wined3d: Add a separate function for wined3d object initialization.
[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 static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
31 {
32     /* Override the IWineD3DResource Preload method. */
33     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
34     IWineD3DDeviceImpl *device = This->resource.device;
35     struct wined3d_context *context = NULL;
36     unsigned int i, j;
37     BOOL srgb_mode;
38     BOOL *dirty;
39
40     switch (srgb)
41     {
42         case SRGB_RGB:
43             srgb_mode = FALSE;
44             break;
45
46         case SRGB_BOTH:
47             cubetexture_internal_preload(iface, SRGB_RGB);
48             /* Fallthrough */
49
50         case SRGB_SRGB:
51             srgb_mode = TRUE;
52             break;
53
54         default:
55             srgb_mode = This->baseTexture.is_srgb;
56             break;
57     }
58     dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
59
60     TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
61
62     /* We only have to activate a context for gl when we're not drawing.
63      * In most cases PreLoad will be called during draw and a context was
64      * activated at the beginning of drawPrimitive. */
65     if (!device->isInDraw)
66     {
67         /* No danger of recursive calls, context_acquire() sets isInDraw to true
68          * when loading offscreen render targets into their texture. */
69         context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
70     }
71
72     if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
73             || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
74     {
75         for (i = 0; i < This->baseTexture.levels; ++i)
76         {
77             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
78             {
79                 if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i]))
80                 {
81                     TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
82                     /* TODO: This is not necessarily needed with hw palettized texture support. */
83                     IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
84                     /* Make sure the texture is reloaded because of the palette change,
85                      * this kills performance though :( */
86                     IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
87                 }
88             }
89         }
90     }
91
92     /* If the texture is marked dirty or the srgb sampler setting has changed
93      * since the last load then reload the surfaces. */
94     if (*dirty)
95     {
96         for (i = 0; i < This->baseTexture.levels; ++i)
97         {
98             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
99             {
100                 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
101             }
102         }
103     }
104     else
105     {
106         TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
107     }
108
109     /* No longer dirty. */
110     *dirty = FALSE;
111
112     if (context) context_release(context);
113 }
114
115 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
116 {
117     unsigned int i, j;
118
119     TRACE("(%p) : Cleaning up.\n", This);
120
121     for (i = 0; i < This->baseTexture.levels; ++i)
122     {
123         for (j = 0; j < 6; ++j)
124         {
125             IWineD3DSurface *surface = This->surfaces[j][i];
126
127             if (surface)
128             {
129                 /* Clean out the texture name we gave to the surface so that the
130                  * surface doesn't try and release it. */
131                 surface_set_texture_name(surface, 0, TRUE);
132                 surface_set_texture_name(surface, 0, FALSE);
133                 surface_set_texture_target(surface, 0);
134                 IWineD3DSurface_SetContainer(surface, NULL);
135                 IWineD3DSurface_Release(surface);
136             }
137         }
138     }
139     basetexture_cleanup((IWineD3DBaseTexture *)This);
140 }
141
142 /* *******************************************
143    IWineD3DCubeTexture IUnknown parts follow
144    ******************************************* */
145
146 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
147 {
148     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
149     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
150     if (IsEqualGUID(riid, &IID_IUnknown)
151         || IsEqualGUID(riid, &IID_IWineD3DBase)
152         || IsEqualGUID(riid, &IID_IWineD3DResource)
153         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
154         || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
155         IUnknown_AddRef(iface);
156         *ppobj = This;
157         return S_OK;
158     }
159     *ppobj = NULL;
160     return E_NOINTERFACE;
161 }
162
163 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
164     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
165     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
166     return InterlockedIncrement(&This->resource.ref);
167 }
168
169 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
170     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
171     ULONG ref;
172     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
173     ref = InterlockedDecrement(&This->resource.ref);
174     if (!ref)
175     {
176         cubetexture_cleanup(This);
177         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
178         HeapFree(GetProcessHeap(), 0, This);
179     }
180     return ref;
181 }
182
183 /* ****************************************************
184    IWineD3DCubeTexture IWineD3DResource parts follow
185    **************************************************** */
186 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
187     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
188 }
189
190 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
191     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
192 }
193
194 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
195     return resource_free_private_data((IWineD3DResource *)iface, refguid);
196 }
197
198 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
199     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
200 }
201
202 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
