wined3d: Get rid of GLINFO_LOCATION.
[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     UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
35     IWineD3DDeviceImpl *device = This->resource.device;
36     struct wined3d_context *context = NULL;
37     BOOL srgb_mode;
38     BOOL *dirty;
39     UINT i;
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, context_acquire() sets isInDraw to true
69          * when loading offscreen render targets into their texture. */
70         context = context_acquire(device, NULL);
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 < sub_count; ++i)
77         {
78             IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
79
80             if (palette9_changed(surface))
81             {
82                 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
83                 /* TODO: This is not necessarily needed with hw palettized texture support. */
84                 IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
85                 /* Make sure the texture is reloaded because of the palette change,
86                  * this kills performance though :( */
87                 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
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 < sub_count; ++i)
97         {
98             IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
99         }
100     }
101     else
102     {
103         TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
104     }
105
106     /* No longer dirty. */
107     *dirty = FALSE;
108
109     if (context) context_release(context);
110 }
111
112 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
113 {
114     UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
115     UINT i;
116
117     TRACE("(%p) : Cleaning up.\n", This);
118
119     for (i = 0; i < sub_count; ++i)
120     {
121         IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
122
123         if (surface)
124         {
125             /* Clean out the texture name we gave to the surface so that the
126              * surface doesn't try and release it. */
127             surface_set_texture_name(surface, 0, TRUE);
128             surface_set_texture_name(surface, 0, FALSE);
129             surface_set_texture_target(surface, 0);
130             IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
131             IWineD3DSurface_Release((IWineD3DSurface *)surface);
132         }
133     }
134     basetexture_cleanup((IWineD3DBaseTexture *)This);
135 }
136
137 /* *******************************************
138    IWineD3DCubeTexture IUnknown parts follow
139    ******************************************* */
140
141 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
142 {
143     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
144     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
145     if (IsEqualGUID(riid, &IID_IUnknown)
146         || IsEqualGUID(riid, &IID_IWineD3DBase)
147         || IsEqualGUID(riid, &IID_IWineD3DResource)
148         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
149         || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
150         IUnknown_AddRef(iface);
151         *ppobj = This;
152         return S_OK;
153     }
154     *ppobj = NULL;
155     return E_NOINTERFACE;
156 }
157
158 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
159     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
160     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
161     return InterlockedIncrement(&This->resource.ref);
162 }
163
164 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
165     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
166     ULONG ref;
167     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
168     ref = InterlockedDecrement(&This->resource.ref);
169     if (!ref)
170     {
171         cubetexture_cleanup(This);
172         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
173         HeapFree(GetProcessHeap(), 0, This);
174     }
175     return ref;
176 }
177
178 /* ****************************************************
179    IWineD3DCubeTexture IWineD3DResource parts follow
180    **************************************************** */
181 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
182     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
183 }
184
185 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
186     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
187 }
188
189 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
190     return resource_free_private_data((IWineD3DResource *)iface, refguid);
191 }
192
193 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
194     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
195 }
196
197 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
198     return resource_get_priority((IWineD3DResource *)iface);
199 }
200
201 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
202     cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
203 }
204
205 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface)
206 {
207     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
208     UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
209     UINT i;
210
211     TRACE("iface %p.\n", iface);
212
213     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
214      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
215      * surface is fine. */
216
217     for (i = 0; i < sub_count; ++i)
218     {
219         IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
220
221         IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
222         surface_set_texture_name(surface, 0, TRUE);
223         surface_set_texture_name(surface, 0, FALSE);
224     }
225
226     basetexture_unload((IWineD3DBaseTexture *)iface);
227 }
228
