- Merge from trunk up to r45543
[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 IWineD3DDeviceImpl *device = This->resource.device;
35 struct wined3d_context *context = NULL;
36 unsigned int i, j;
37 BOOL srgb_mode;
38 BOOL *dirty;
39
40 switch (srgb)
41 {
42 case SRGB_RGB:
43 srgb_mode = FALSE;
44 break;
45
46 case SRGB_BOTH:
47 cubetexture_internal_preload(iface, SRGB_RGB);
48 /* Fallthrough */
49
50 case SRGB_SRGB:
51 srgb_mode = TRUE;
52 break;
53
54 default:
55 srgb_mode = This->baseTexture.is_srgb;
56 break;
57 }
58 dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
59
60 TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
61
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)
66 {
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);
70 }
71
72 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
73 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
74 {
75 for (i = 0; i < This->baseTexture.levels; ++i)
76 {
77 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
78 {
79 if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i]))
80 {
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);
87 }
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 < This->baseTexture.levels; ++i)
97 {
98 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
99 {
100 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
101 }
102 }
103 }
104 else
105 {
106 TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
107 }
108
109 /* No longer dirty. */
110 *dirty = FALSE;
111
112 if (context) context_release(context);
113 }
114
115 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
116 {
117 unsigned int i, j;
118
119 TRACE("(%p) : Cleaning up.\n", This);
120
121 for (i = 0; i < This->baseTexture.levels; ++i)
122 {
123 for (j = 0; j < 6; ++j)
124 {
125 IWineD3DSurface *surface = This->surfaces[j][i];
126
127 if (surface)
128 {
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);
136 }
137 }
138 }
139 basetexture_cleanup((IWineD3DBaseTexture *)This);
140 }
141
142 /* *******************************************
143 IWineD3DCubeTexture IUnknown parts follow
144 ******************************************* */
145
146 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
147 {
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;
158 }
159 *ppobj = NULL;
160 return E_NOINTERFACE;
161 }
162
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);
167 }
168
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)
175 {
176 cubetexture_cleanup(This);
177 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
178 HeapFree(GetProcessHeap(), 0, This);
179 }
180 return ref;
181 }
182
183 /* ****************************************************
184 IWineD3DCubeTexture IWineD3DResource parts follow
185 **************************************************** */
186 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
187 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
188 }
189
190 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
191 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
192 }
193
194 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
195 return resource_free_private_data((IWineD3DResource *)iface, refguid);
196 }
197
198 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
199 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
200 }
201
202 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
203 return resource_get_priority((IWineD3DResource *)iface);
204 }
205
206 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
207 cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
208 }
209
210 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
211 unsigned int i, j;
212 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
213 TRACE("(%p)\n", This);
214
215 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
216 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
217 * surface is fine
218 */
219 for (i = 0; i < This->baseTexture.levels; i++) {
220 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
221 IWineD3DSurface_UnLoad(This->surfaces[j][i]);
222 surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
223 surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
224 }
225 }
226
227 basetexture_unload((IWineD3DBaseTexture *)iface);
228 }
229
230 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
231 return resource_get_type((IWineD3DResource *)iface);
232 }
233
234 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
235 return resource_get_parent((IWineD3DResource *)iface, pParent);
236 }
237
238 /* ******************************************************
239 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
240 ****************************************************** */
241 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
242 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
243 }
244
245 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
246 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
247 }
248
249 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
250 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
251 }
252
253 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
254 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
255 }
256
257 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
258 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
259 }
260
261 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
262 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
263 }
264
265 /* Internal function, No d3d mapping */
266 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
267 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
268 }
269
270 /* Internal function, No d3d mapping */
271 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
272 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
273 }
274
275 /* Context activation is done by the caller. */
276 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
277 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
278 BOOL set_gl_texture_desc;
279 HRESULT hr;
280
281 TRACE("(%p) : relay to BaseTexture\n", This);
282
283 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
284 if (set_gl_texture_desc && SUCCEEDED(hr)) {
285 UINT i, j;
286 for (i = 0; i < This->baseTexture.levels; ++i) {
287 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
288 if(This->baseTexture.is_srgb) {
289 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE);
290 } else {
291 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE);
292 }
293 }
294 }
295 }
296
297 return hr;
298 }
299
300 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface)
301 {
302 TRACE("iface %p.\n", iface);
303
304 return GL_TEXTURE_CUBE_MAP_ARB;
305 }
306
307 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface)
308 {
309 TRACE("iface %p.\n", iface);
310
311 return FALSE;
312 }
313
314 /* *******************************************
315 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
316 ******************************************* */
317 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
318 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
319
320 if (Level < This->baseTexture.levels) {
321 TRACE("(%p) level (%d)\n", This, Level);
322 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
323 }