203     return resource_get_priority((IWineD3DResource *)iface);
204 }
205
206 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
207     cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
208 }
209
210 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
211     unsigned int i, j;
212     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
213     TRACE("(%p)\n", This);
214
215     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
216      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
217      * surface is fine
218      */
219     for (i = 0; i < This->baseTexture.levels; i++) {
220         for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
221             IWineD3DSurface_UnLoad(This->surfaces[j][i]);
222             surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
223             surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
224         }
225     }
226
227     basetexture_unload((IWineD3DBaseTexture *)iface);
228 }
229
230 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
231     return resource_get_type((IWineD3DResource *)iface);
232 }
233
234 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
235     return resource_get_parent((IWineD3DResource *)iface, pParent);
236 }
237
238 /* ******************************************************
239    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
240    ****************************************************** */
241 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
242     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
243 }
244
245 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
246     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
247 }
248
249 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
250     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
251 }
252
253 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
254   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
255 }
256
257 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
258   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
259 }
260
261 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
262     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
263 }
264
265 /* Internal function, No d3d mapping */
266 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
267     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
268 }
269
270 /* Internal function, No d3d mapping */
271 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
272     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
273 }
274
275 /* Context activation is done by the caller. */
276 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
277     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
278     BOOL set_gl_texture_desc;
279     HRESULT hr;
280
281     TRACE("(%p) : relay to BaseTexture\n", This);
282
283     hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
284     if (set_gl_texture_desc && SUCCEEDED(hr)) {
285         UINT i, j;
286         for (i = 0; i < This->baseTexture.levels; ++i) {
287             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
288                 if(This->baseTexture.is_srgb) {
289                     surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE);
290                 } else {
291                     surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE);
292                 }
293             }
294         }
295     }
296
297     return hr;
298 }
299
300 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface)
301 {
302     TRACE("iface %p.\n", iface);
303
304     return GL_TEXTURE_CUBE_MAP_ARB;
305 }
306
307 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface)
308 {
309     TRACE("iface %p.\n", iface);
310
311     return FALSE;
312 }
313
314 /* *******************************************
315    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
316    ******************************************* */
317 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
318     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
319
320     if (Level < This->baseTexture.levels) {
321         TRACE("(%p) level (%d)\n", This, Level);
322         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
323     }
324     WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
325     return WINED3DERR_INVALIDCALL;
326 }
327
328 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
329     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
330     HRESULT hr = WINED3DERR_INVALIDCALL;
331
332     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
333         *ppCubeMapSurface = This->surfaces[FaceType][Level];
334         IWineD3DSurface_AddRef(*ppCubeMapSurface);
335
336         hr = WINED3D_OK;
337     }
338     if (WINED3D_OK == hr) {
339         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
340     } else {
341         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
342     }
343
344     return hr;
345 }
346
347 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
348     HRESULT hr = WINED3DERR_INVALIDCALL;
349     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
350
351     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
352         hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
353     }
354
355     if (WINED3D_OK == hr) {
356         TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
357     } else {
358         WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
359     }
360
361     return hr;
362 }
363
364 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
365     HRESULT hr = WINED3DERR_INVALIDCALL;
366     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
367
368     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
369         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
370     }
371
372     if (WINED3D_OK == hr) {
373         TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
374     } else {
375         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
376     }
377     return hr;
378 }
379
380 static HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
381     HRESULT hr = WINED3DERR_INVALIDCALL;
382     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
383     This->baseTexture.texture_rgb.dirty = TRUE;
384     This->baseTexture.texture_srgb.dirty = TRUE;
385     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
