| /* |
| * IWineD3DCubeTexture implementation |
| * |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2005 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * Copyright 2009-2010 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); |
| |
| /* Context activation is done by the caller. */ |
| static HRESULT cubetexture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb) |
| { |
| BOOL set_gl_texture_desc; |
| HRESULT hr; |
| |
| TRACE("texture %p, srgb %#x.\n", texture, srgb); |
| |
| hr = basetexture_bind(texture, srgb, &set_gl_texture_desc); |
| if (set_gl_texture_desc && SUCCEEDED(hr)) |
| { |
| UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count; |
| UINT i; |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i]; |
| |
| if (texture->baseTexture.is_srgb) |
| surface_set_texture_name(surface, texture->baseTexture.texture_srgb.name, TRUE); |
| else |
| surface_set_texture_name(surface, texture->baseTexture.texture_rgb.name, FALSE); |
| } |
| } |
| |
| return hr; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static void cubetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb) |
| { |
| UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count; |
| IWineD3DDeviceImpl *device = texture->resource.device; |
| struct wined3d_context *context = NULL; |
| BOOL srgb_mode; |
| BOOL *dirty; |
| UINT i; |
| |
| TRACE("texture %p, srgb %#x.\n", texture, srgb); |
| |
| switch (srgb) |
| { |
| case SRGB_RGB: |
| srgb_mode = FALSE; |
| break; |
| |
| case SRGB_BOTH: |
| cubetexture_preload(texture, SRGB_RGB); |
| /* Fallthrough */ |
| |
| case SRGB_SRGB: |
| srgb_mode = TRUE; |
| break; |
| |
| default: |
| srgb_mode = texture->baseTexture.is_srgb; |
| break; |
| } |
| dirty = srgb_mode ? &texture->baseTexture.texture_srgb.dirty : &texture->baseTexture.texture_rgb.dirty; |
| |
| /* We only have to activate a context for gl when we're not drawing. |
| * In most cases PreLoad will be called during draw and a context was |
| * activated at the beginning of drawPrimitive. */ |
| if (!device->isInDraw) |
| { |
| /* No danger of recursive calls, context_acquire() sets isInDraw to true |
| * when loading offscreen render targets into their texture. */ |
| context = context_acquire(device, NULL); |
| } |
| |
| if (texture->resource.format->id == WINED3DFMT_P8_UINT |
| || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM) |
| { |
| for (i = 0; i < sub_count; ++i) |
| { |
| IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i]; |
| |
| if (palette9_changed(surface)) |
| { |
| TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface); |
| /* TODO: This is not necessarily needed with hw palettized texture support. */ |
| surface_load_location(surface, SFLAG_INSYSMEM, NULL); |
| /* Make sure the texture is reloaded because of the palette change, |
| * this kills performance though :( */ |
| surface_modify_location(surface, SFLAG_INTEXTURE, FALSE); |
| } |
| } |
| } |
| |
| /* If the texture is marked dirty or the srgb sampler setting has changed |
| * since the last load then reload the surfaces. */ |
| if (*dirty) |
| { |
| for (i = 0; i < sub_count; ++i) |
| { |
| IWineD3DSurface_LoadTexture((IWineD3DSurface *)texture->baseTexture.sub_resources[i], srgb_mode); |
| } |
| } |
| else |
| { |
| TRACE("Texture %p not dirty, nothing to do.\n" , texture); |
| } |
| |
| /* No longer dirty. */ |
| *dirty = FALSE; |
| |
| if (context) context_release(context); |
| } |
| |
| static const struct wined3d_texture_ops cubetexture_ops = |
| { |
| cubetexture_bind, |
| cubetexture_preload, |
| }; |
| |
| static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This) |
| { |
| UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count; |
| UINT i; |
| |
| TRACE("(%p) : Cleaning up.\n", This); |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i]; |
| |
| if (surface) |
| { |
| /* Clean out the texture name we gave to the surface so that the |
| * surface doesn't try and release it. */ |
| surface_set_texture_name(surface, 0, TRUE); |
| surface_set_texture_name(surface, 0, FALSE); |
| surface_set_texture_target(surface, 0); |
| surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL); |
| IWineD3DSurface_Release((IWineD3DSurface *)surface); |
| } |
| } |
| basetexture_cleanup((IWineD3DBaseTextureImpl *)This); |
| } |
| |
| /* ******************************************* |
| IWineD3DCubeTexture IUnknown parts follow |
| ******************************************* */ |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj) |
| { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IWineD3DResource) |
| || IsEqualGUID(riid, &IID_IWineD3DBaseTexture) |
| || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) { |
| IUnknown_AddRef(iface); |
| *ppobj = This; |
| return S_OK; |
| } |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref); |
| return InterlockedIncrement(&This->resource.ref); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| ULONG ref; |
| TRACE("(%p) : Releasing from %d\n", This, This->resource.ref); |
| ref = InterlockedDecrement(&This->resource.ref); |
| if (!ref) |
| { |
| cubetexture_cleanup(This); |
| This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return ref; |
| } |
| |
| /* **************************************************** |
| IWineD3DCubeTexture IWineD3DResource parts follow |
