msi/tests: Prevent a popup on Windows NT.
[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 /* Do not call while under the GL lock. */
31 static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
32 {
33     /* Override the IWineD3DResource Preload method. */
34     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
35     UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
36     IWineD3DDeviceImpl *device = This->resource.device;
37     struct wined3d_context *context = NULL;
38     BOOL srgb_mode;
39     BOOL *dirty;
40     UINT i;
41
42     switch (srgb)
43     {
44         case SRGB_RGB:
45             srgb_mode = FALSE;
46             break;
47
48         case SRGB_BOTH:
49             cubetexture_internal_preload(iface, SRGB_RGB);
50             /* Fallthrough */
51
52         case SRGB_SRGB:
53             srgb_mode = TRUE;
54             break;
55
56         default:
57             srgb_mode = This->baseTexture.is_srgb;
58             break;
59     }
60     dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
61
62     TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
63
64     /* We only have to activate a context for gl when we're not drawing.
65      * In most cases PreLoad will be called during draw and a context was
66      * activated at the beginning of drawPrimitive. */
67     if (!device->isInDraw)
68     {
69         /* No danger of recursive calls, context_acquire() sets isInDraw to true
70          * when loading offscreen render targets into their texture. */
71         context = context_acquire(device, NULL);
72     }
73
74     if (This->resource.format->id == WINED3DFMT_P8_UINT
75             || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
76     {
77         for (i = 0; i < sub_count; ++i)
78         {
79             IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
80
81             if (palette9_changed(surface))
82             {
83                 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
84                 /* TODO: This is not necessarily needed with hw palettized texture support. */
85                 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
86                 /* Make sure the texture is reloaded because of the palette change,
87                  * this kills performance though :( */
88                 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
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 < sub_count; ++i)
98         {
99             IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
100         }
101     }
102     else
103     {
104         TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
105     }
106
107     /* No longer dirty. */
108     *dirty = FALSE;
109
110     if (context) context_release(context);
111 }
112
113 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
114 {
115     UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
116     UINT i;
117
118     TRACE("(%p) : Cleaning up.\n", This);
119
120     for (i = 0; i < sub_count; ++i)
121     {
122         IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
123
124         if (surface)
125         {
126             /* Clean out the texture name we gave to the surface so that the
127              * surface doesn't try and release it. */
128             surface_set_texture_name(surface, 0, TRUE);
129             surface_set_texture_name(surface, 0, FALSE);
130             surface_set_texture_target(surface, 0);
131             surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
132             IWineD3DSurface_Release((IWineD3DSurface *)surface);
133         }
134     }
135     basetexture_cleanup((IWineD3DBaseTexture *)This);
136 }
137
138 /* *******************************************
139    IWineD3DCubeTexture IUnknown parts follow
140    ******************************************* */
141
142 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
143 {
144     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
145     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
146     if (IsEqualGUID(riid, &IID_IUnknown)
147         || IsEqualGUID(riid, &IID_IWineD3DBase)
148         || IsEqualGUID(riid, &IID_IWineD3DResource)
149         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
150         || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
151         IUnknown_AddRef(iface);
152         *ppobj = This;
153         return S_OK;
154     }
155     *ppobj = NULL;
156     return E_NOINTERFACE;
157 }
158
159 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
160     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
161     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
162     return InterlockedIncrement(&This->resource.ref);
163 }
164
165 /* Do not call while under the GL lock. */
166 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
167     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
168     ULONG ref;
169     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
170     ref = InterlockedDecrement(&This->resource.ref);
171     if (!ref)
172     {
173         cubetexture_cleanup(This);
174         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
175         HeapFree(GetProcessHeap(), 0, This);
176     }
177     return ref;
178 }
179
180 /* ****************************************************
181    IWineD3DCubeTexture IWineD3DResource parts follow
182    **************************************************** */
183 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
184     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
185 }
186
187 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
188     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
189 }
190
191 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
192     return resource_free_private_data((IWineD3DResource *)iface, refguid);
193 }
194
195 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
196     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
197 }
198
199 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
200     return resource_get_priority((IWineD3DResource *)iface);
201 }
202
203 /* Do not call while under the GL lock. */
204 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
205     cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