229 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
230     return resource_get_type((IWineD3DResource *)iface);
231 }
232
233 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
234     return resource_get_parent((IWineD3DResource *)iface, pParent);
235 }
236
237 /* ******************************************************
238    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
239    ****************************************************** */
240 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
241     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
242 }
243
244 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
245     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
246 }
247
248 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
249     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
250 }
251
252 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
253   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
254 }
255
256 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
257   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
258 }
259
260 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
261     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
262 }
263
264 /* Internal function, No d3d mapping */
265 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
266     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
267 }
268
269 /* Internal function, No d3d mapping */
270 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
271     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
272 }
273
274 /* Context activation is done by the caller. */
275 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
276     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
277     BOOL set_gl_texture_desc;
278     HRESULT hr;
279
280     TRACE("(%p) : relay to BaseTexture\n", This);
281
282     hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
283     if (set_gl_texture_desc && SUCCEEDED(hr))
284     {
285         UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
286         UINT i;
287
288         for (i = 0; i < sub_count; ++i)
289         {
290             IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
291
292             if (This->baseTexture.is_srgb)
293                 surface_set_texture_name(surface, This->baseTexture.texture_srgb.name, TRUE);
294             else
295                 surface_set_texture_name(surface, This->baseTexture.texture_rgb.name, FALSE);
296         }
297     }
298
299     return hr;
300 }
301
302 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface)
303 {
304     TRACE("iface %p.\n", iface);
305
306     return GL_TEXTURE_CUBE_MAP_ARB;
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     return IWineD3DSurface_GetDesc(surface, desc);
334 }
335
336 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface,
337         WINED3DCUBEMAP_FACES face, UINT level, IWineD3DSurface **surface)
338 {
339     IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
340     IWineD3DSurface *s;
341
342     TRACE("iface %p, face %u, level %u, surface %p.\n",
343             iface, face, level, surface);
344
345     if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
346     {
347         WARN("Failed to get sub-resource.\n");
348         return WINED3DERR_INVALIDCALL;
349     }
350
351     IWineD3DSurface_AddRef(s);
352     *surface = s;
353
354     TRACE("Returning surface %p.\n", *surface);
355
356     return WINED3D_OK;
357 }
358
359 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface,
360         WINED3DCUBEMAP_FACES face, UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
361 {
362     IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
363     IWineD3DSurface *surface;
364
365     TRACE("iface %p, face %u, level %u, locked_rect %p, rect %s, flags %#x.\n",
366             iface, face, level, locked_rect, wine_dbgstr_rect(rect), flags);
367
368     if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
369     {
370         WARN("Failed to get sub-resource.\n");
371         return WINED3DERR_INVALIDCALL;
372     }
373
374     return IWineD3DSurface_LockRect(surface, locked_rect, rect, flags);
375 }
376
377 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface,
378         WINED3DCUBEMAP_FACES face, UINT level)
379 {
380     IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
381     IWineD3DSurface *surface;
382
383     TRACE("iface %p, face %u, level %u.\n",
384             iface, face, level);
385
386     if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
387     {
388         WARN("Failed to get sub-resource.\n");
389         return WINED3DERR_INVALIDCALL;
390     }
391
392     return IWineD3DSurface_UnlockRect(surface);
393 }
394
395 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface,
396         WINED3DCUBEMAP_FACES face, const RECT *dirty_rect)
397 {
398     IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
399     IWineD3DSurfaceImpl *surface;
400
401     TRACE("iface %p, face %u, dirty_rect %s.\n",
402             iface, face, wine_dbgstr_rect(dirty_rect));
403
404     if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, face, 0)))
405     {
406         WARN("Failed to get sub-resource.\n");
407         return WINED3DERR_INVALIDCALL;
408     }
409
410     texture->baseTexture.texture_rgb.dirty = TRUE;
411     texture->baseTexture.texture_srgb.dirty = TRUE;
412     surface_add_dirty_rect(surface, dirty_rect);
413
414     return WINED3D_OK;
415 }
416
417 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
418 {
419     /* IUnknown */
420     IWineD3DCubeTextureImpl_QueryInterface,
421     IWineD3DCubeTextureImpl_AddRef,
422     IWineD3DCubeTextureImpl_Release,
423     /* IWineD3DResource */
424     IWineD3DCubeTextureImpl_GetParent,
425     IWineD3DCubeTextureImpl_SetPrivateData,
426     IWineD3DCubeTextureImpl_GetPrivateData,
