wined3d: Use the native constant limit for fitting private constants.
[wine] / dlls / 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 #define GLINFO_LOCATION (*gl_info)
31
32 static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
33 {
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;
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, ActivateContext sets isInDraw to true
69          * when loading offscreen render targets into their texture. */
70         ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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 < This->baseTexture.levels; ++i)
77         {
78             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
79             {
80                 if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i]))
81                 {
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);
88                 }
89             }
90         }
91     }
92
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)
96     {
97         for (i = 0; i < This->baseTexture.levels; ++i)
98         {
99             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
100             {
101                 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
102             }
103         }
104     }
105     else
106     {
107         TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
108     }
109
110     /* No longer dirty. */
111     *dirty = FALSE;
112 }
113
114 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
115 {
116     unsigned int i, j;
117
118     TRACE("(%p) : Cleaning up.\n", This);
119
120     for (i = 0; i < This->baseTexture.levels; ++i)
121     {
122         for (j = 0; j < 6; ++j)
123         {
124             IWineD3DSurface *surface = This->surfaces[j][i];
125
126             if (surface)
127             {
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);
135             }
136         }
137     }
138     basetexture_cleanup((IWineD3DBaseTexture *)This);
139 }
140
141 #undef GLINFO_LOCATION
142
143 /* *******************************************
144    IWineD3DCubeTexture IUnknown parts follow
145    ******************************************* */
146
147 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
148
149 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
150 {
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;
161     }
162     *ppobj = NULL;
163     return E_NOINTERFACE;
164 }
165
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);
170 }
171
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)
178     {
179         cubetexture_cleanup(This);
180         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
181         HeapFree(GetProcessHeap(), 0, This);
182     }
183     return ref;
184 }
185
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);
191 }
192
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);
195 }
196
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);
199 }
200
201 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
202     return resource_free_private_data((IWineD3DResource *)iface, refguid);
203 }
204
205 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
206     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
207 }
208
209 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
210     return resource_get_priority((IWineD3DResource *)iface);
211 }
212
213 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
214     cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
215 }
216
217 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
218     unsigned int i, j;
219     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
220     TRACE("(%p)\n", This);
221
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
225      */
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);
231         }
232     }
233
234     basetexture_unload((IWineD3DBaseTexture *)iface);
235 }
236
237 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
238     return resource_get_type((IWineD3DResource *)iface);
239 }
240
241 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
242     return resource_get_parent((IWineD3DResource *)iface, pParent);
243 }
244
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);
250 }
251
252 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
253     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
254 }
255
256 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
257     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
258 }
259
260 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
261   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
262 }
263
264 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
265   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
266 }
267
268 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
269     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
270 }
271
272 /* Internal function, No d3d mapping */
273 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
274     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
275 }
276
277 /* Internal function, No d3d mapping */
278 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
279     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
280 }
281
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;
287
288     TRACE("(%p) : relay to BaseTexture\n", This);
289
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);
299                 }
300             }
301         }
302     }
303
304     return hr;
305 }
306
307 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
308     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
309     TRACE("(%p)\n", This);
310
311     return GL_TEXTURE_CUBE_MAP_ARB;
312 }
313
314 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
315     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
316     TRACE("(%p)\n", This);
317
318     return FALSE;
319 }
320
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;
326
327     if (Level < This->baseTexture.levels) {
328         TRACE("(%p) level (%d)\n", This, Level);
329         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
330     }
331     WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
332     return WINED3DERR_INVALIDCALL;
333 }
334
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;
338
339     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
340         *ppCubeMapSurface = This->surfaces[FaceType][Level];
341         IWineD3DSurface_AddRef(*ppCubeMapSurface);
342
343         hr = WINED3D_OK;
344     }
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);
349     }
350
351     return hr;
352 }
353
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;
357
358     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
359         hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
360     }
361
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);
366     }
367
368     return hr;
369 }
370
371 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
372     HRESULT hr = WINED3DERR_INVALIDCALL;
373     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
374
375     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
376         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
377     }
378
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);
383     }
384     return hr;
385 }
386
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);
398     }
399     return hr;
400 }
401
402 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
403 {
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
437 };
438
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)
442 {
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;
449
450     /* TODO: It should only be possible to create textures for formats
451      * that are reported as supported. */
452     if (WINED3DFMT_UNKNOWN >= format)
453     {
454         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
455         return WINED3DERR_INVALIDCALL;
456     }
457
458     if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
459     {
460         WARN("(%p) : Tried to create not supported cube texture.\n", texture);
461         return WINED3DERR_INVALIDCALL;
462     }
463
464     /* Calculate levels for mip mapping */
465     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
466     {
467         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
468         {
469             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
470             return WINED3DERR_INVALIDCALL;
471         }
472
473         if (levels > 1)
474         {
475             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
476             return WINED3DERR_INVALIDCALL;
477         }
478
479         levels = 1;
480     }
481     else if (!levels)
482     {
483         levels = wined3d_log2i(edge_length) + 1;
484         TRACE("Calculated levels = %u.\n", levels);
485     }
486
487     texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
488
489     hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_CUBETEXTURE,
490             device, 0, usage, format_desc, pool, parent, parent_ops);
491     if (FAILED(hr))
492     {
493         WARN("Failed to initialize basetexture, returning %#x\n", hr);
494         return hr;
495     }
496
497     /* Find the nearest pow2 match. */
498     pow2_edge_length = 1;
499     while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
500
501     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
502     {
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;
508     }
509     else
510     {
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;
517     }
518
519     /* Generate all the surfaces. */
520     tmp_w = edge_length;
521     for (i = 0; i < texture->baseTexture.levels; ++i)
522     {
523         /* Create the 6 faces. */
524         for (j = 0; j < 6; ++j)
525         {
526             static const GLenum cube_targets[6] =
527             {
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,
534             };
535
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))
539             {
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;
544             }
545
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]);
549         }
550         tmp_w = max(1, tmp_w >> 1);
551     }
552     texture->baseTexture.internal_preload = cubetexture_internal_preload;
553
554     return WINED3D_OK;
555 }