| /* | 
 |  * 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 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); | 
 |  | 
 | static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) | 
 | { | 
 |     /* Override the IWineD3DResource Preload method. */ | 
 |     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | 
 |     IWineD3DDeviceImpl *device = This->resource.device; | 
 |     struct wined3d_context *context = NULL; | 
 |     unsigned int i, j; | 
 |     BOOL srgb_mode; | 
 |     BOOL *dirty; | 
 |  | 
 |     switch (srgb) | 
 |     { | 
 |         case SRGB_RGB: | 
 |             srgb_mode = FALSE; | 
 |             break; | 
 |  | 
 |         case SRGB_BOTH: | 
 |             cubetexture_internal_preload(iface, SRGB_RGB); | 
 |             /* Fallthrough */ | 
 |  | 
 |         case SRGB_SRGB: | 
 |             srgb_mode = TRUE; | 
 |             break; | 
 |  | 
 |         default: | 
 |             srgb_mode = This->baseTexture.is_srgb; | 
 |             break; | 
 |     } | 
 |     dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty; | 
 |  | 
 |     TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *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, CTXUSAGE_RESOURCELOAD); | 
 |     } | 
 |  | 
 |     if (This->resource.format_desc->format == WINED3DFMT_P8_UINT | 
 |             || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM) | 
 |     { | 
 |         for (i = 0; i < This->baseTexture.levels; ++i) | 
 |         { | 
 |             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) | 
 |             { | 
 |                 if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i])) | 
 |                 { | 
 |                     TRACE("Reloading surface because the d3d8/9 palette was changed.\n"); | 
 |                     /* TODO: This is not necessarily needed with hw palettized texture support. */ | 
 |                     IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL); | 
 |                     /* Make sure the texture is reloaded because of the palette change, | 
 |                      * this kills performance though :( */ | 
 |                     IWineD3DSurface_ModifyLocation(This->surfaces[j][i], 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 < This->baseTexture.levels; ++i) | 
 |         { | 
 |             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) | 
 |             { | 
 |                 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode); | 
 |             } | 
 |         } | 
 |     } | 
 |     else | 
 |     { | 
 |         TRACE("(%p) Texture not dirty, nothing to do.\n" , iface); | 
 |     } | 
 |  | 
 |     /* No longer dirty. */ | 
 |     *dirty = FALSE; | 
 |  | 
 |     if (context) context_release(context); | 
 | } | 
 |  | 
 | static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This) | 
 | { | 
 |     unsigned int i, j; | 
 |  | 
 |     TRACE("(%p) : Cleaning up.\n", This); | 
 |  | 
 |     for (i = 0; i < This->baseTexture.levels; ++i) | 
 |     { | 
 |         for (j = 0; j < 6; ++j) | 
 |         { | 
 |             IWineD3DSurface *surface = This->surfaces[j][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); | 
 |                 IWineD3DSurface_SetContainer(surface, NULL); | 
 |                 IWineD3DSurface_Release(surface); | 
 |             } | 
 |         } | 
 |     } | 
 |     basetexture_cleanup((IWineD3DBaseTexture *)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); | 
 | } | 
 |  | 
 | 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 refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { | 
 |     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); | 
 | } | 
 |  | 
 | static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { | 
 |     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); | 
 | } | 
 |  | 
 | static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) { | 
 |     return resource_free_private_data((IWineD3DResource *)iface, refguid); | 
 | } | 
 |  | 
 | static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) { | 
 |     return resource_set_priority((IWineD3DResource *)iface, PriorityNew); | 
 | } | 
 |  | 
 | static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) { | 
 |     return resource_get_priority((IWineD3DResource *)iface); | 
 | } | 
 |  | 
 | static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) { | 
 |     cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY); | 
 | } | 
 |  | 
 | static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) { | 
 |     unsigned int i, j; | 
 |     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | 
 |     TRACE("(%p)\n", This); | 
 |  | 
 |     /* 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 < This->baseTexture.levels; i++) { | 
 |         for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) { | 
 |             IWineD3DSurface_UnLoad(This->surfaces[j][i]); | 
 |             surface_set_texture_name(This->surfaces[j][i], 0, TRUE); | 
 |             surface_set_texture_name(This->surfaces[j][i], 0, FALSE); | 
 |         } | 
 |     } | 
 |  | 
 |     basetexture_unload((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) { | 
 |     return resource_get_type((IWineD3DResource *)iface); | 
 | } | 
 |  | 
 | static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) { | 
 |     return resource_get_parent((IWineD3DResource *)iface, pParent); | 
 | } | 
 |  | 
 | /* ****************************************************** | 
 |    IWineD3DCubeTexture IWineD3DBaseTexture parts follow | 
 |    ****************************************************** */ | 
 | static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) { | 
 |     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew); | 
 | } | 
 |  | 
 | static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) { | 
 |     return basetexture_get_lod((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) { | 
 |     return basetexture_get_level_count((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { | 
 |   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType); | 
 | } | 
 |  | 
 | static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) { | 
 |   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) { | 
 |     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | /* Internal function, No d3d mapping */ | 
 | static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) { | 
 |     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty); | 
 | } | 
 |  | 
 | /* Internal function, No d3d mapping */ | 
 | static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) { | 
 |     return basetexture_get_dirty((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | /* Context activation is done by the caller. */ | 