| **************************************************** */ |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, |
| REFGUID riid, const void *data, DWORD data_size, DWORD flags) |
| { |
| return resource_set_private_data((IWineD3DResourceImpl *)iface, riid, data, data_size, flags); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, |
| REFGUID guid, void *data, DWORD *data_size) |
| { |
| return resource_get_private_data((IWineD3DResourceImpl *)iface, guid, data, data_size); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) |
| { |
| return resource_free_private_data((IWineD3DResourceImpl *)iface, refguid); |
| } |
| |
| static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD priority) |
| { |
| return resource_set_priority((IWineD3DResourceImpl *)iface, priority); |
| } |
| |
| static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) |
| { |
| return resource_get_priority((IWineD3DResourceImpl *)iface); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) |
| { |
| cubetexture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) |
| { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count; |
| UINT i; |
| |
| TRACE("iface %p.\n", iface); |
| |
| /* Unload all the surfaces and reset the texture name. If UnLoad was called on the |
| * surface before, this one will be a NOP and vice versa. Unloading an unloaded |
| * surface is fine. */ |
| |
| for (i = 0; i < sub_count; ++i) |
| { |
| IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i]; |
| |
| IWineD3DSurface_UnLoad((IWineD3DSurface *)surface); |
| surface_set_texture_name(surface, 0, TRUE); |
| surface_set_texture_name(surface, 0, FALSE); |
| } |
| |
| basetexture_unload((IWineD3DBaseTextureImpl *)This); |
| } |
| |
| static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) |
| { |
| return resource_get_type((IWineD3DResourceImpl *)iface); |
| } |
| |
| static void * WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface) |
| { |
| TRACE("iface %p.\n", iface); |
| |
| return ((IWineD3DCubeTextureImpl *)iface)->resource.parent; |
| } |
| |
| /* ****************************************************** |
| IWineD3DCubeTexture IWineD3DBaseTexture parts follow |
| ****************************************************** */ |
| static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) { |
| return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew); |
| } |
| |
| static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) { |
| return basetexture_get_lod((IWineD3DBaseTextureImpl *)iface); |
| } |
| |
| static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) |
| { |
| return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, |
| WINED3DTEXTUREFILTERTYPE FilterType) |
| { |
| return basetexture_set_autogen_filter_type((IWineD3DBaseTextureImpl *)iface, FilterType); |
| } |
| |
| static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) |
| { |
| return basetexture_get_autogen_filter_type((IWineD3DBaseTextureImpl *)iface); |
| } |
| |
| static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) |
| { |
| basetexture_generate_mipmaps((IWineD3DBaseTextureImpl *)iface); |
| } |
| |
| static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) |
| { |
| TRACE("iface %p.\n", iface); |
| |
| return FALSE; |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, |
| UINT sub_resource_idx, WINED3DSURFACE_DESC *desc) |
| { |
| IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; |
| IWineD3DSurface *surface; |
| |
| TRACE("iface %p, sub_resource_idx %u, desc %p.\n", iface, sub_resource_idx, desc); |
| |
| if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, sub_resource_idx))) |
| { |
| WARN("Failed to get sub-resource.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| IWineD3DSurface_GetDesc(surface, desc); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, |
| UINT sub_resource_idx, IWineD3DSurface **surface) |
| { |
| IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; |
| IWineD3DSurface *s; |
| |
| TRACE("iface %p, sub_resource_idx %u, surface %p.\n", |
| iface, sub_resource_idx, surface); |
| |
| if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, sub_resource_idx))) |
| { |
| WARN("Failed to get sub-resource.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| IWineD3DSurface_AddRef(s); |
| *surface = s; |
| |
| TRACE("Returning surface %p.\n", *surface); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_Map(IWineD3DCubeTexture *iface, |
| UINT sub_resource_idx, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags) |
| { |
| IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; |
| IWineD3DSurface *surface; |
| |
| TRACE("iface %p, sub_resource_idx %u, locked_rect %p, rect %s, flags %#x.\n", |
| iface, sub_resource_idx, locked_rect, wine_dbgstr_rect(rect), flags); |
| |
| if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, sub_resource_idx))) |
| { |
| WARN("Failed to get sub-resource.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| return IWineD3DSurface_Map(surface, locked_rect, rect, flags); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_Unmap(IWineD3DCubeTexture *iface, |
| UINT sub_resource_idx) |
| { |
| IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; |
| IWineD3DSurface *surface; |
| |
| TRACE("iface %p, sub_resource_idx %u.\n", |
| iface, sub_resource_idx); |
| |
| if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, sub_resource_idx))) |
| { |