206 }
207
208 /* Do not call while under the GL lock. */
209 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface)
210 {
211     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
212     UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
213     UINT i;
214
215     TRACE("iface %p.\n", iface);
216
217     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
218      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
219      * surface is fine. */
220
221     for (i = 0; i < sub_count; ++i)
222     {
223         IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
224
225         IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
226         surface_set_texture_name(surface, 0, TRUE);
227         surface_set_texture_name(surface, 0, FALSE);
228     }
229
230     basetexture_unload((IWineD3DBaseTexture *)iface);
231 }
232
233 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
234     return resource_get_type((IWineD3DResource *)iface);
235 }
236
237 static void * WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface)
238 {
239     TRACE("iface %p.\n", iface);
240
241     return ((IWineD3DCubeTextureImpl *)iface)->resource.parent;
242 }
243
244 /* ******************************************************
245    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
246    ****************************************************** */
247 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
248     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
249 }
250
251 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
252     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
253 }
254
255 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
256     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
257 }
258
259 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
260   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
261 }
262
263 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
264   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
265 }
266
267 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
268     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
269 }
270
271 /* Internal function, No d3d mapping */
272 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
273     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
274 }
275
276 /* Internal function, No d3d mapping */
277 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
278     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
279 }
280
281 /* Context activation is done by the caller. */
282 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
283     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
284     BOOL set_gl_texture_desc;
285     HRESULT hr;
286
287     TRACE("(%p) : relay to BaseTexture\n", This);
288
289     hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
290     if (set_gl_texture_desc && SUCCEEDED(hr))
291     {
292         UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
293         UINT i;
294
295         for (i = 0; i < sub_count; ++i)
296         {
297             IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
298
299             if (This->baseTexture.is_srgb)
300                 surface_set_texture_name(surface, This->baseTexture.texture_srgb.name, TRUE);
301             else
302                 surface_set_texture_name(surface, This->baseTexture.texture_rgb.name, FALSE);
303         }
304     }
305
306     return hr;
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     IWineD3DSurface_GetDesc(surface, desc);
334
335     return WINED3D_OK;
336 }
337
338 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface,
339         WINED3DCUBEMAP_FACES face, UINT level, IWineD3DSurface **surface)
340 {
341     IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
342     IWineD3DSurface *s;
343
344     TRACE("iface %p, face %u, level %u, surface %p.\n",
345             iface, face, level, surface);
346
347     if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
348     {
349         WARN("Failed to get sub-resource.\n");
350         return WINED3DERR_INVALIDCALL;
351     }
352
353     IWineD3DSurface_AddRef(s);
354     *surface = s;
355
356     TRACE("Returning surface %p.\n", *surface);
357
358     return WINED3D_OK;
359 }
360
361 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface,
362         WINED3DCUBEMAP_FACES face, UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
363 {
364     IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
365     IWineD3DSurface *surface;
366
367     TRACE("iface %p, face %u, level %u, locked_rect %p, rect %s, flags %#x.\n",
368             iface, face, level, locked_rect, wine_dbgstr_rect(rect), flags);
369
370     if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
371     {
372         WARN("Failed to get sub-resource.\n");
373         return WINED3DERR_INVALIDCALL;
374     }
375
376     return IWineD3DSurface_LockRect(surface, locked_rect, rect, flags);
377 }
378
379 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface,
380         WINED3DCUBEMAP_FACES face, UINT level)
381 {
382     IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
383     IWineD3DSurface *surface;
384
385     TRACE("iface %p, face %u, level %u.\n",
386             iface, face, level);
387
388     if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
389     {
390         WARN("Failed to get sub-resource.\n");
391         return WINED3DERR_INVALIDCALL;
392     }
393
394     return IWineD3DSurface_UnlockRect(surface);
395 }
396
397 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface,
398         WINED3DCUBEMAP_FACES face, const RECT *dirty_rect)
399 {
400     IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
401     IWineD3DSurfaceImpl *surface;
402
403     TRACE("iface %p, face %u, dirty_rect %s.\n",
404             iface, face, wine_dbgstr_rect(dirty_rect));
405
406     if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, face, 0)))
407     {
408         WARN("Failed to get sub-resource.\n");
409         return WINED3DERR_INVALIDCALL;
410     }
411
412     texture->baseTexture.texture_rgb.dirty = TRUE;
413     texture->baseTexture.texture_srgb.dirty = TRUE;
414     surface_add_dirty_rect(surface, dirty_rect);
415
416     return WINED3D_OK;