 | static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) { | 
 |     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | 
 |     BOOL set_gl_texture_desc; | 
 |     HRESULT hr; | 
 |  | 
 |     TRACE("(%p) : relay to BaseTexture\n", This); | 
 |  | 
 |     hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc); | 
 |     if (set_gl_texture_desc && SUCCEEDED(hr)) { | 
 |         UINT i, j; | 
 |         for (i = 0; i < This->baseTexture.levels; ++i) { | 
 |             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) { | 
 |                 if(This->baseTexture.is_srgb) { | 
 |                     surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE); | 
 |                 } else { | 
 |                     surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE); | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 |  | 
 |     return hr; | 
 | } | 
 |  | 
 | static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface) | 
 | { | 
 |     TRACE("iface %p.\n", iface); | 
 |  | 
 |     return GL_TEXTURE_CUBE_MAP_ARB; | 
 | } | 
 |  | 
 | static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) | 
 | { | 
 |     TRACE("iface %p.\n", iface); | 
 |  | 
 |     return FALSE; | 
 | } | 
 |  | 
 | /* ******************************************* | 
 |    IWineD3DCubeTexture IWineD3DCubeTexture parts follow | 
 |    ******************************************* */ | 
 | static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) { | 
 |     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | 
 |  | 
 |     if (Level < This->baseTexture.levels) { | 
 |         TRACE("(%p) level (%d)\n", This, Level); | 
 |         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc); | 
 |     } | 
 |     WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); | 
 |     return WINED3DERR_INVALIDCALL; | 
 | } | 
 |  | 
 | static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) { | 
 |     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | 
 |     HRESULT hr = WINED3DERR_INVALIDCALL; | 
 |  | 
 |     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { | 
 |         *ppCubeMapSurface = This->surfaces[FaceType][Level]; | 
 |         IWineD3DSurface_AddRef(*ppCubeMapSurface); | 
 |  | 
 |         hr = WINED3D_OK; | 
 |     } | 
 |     if (WINED3D_OK == hr) { | 
 |         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]); | 
 |     } else { | 
 |         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType); | 
 |     } | 
 |  | 
 |     return hr; | 
 | } | 
 |  | 
 | static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) { | 
 |     HRESULT hr = WINED3DERR_INVALIDCALL; | 
 |     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | 
 |  | 
 |     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { | 
 |         hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags); | 
 |     } | 
 |  | 
 |     if (WINED3D_OK == hr) { | 
 |         TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr); | 
 |     } else { | 
 |         WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType); | 
 |     } | 
 |  | 
 |     return hr; | 
 | } | 
 |  | 
 | static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) { | 
 |     HRESULT hr = WINED3DERR_INVALIDCALL; | 
 |     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | 
 |  | 
 |     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { | 
 |         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]); | 
 |     } | 
 |  | 
 |     if (WINED3D_OK == hr) { | 
 |         TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr); | 
 |     } else { | 
 |         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType); | 
 |     } | 
 |     return hr; | 
 | } | 
 |  | 
 | static HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) { | 
 |     HRESULT hr = WINED3DERR_INVALIDCALL; | 
 |     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | 
 |     This->baseTexture.texture_rgb.dirty = TRUE; | 
 |     This->baseTexture.texture_srgb.dirty = TRUE; | 
 |     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType); | 
 |     if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { | 
 |         surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect); | 
 |         hr = WINED3D_OK; | 
 |     } else { | 
 |         WARN("(%p) overflow FaceType(%d)\n", This, FaceType); | 
 |     } | 
 |     return hr; | 
 | } | 
 |  | 
 | 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_SetDirty, | 
 |     IWineD3DCubeTextureImpl_GetDirty, | 
 |     IWineD3DCubeTextureImpl_BindTexture, | 
 |     IWineD3DCubeTextureImpl_GetTextureDimensions, | 
 |     IWineD3DCubeTextureImpl_IsCondNP2, | 
 |     /* IWineD3DCubeTexture */ | 
 |     IWineD3DCubeTextureImpl_GetLevelDesc, | 
 |     IWineD3DCubeTextureImpl_GetCubeMapSurface, | 
 |     IWineD3DCubeTextureImpl_LockRect, | 
 |     IWineD3DCubeTextureImpl_UnlockRect, | 
 |     IWineD3DCubeTextureImpl_AddDirtyRect | 
 | }; | 
 |  | 
 | HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels, | 
 |         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, | 
 |         IUnknown *parent, const struct wined3d_parent_ops *parent_ops) | 
 | { | 
 |     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; | 
 |     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info); | 
 |     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) | 
 |     { | 
 |         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, levels, WINED3DRTYPE_CUBETEXTURE, | 
 |             device, 0, usage, format_desc, 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; | 
 |     } | 
 |  | 
 |     /* Generate all the surfaces. */ | 
 |     tmp_w = edge_length; | 
 |     for (i = 0; i < texture->baseTexture.levels; ++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, | 
 |             }; | 
 |  | 
 |             hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w, | 
 |                     format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]); | 
 |             if (FAILED(hr)) | 
 |             { | 
 |                 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr); | 
 |                 texture->surfaces[j][i] = NULL; | 
 |                 cubetexture_cleanup(texture); | 
 |                 return hr; | 
 |             } | 
 |  | 
 |             IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture); | 
 |             TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]); | 
 |             surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]); | 
 |         } | 
 |         tmp_w = max(1, tmp_w >> 1); | 
 |     } | 
 |     texture->baseTexture.internal_preload = cubetexture_internal_preload; | 
 |  | 
 |     return WINED3D_OK; | 
 | } |