| WARN("Failed to get sub-resource.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| return IWineD3DSurface_Unmap(surface); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, |
| WINED3DCUBEMAP_FACES face, const RECT *dirty_rect) |
| { |
| IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; |
| UINT sub_resource_idx = face * texture->baseTexture.level_count; |
| IWineD3DSurfaceImpl *surface; |
| |
| TRACE("iface %p, face %u, dirty_rect %s.\n", |
| iface, face, wine_dbgstr_rect(dirty_rect)); |
| |
| if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, sub_resource_idx))) |
| { |
| WARN("Failed to get sub-resource.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| texture->baseTexture.texture_rgb.dirty = TRUE; |
| texture->baseTexture.texture_srgb.dirty = TRUE; |
| surface_add_dirty_rect(surface, dirty_rect); |
| |
| return WINED3D_OK; |
| } |
| |
| static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DCubeTextureImpl_QueryInterface, |
| IWineD3DCubeTextureImpl_AddRef, |
| IWineD3DCubeTextureImpl_Release, |
| /* IWineD3DResource */ |
| IWineD3DCubeTextureImpl_GetParent, |
| IWineD3DCubeTextureImpl_SetPrivateData, |
| IWineD3DCubeTextureImpl_GetPrivateData, |
| IWineD3DCubeTextureImpl_FreePrivateData, |
| IWineD3DCubeTextureImpl_SetPriority, |
| IWineD3DCubeTextureImpl_GetPriority, |
| IWineD3DCubeTextureImpl_PreLoad, |
| IWineD3DCubeTextureImpl_UnLoad, |
| IWineD3DCubeTextureImpl_GetType, |
| /* IWineD3DBaseTexture */ |
| IWineD3DCubeTextureImpl_SetLOD, |
| IWineD3DCubeTextureImpl_GetLOD, |
| IWineD3DCubeTextureImpl_GetLevelCount, |
| IWineD3DCubeTextureImpl_SetAutoGenFilterType, |
| IWineD3DCubeTextureImpl_GetAutoGenFilterType, |
| IWineD3DCubeTextureImpl_GenerateMipSubLevels, |
| IWineD3DCubeTextureImpl_IsCondNP2, |
| /* IWineD3DCubeTexture */ |
| IWineD3DCubeTextureImpl_GetLevelDesc, |
| IWineD3DCubeTextureImpl_GetCubeMapSurface, |
| IWineD3DCubeTextureImpl_Map, |
| IWineD3DCubeTextureImpl_Unmap, |
| IWineD3DCubeTextureImpl_AddDirtyRect |
| }; |
| |
| HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels, |
| IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, |
| void *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); |
| UINT pow2_edge_length; |
| unsigned int i, j; |
| UINT tmp_w; |
| HRESULT hr; |
| |
| /* TODO: It should only be possible to create textures for formats |
| * that are reported as supported. */ |
| if (WINED3DFMT_UNKNOWN >= format_id) |
| { |
| WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH) |
| { |
| WARN("(%p) : Tried to create not supported cube texture.\n", texture); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Calculate levels for mip mapping */ |
| if (usage & WINED3DUSAGE_AUTOGENMIPMAP) |
| { |
| if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) |
| { |
| WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (levels > 1) |
| { |
| WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| levels = 1; |
| } |
| else if (!levels) |
| { |
| levels = wined3d_log2i(edge_length) + 1; |
| TRACE("Calculated levels = %u.\n", levels); |
| } |
| |
| texture->lpVtbl = &IWineD3DCubeTexture_Vtbl; |
| |
| hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &cubetexture_ops, |
| 6, levels, WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool, |
| parent, parent_ops); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize basetexture, returning %#x\n", hr); |
| return hr; |
| } |
| |
| /* Find the nearest pow2 match. */ |
| pow2_edge_length = 1; |
| while (pow2_edge_length < edge_length) pow2_edge_length <<= 1; |
| |
| if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length)) |
| { |
| /* Precalculated scaling for 'faked' non power of two texture coords. */ |
| texture->baseTexture.pow2Matrix[0] = 1.0f; |
| texture->baseTexture.pow2Matrix[5] = 1.0f; |
| texture->baseTexture.pow2Matrix[10] = 1.0f; |
| texture->baseTexture.pow2Matrix[15] = 1.0f; |
| } |
| else |
| { |
| /* Precalculated scaling for 'faked' non power of two texture coords. */ |
| texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length); |
| texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length); |
| texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length); |
| texture->baseTexture.pow2Matrix[15] = 1.0f; |
| texture->baseTexture.pow2Matrix_identity = FALSE; |
| } |
| texture->baseTexture.target = GL_TEXTURE_CUBE_MAP_ARB; |
| |
| /* Generate all the surfaces. */ |
| tmp_w = edge_length; |
| for (i = 0; i < texture->baseTexture.level_count; ++i) |
| { |
| /* Create the 6 faces. */ |
| for (j = 0; j < 6; ++j) |
| { |
| static const GLenum cube_targets[6] = |
| { |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, |
| }; |
| UINT idx = j * texture->baseTexture.level_count + i; |
| IWineD3DSurface *surface; |
| |
| hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w, |
| format_id, usage, pool, i /* Level */, j, &surface); |
| if (FAILED(hr)) |
| { |
| FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr); |
| cubetexture_cleanup(texture); |
| return hr; |
| } |
| |
| surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture); |
| surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]); |
| texture->baseTexture.sub_resources[idx] = (IWineD3DResourceImpl *)surface; |
| TRACE("Created surface level %u @ %p.\n", i, surface); |
| } |
| tmp_w = max(1, tmp_w >> 1); |
| } |
| |
| return WINED3D_OK; |
| } |