->baseTexture.texture_rgb.dirty = TRUE;
411 texture->baseTexture.texture_srgb.dirty = TRUE;
412 surface_add_dirty_rect(surface, dirty_rect);
413
414 return WINED3D_OK;
415 }
416
417 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
418 {
419 /* IUnknown */
420 IWineD3DCubeTextureImpl_QueryInterface,
421 IWineD3DCubeTextureImpl_AddRef,
422 IWineD3DCubeTextureImpl_Release,
423 /* IWineD3DResource */
424 IWineD3DCubeTextureImpl_GetParent,
425 IWineD3DCubeTextureImpl_SetPrivateData,
426 IWineD3DCubeTextureImpl_GetPrivateData,
427 IWineD3DCubeTextureImpl_FreePrivateData,
428 IWineD3DCubeTextureImpl_SetPriority,
429 IWineD3DCubeTextureImpl_GetPriority,
430 IWineD3DCubeTextureImpl_PreLoad,
431 IWineD3DCubeTextureImpl_UnLoad,
432 IWineD3DCubeTextureImpl_GetType,
433 /* IWineD3DBaseTexture */
434 IWineD3DCubeTextureImpl_SetLOD,
435 IWineD3DCubeTextureImpl_GetLOD,
436 IWineD3DCubeTextureImpl_GetLevelCount,
437 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
438 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
439 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
440 IWineD3DCubeTextureImpl_SetDirty,
441 IWineD3DCubeTextureImpl_GetDirty,
442 IWineD3DCubeTextureImpl_BindTexture,
443 IWineD3DCubeTextureImpl_GetTextureDimensions,
444 IWineD3DCubeTextureImpl_IsCondNP2,
445 /* IWineD3DCubeTexture */
446 IWineD3DCubeTextureImpl_GetLevelDesc,
447 IWineD3DCubeTextureImpl_GetCubeMapSurface,
448 IWineD3DCubeTextureImpl_LockRect,
449 IWineD3DCubeTextureImpl_UnlockRect,
450 IWineD3DCubeTextureImpl_AddDirtyRect
451 };
452
453 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
454 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
455 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
456 {
457 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
458 const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
459 UINT pow2_edge_length;
460 unsigned int i, j;
461 UINT tmp_w;
462 HRESULT hr;
463
464 /* TODO: It should only be possible to create textures for formats
465 * that are reported as supported. */
466 if (WINED3DFMT_UNKNOWN >= format)
467 {
468 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
469 return WINED3DERR_INVALIDCALL;
470 }
471
472 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
473 {
474 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
475 return WINED3DERR_INVALIDCALL;
476 }
477
478 /* Calculate levels for mip mapping */
479 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
480 {
481 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
482 {
483 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
484 return WINED3DERR_INVALIDCALL;
485 }
486
487 if (levels > 1)
488 {
489 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
490 return WINED3DERR_INVALIDCALL;
491 }
492
493 levels = 1;
494 }
495 else if (!levels)
496 {
497 levels = wined3d_log2i(edge_length) + 1;
498 TRACE("Calculated levels = %u.\n", levels);
499 }
500
501 texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
502
503 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 6, levels,
504 WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format_desc, pool, parent, parent_ops);
505 if (FAILED(hr))
506 {
507 WARN("Failed to initialize basetexture, returning %#x\n", hr);
508 return hr;
509 }
510
511 /* Find the nearest pow2 match. */
512 pow2_edge_length = 1;
513 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
514
515 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
516 {
517 /* Precalculated scaling for 'faked' non power of two texture coords. */
518 texture->baseTexture.pow2Matrix[0] = 1.0f;
519 texture->baseTexture.pow2Matrix[5] = 1.0f;
520 texture->baseTexture.pow2Matrix[10] = 1.0f;
521 texture->baseTexture.pow2Matrix[15] = 1.0f;
522 }
523 else
524 {
525 /* Precalculated scaling for 'faked' non power of two texture coords. */
526 texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
527 texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
528 texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
529 texture->baseTexture.pow2Matrix[15] = 1.0f;
530 texture->baseTexture.pow2Matrix_identity = FALSE;
531 }
532
533 /* Generate all the surfaces. */
534 tmp_w = edge_length;
535 for (i = 0; i < texture->baseTexture.level_count; ++i)
536 {
537 /* Create the 6 faces. */
538 for (j = 0; j < 6; ++j)
539 {
540 static const GLenum cube_targets[6] =
541 {
542 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
543 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
544 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
545 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
546 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
547 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
548 };
549 UINT idx = j * texture->baseTexture.level_count + i;
550 IWineD3DSurface *surface;
551
552 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
553 format, usage, pool, i /* Level */, j, &surface);
554 if (FAILED(hr))
555 {
556 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
557 cubetexture_cleanup(texture);
558 return hr;
559 }
560
561 IWineD3DSurface_SetContainer(surface, (IWineD3DBase *)texture);
562 surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
563 texture->baseTexture.sub_resources[idx] = (IWineD3DResourceImpl *)surface;
564 TRACE("Created surface level %u @ %p.\n", i, surface);
565 }
566 tmp_w = max(1, tmp_w >> 1);
567 }
568 texture->baseTexture.internal_preload = cubetexture_internal_preload;
569
570 return WINED3D_OK;
571 }