386     if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
387         surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
388         hr = WINED3D_OK;
389     } else {
390         WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
391     }
392     return hr;
393 }
394
395 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
396 {
397     /* IUnknown */
398     IWineD3DCubeTextureImpl_QueryInterface,
399     IWineD3DCubeTextureImpl_AddRef,
400     IWineD3DCubeTextureImpl_Release,
401     /* IWineD3DResource */
402     IWineD3DCubeTextureImpl_GetParent,
403     IWineD3DCubeTextureImpl_SetPrivateData,
404     IWineD3DCubeTextureImpl_GetPrivateData,
405     IWineD3DCubeTextureImpl_FreePrivateData,
406     IWineD3DCubeTextureImpl_SetPriority,
407     IWineD3DCubeTextureImpl_GetPriority,
408     IWineD3DCubeTextureImpl_PreLoad,
409     IWineD3DCubeTextureImpl_UnLoad,
410     IWineD3DCubeTextureImpl_GetType,
411     /* IWineD3DBaseTexture */
412     IWineD3DCubeTextureImpl_SetLOD,
413     IWineD3DCubeTextureImpl_GetLOD,
414     IWineD3DCubeTextureImpl_GetLevelCount,
415     IWineD3DCubeTextureImpl_SetAutoGenFilterType,
416     IWineD3DCubeTextureImpl_GetAutoGenFilterType,
417     IWineD3DCubeTextureImpl_GenerateMipSubLevels,
418     IWineD3DCubeTextureImpl_SetDirty,
419     IWineD3DCubeTextureImpl_GetDirty,
420     IWineD3DCubeTextureImpl_BindTexture,
421     IWineD3DCubeTextureImpl_GetTextureDimensions,
422     IWineD3DCubeTextureImpl_IsCondNP2,
423     /* IWineD3DCubeTexture */
424     IWineD3DCubeTextureImpl_GetLevelDesc,
425     IWineD3DCubeTextureImpl_GetCubeMapSurface,
426     IWineD3DCubeTextureImpl_LockRect,
427     IWineD3DCubeTextureImpl_UnlockRect,
428     IWineD3DCubeTextureImpl_AddDirtyRect
429 };
430
431 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
432         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
433         IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
434 {
435     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
436     const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
437     UINT pow2_edge_length;
438     unsigned int i, j;
439     UINT tmp_w;
440     HRESULT hr;
441
442     /* TODO: It should only be possible to create textures for formats
443      * that are reported as supported. */
444     if (WINED3DFMT_UNKNOWN >= format)
445     {
446         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
447         return WINED3DERR_INVALIDCALL;
448     }
449
450     if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
451     {
452         WARN("(%p) : Tried to create not supported cube texture.\n", texture);
453         return WINED3DERR_INVALIDCALL;
454     }
455
456     /* Calculate levels for mip mapping */
457     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
458     {
459         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
460         {
461             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
462             return WINED3DERR_INVALIDCALL;
463         }
464
465         if (levels > 1)
466         {
467             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
468             return WINED3DERR_INVALIDCALL;
469         }
470
471         levels = 1;
472     }
473     else if (!levels)
474     {
475         levels = wined3d_log2i(edge_length) + 1;
476         TRACE("Calculated levels = %u.\n", levels);
477     }
478
479     texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
480
481     hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_CUBETEXTURE,
482             device, 0, usage, format_desc, pool, parent, parent_ops);
483     if (FAILED(hr))
484     {
485         WARN("Failed to initialize basetexture, returning %#x\n", hr);
486         return hr;
487     }
488
489     /* Find the nearest pow2 match. */
490     pow2_edge_length = 1;
491     while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
492
493     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
494     {
495         /* Precalculated scaling for 'faked' non power of two texture coords. */
496         texture->baseTexture.pow2Matrix[0] = 1.0f;
497         texture->baseTexture.pow2Matrix[5] = 1.0f;
498         texture->baseTexture.pow2Matrix[10] = 1.0f;
499         texture->baseTexture.pow2Matrix[15] = 1.0f;
500     }
501     else
502     {
503         /* Precalculated scaling for 'faked' non power of two texture coords. */
504         texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
505         texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
506         texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
507         texture->baseTexture.pow2Matrix[15] = 1.0f;
508         texture->baseTexture.pow2Matrix_identity = FALSE;
509     }
510
511     /* Generate all the surfaces. */
512     tmp_w = edge_length;
513     for (i = 0; i < texture->baseTexture.levels; ++i)
514     {
515         /* Create the 6 faces. */
516         for (j = 0; j < 6; ++j)
517         {
518             static const GLenum cube_targets[6] =
519             {
520                 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
521                 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
522                 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
523                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
524                 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
525                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
526             };
527
528             hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
529                     format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
530             if (FAILED(hr))
531             {
532                 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
533                 texture->surfaces[j][i] = NULL;
534                 cubetexture_cleanup(texture);
535                 return hr;
536             }
537
538             IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture);
539             TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]);
540             surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]);
541         }
542         tmp_w = max(1, tmp_w >> 1);
543     }
544     texture->baseTexture.internal_preload = cubetexture_internal_preload;
545
546     return WINED3D_OK;
547 }