324 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
325 return WINED3DERR_INVALIDCALL;
326 }
327
328 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
329 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
330 HRESULT hr = WINED3DERR_INVALIDCALL;
331
332 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
333 *ppCubeMapSurface = This->surfaces[FaceType][Level];
334 IWineD3DSurface_AddRef(*ppCubeMapSurface);
335
336 hr = WINED3D_OK;
337 }
338 if (WINED3D_OK == hr) {
339 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
340 } else {
341 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
342 }
343
344 return hr;
345 }
346
347 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
348 HRESULT hr = WINED3DERR_INVALIDCALL;
349 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
350
351 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
352 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
353 }
354
355 if (WINED3D_OK == hr) {
356 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
357 } else {
358 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
359 }
360
361 return hr;
362 }
363
364 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
365 HRESULT hr = WINED3DERR_INVALIDCALL;
366 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
367
368 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
369 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
370 }
371
372 if (WINED3D_OK == hr) {
373 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
374 } else {
375 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
376 }
377 return hr;
378 }
379
380 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
381 HRESULT hr = WINED3DERR_INVALIDCALL;
382 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
383 This->baseTexture.texture_rgb.dirty = TRUE;
384 This->baseTexture.texture_srgb.dirty = TRUE;
385 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
386 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
387 surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
388 hr = WINED3D_OK;
389 } else {
390 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
391 }
392 return hr;
393 }
394
395 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
396 {
397 /* IUnknown */
398 IWineD3DCubeTextureImpl_QueryInterface,
399 IWineD3DCubeTextureImpl_AddRef,
400 IWineD3DCubeTextureImpl_Release,
401 /* IWineD3DResource */
402 IWineD3DCubeTextureImpl_GetParent,
403 IWineD3DCubeTextureImpl_SetPrivateData,
404 IWineD3DCubeTextureImpl_GetPrivateData,
405 IWineD3DCubeTextureImpl_FreePrivateData,
406 IWineD3DCubeTextureImpl_SetPriority,
407 IWineD3DCubeTextureImpl_GetPriority,
408 IWineD3DCubeTextureImpl_PreLoad,
409 IWineD3DCubeTextureImpl_UnLoad,
410 IWineD3DCubeTextureImpl_GetType,
411 /* IWineD3DBaseTexture */
412 IWineD3DCubeTextureImpl_SetLOD,
413 IWineD3DCubeTextureImpl_GetLOD,
414 IWineD3DCubeTextureImpl_GetLevelCount,
415 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
416 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
417 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
418 IWineD3DCubeTextureImpl_SetDirty,
419 IWineD3DCubeTextureImpl_GetDirty,
420 IWineD3DCubeTextureImpl_BindTexture,
421 IWineD3DCubeTextureImpl_GetTextureDimensions,
422 IWineD3DCubeTextureImpl_IsCondNP2,
423 /* IWineD3DCubeTexture */
424 IWineD3DCubeTextureImpl_GetLevelDesc,
425 IWineD3DCubeTextureImpl_GetCubeMapSurface,
426 IWineD3DCubeTextureImpl_LockRect,
427 IWineD3DCubeTextureImpl_UnlockRect,
428 IWineD3DCubeTextureImpl_AddDirtyRect
429 };
430
431 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
432 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
433 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
434 {
435 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
436 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
437 UINT pow2_edge_length;
438 unsigned int i, j;
439 UINT tmp_w;
440 HRESULT hr;
441
442 /* TODO: It should only be possible to create textures for formats
443 * that are reported as supported. */
444 if (WINED3DFMT_UNKNOWN >= format)
445 {
446 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
447 return WINED3DERR_INVALIDCALL;
448 }
449
450 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
451 {
452 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
453 return WINED3DERR_INVALIDCALL;
454 }
455
456 /* Calculate levels for mip mapping */
457 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
458 {
459 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
460 {
461 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
462 return WINED3DERR_INVALIDCALL;
463 }
464
465 if (levels > 1)
466 {
467 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
468 return WINED3DERR_INVALIDCALL;
469 }
470
471 levels = 1;
472 }
473 else if (!levels)
474 {
475 levels = wined3d_log2i(edge_length) + 1;
476 TRACE("Calculated levels = %u.\n", levels);
477 }
478
479 texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
480
481 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_CUBETEXTURE,
482 device, 0, usage, format_desc, pool, parent, parent_ops);
483 if (FAILED(hr))
484 {
485 WARN("Failed to initialize basetexture, returning %#x\n", hr);
486 return hr;
487 }
488
489 /* Find the nearest pow2 match. */
490 pow2_edge_length = 1;
491 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
492
493 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
494 {
495 /* Precalculated scaling for 'faked' non power of two texture coords. */
496 texture->baseTexture.pow2Matrix[0] = 1.0f;
497 texture->baseTexture.pow2Matrix[5] = 1.0f;
498 texture->baseTexture.pow2Matrix[10] = 1.0f;
499 texture->baseTexture.pow2Matrix[15] = 1.0f;
500 }
501 else
502 {
503 /* Precalculated scaling for 'faked' non power of two texture coords. */
504 texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
505 texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
506 texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
507 texture->baseTexture.pow2Matrix[15] = 1.0f;
508 texture->baseTexture.pow2Matrix_identity = FALSE;
509 }
510
511 /* Generate all the surfaces. */
512 tmp_w = edge_length;
513 for (i = 0; i < texture->baseTexture.levels; ++i)
514 {
515 /* Create the 6 faces. */
516 for (j = 0; j < 6; ++j)
517 {
518 static const GLenum cube_targets[6] =
519 {
520 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
521 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
522 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
523 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
524 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
525 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
526 };
527
528 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
529 format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
530 if (FAILED(hr))
531 {
532 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
533 texture->surfaces[j][i] = NULL;
534 cubetexture_cleanup(texture);
535 return hr;
536 }
537
538 IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture);
539 TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]);
540 surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]);
541 }
542 tmp_w = max(1, tmp_w >> 1);
543 }
544 texture->baseTexture.internal_preload = cubetexture_internal_preload;
545
546 return WINED3D_OK;
547 }