427     IWineD3DCubeTextureImpl_FreePrivateData,
428     IWineD3DCubeTextureImpl_SetPriority,
429     IWineD3DCubeTextureImpl_GetPriority,
430     IWineD3DCubeTextureImpl_PreLoad,
431     IWineD3DCubeTextureImpl_UnLoad,
432     IWineD3DCubeTextureImpl_GetType,
433     /* IWineD3DBaseTexture */
434     IWineD3DCubeTextureImpl_SetLOD,
435     IWineD3DCubeTextureImpl_GetLOD,
436     IWineD3DCubeTextureImpl_GetLevelCount,
437     IWineD3DCubeTextureImpl_SetAutoGenFilterType,
438     IWineD3DCubeTextureImpl_GetAutoGenFilterType,
439     IWineD3DCubeTextureImpl_GenerateMipSubLevels,
440     IWineD3DCubeTextureImpl_SetDirty,
441     IWineD3DCubeTextureImpl_GetDirty,
442     IWineD3DCubeTextureImpl_BindTexture,
443     IWineD3DCubeTextureImpl_GetTextureDimensions,
444     IWineD3DCubeTextureImpl_IsCondNP2,
445     /* IWineD3DCubeTexture */
446     IWineD3DCubeTextureImpl_GetLevelDesc,
447     IWineD3DCubeTextureImpl_GetCubeMapSurface,
448     IWineD3DCubeTextureImpl_LockRect,
449     IWineD3DCubeTextureImpl_UnlockRect,
450     IWineD3DCubeTextureImpl_AddDirtyRect
451 };
452
453 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
454         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
455         IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
456 {
457     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
458     const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
459     UINT pow2_edge_length;
460     unsigned int i, j;
461     UINT tmp_w;
462     HRESULT hr;
463
464     /* TODO: It should only be possible to create textures for formats
465      * that are reported as supported. */
466     if (WINED3DFMT_UNKNOWN >= format)
467     {
468         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
469         return WINED3DERR_INVALIDCALL;
470     }
471
472     if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
473     {
474         WARN("(%p) : Tried to create not supported cube texture.\n", texture);
475         return WINED3DERR_INVALIDCALL;
476     }
477
478     /* Calculate levels for mip mapping */
479     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
480     {
481         if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
482         {
483             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
484             return WINED3DERR_INVALIDCALL;
485         }
486
487         if (levels > 1)
488         {
489             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
490             return WINED3DERR_INVALIDCALL;
491         }
492
493         levels = 1;
494     }
495     else if (!levels)
496     {
497         levels = wined3d_log2i(edge_length) + 1;
498         TRACE("Calculated levels = %u.\n", levels);
499     }
500
501     texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
502
503     hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 6, levels,
504             WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format_desc, pool, parent, parent_ops);
505     if (FAILED(hr))
506     {
507         WARN("Failed to initialize basetexture, returning %#x\n", hr);
508         return hr;
509     }
510
511     /* Find the nearest pow2 match. */
512     pow2_edge_length = 1;
513     while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
514
515     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
516     {
517         /* Precalculated scaling for 'faked' non power of two texture coords. */
518         texture->baseTexture.pow2Matrix[0] = 1.0f;
519         texture->baseTexture.pow2Matrix[5] = 1.0f;
520         texture->baseTexture.pow2Matrix[10] = 1.0f;
521         texture->baseTexture.pow2Matrix[15] = 1.0f;
522     }
523     else
524     {
525         /* Precalculated scaling for 'faked' non power of two texture coords. */
526         texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
527         texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
528         texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
529         texture->baseTexture.pow2Matrix[15] = 1.0f;
530         texture->baseTexture.pow2Matrix_identity = FALSE;
531     }
532
533     /* Generate all the surfaces. */
534     tmp_w = edge_length;
535     for (i = 0; i < texture->baseTexture.level_count; ++i)
536     {
537         /* Create the 6 faces. */
538         for (j = 0; j < 6; ++j)
539         {
540             static const GLenum cube_targets[6] =
541             {
542                 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
543                 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
544                 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
545                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
546                 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
547                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
548             };
549             UINT idx = j * texture->baseTexture.level_count + i;
550             IWineD3DSurface *surface;
551
552             hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
553                     format, usage, pool, i /* Level */, j, &surface);
554             if (FAILED(hr))
555             {
556                 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
557                 cubetexture_cleanup(texture);
558                 return hr;
559             }
560
561             IWineD3DSurface_SetContainer(surface, (IWineD3DBase *)texture);
562             surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
563             texture->baseTexture.sub_resources[idx] = (IWineD3DResourceImpl *)surface;
564             TRACE("Created surface level %u @ %p.\n", i, surface);
565         }
566         tmp_w = max(1, tmp_w >> 1);
567     }
568     texture->baseTexture.internal_preload = cubetexture_internal_preload;
569
570     return WINED3D_OK;
571 }