417 }
418
419 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
420 {
421     /* IUnknown */
422     IWineD3DCubeTextureImpl_QueryInterface,
423     IWineD3DCubeTextureImpl_AddRef,
424     IWineD3DCubeTextureImpl_Release,
425     /* IWineD3DResource */
426     IWineD3DCubeTextureImpl_GetParent,
427     IWineD3DCubeTextureImpl_SetPrivateData,
428     IWineD3DCubeTextureImpl_GetPrivateData,
429     IWineD3DCubeTextureImpl_FreePrivateData,
430     IWineD3DCubeTextureImpl_SetPriority,
431     IWineD3DCubeTextureImpl_GetPriority,
432     IWineD3DCubeTextureImpl_PreLoad,
433     IWineD3DCubeTextureImpl_UnLoad,
434     IWineD3DCubeTextureImpl_GetType,
435     /* IWineD3DBaseTexture */
436     IWineD3DCubeTextureImpl_SetLOD,
437     IWineD3DCubeTextureImpl_GetLOD,
438     IWineD3DCubeTextureImpl_GetLevelCount,
439     IWineD3DCubeTextureImpl_SetAutoGenFilterType,
440     IWineD3DCubeTextureImpl_GetAutoGenFilterType,
441     IWineD3DCubeTextureImpl_GenerateMipSubLevels,
442     IWineD3DCubeTextureImpl_SetDirty,
443     IWineD3DCubeTextureImpl_GetDirty,
444     IWineD3DCubeTextureImpl_BindTexture,
445     IWineD3DCubeTextureImpl_IsCondNP2,
446     /* IWineD3DCubeTexture */
447     IWineD3DCubeTextureImpl_GetLevelDesc,
448     IWineD3DCubeTextureImpl_GetCubeMapSurface,
449     IWineD3DCubeTextureImpl_LockRect,
450     IWineD3DCubeTextureImpl_UnlockRect,
451     IWineD3DCubeTextureImpl_AddDirtyRect
452 };
453
454 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
455         IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
456         void *parent, const struct wined3d_parent_ops *parent_ops)
457 {
458     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
459     const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
460     UINT pow2_edge_length;
461     unsigned int i, j;
462     UINT tmp_w;
463     HRESULT hr;
464
465     /* TODO: It should only be possible to create textures for formats
466      * that are reported as supported. */
467     if (WINED3DFMT_UNKNOWN >= format_id)
468     {
469         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
470         return WINED3DERR_INVALIDCALL;
471     }
472
473     if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
474     {
475         WARN("(%p) : Tried to create not supported cube texture.\n", texture);
476         return WINED3DERR_INVALIDCALL;
477     }
478
479     /* Calculate levels for mip mapping */
480     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
481     {
482         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
483         {
484             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
485             return WINED3DERR_INVALIDCALL;
486         }
487
488         if (levels > 1)
489         {
490             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
491             return WINED3DERR_INVALIDCALL;
492         }
493
494         levels = 1;
495     }
496     else if (!levels)
497     {
498         levels = wined3d_log2i(edge_length) + 1;
499         TRACE("Calculated levels = %u.\n", levels);
500     }
501
502     texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
503
504     hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 6, levels,
505             WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format, pool, parent, parent_ops);
506     if (FAILED(hr))
507     {
508         WARN("Failed to initialize basetexture, returning %#x\n", hr);
509         return hr;
510     }
511
512     /* Find the nearest pow2 match. */
513     pow2_edge_length = 1;
514     while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
515
516     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
517     {
518         /* Precalculated scaling for 'faked' non power of two texture coords. */
519         texture->baseTexture.pow2Matrix[0] = 1.0f;
520         texture->baseTexture.pow2Matrix[5] = 1.0f;
521         texture->baseTexture.pow2Matrix[10] = 1.0f;
522         texture->baseTexture.pow2Matrix[15] = 1.0f;
523     }
524     else
525     {
526         /* Precalculated scaling for 'faked' non power of two texture coords. */
527         texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
528         texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
529         texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
530         texture->baseTexture.pow2Matrix[15] = 1.0f;
531         texture->baseTexture.pow2Matrix_identity = FALSE;
532     }
533     texture->baseTexture.target = GL_TEXTURE_CUBE_MAP_ARB;
534
535     /* Generate all the surfaces. */
536     tmp_w = edge_length;
537     for (i = 0; i < texture->baseTexture.level_count; ++i)
538     {
539         /* Create the 6 faces. */
540         for (j = 0; j < 6; ++j)
541         {
542             static const GLenum cube_targets[6] =
543             {
544                 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
545                 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
546                 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
547                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
548                 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
549                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
550             };
551             UINT idx = j * texture->baseTexture.level_count + i;
552             IWineD3DSurface *surface;
553
554             hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
555                     format_id, usage, pool, i /* Level */, j, &surface);
556             if (FAILED(hr))
557             {
558                 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
559                 cubetexture_cleanup(texture);
560                 return hr;
561             }
562
563             surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture);
564             surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
565             texture->baseTexture.sub_resources[idx] = (IWineD3DResourceImpl *)surface;
566             TRACE("Created surface level %u @ %p.\n", i, surface);
567         }
568         tmp_w = max(1, tmp_w >> 1);
569     }
570     texture->baseTexture.internal_preload = cubetexture_internal_preload;
571
572     return WINED3D_OK;
573 }