wined3d: Pass NULL to ActivateContext() when we don't need a specific target.
[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  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28
29 #define GLINFO_LOCATION (*gl_info)
30
31 static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
32 {
33     /* Override the IWineD3DResource Preload method. */
34     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
35     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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.srgbDirty : &This->baseTexture.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, ActivateContext sets isInDraw to true
68          * when loading offscreen render targets into their texture. */
69         ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
70     }
71
72     if (This->resource.format_desc->format == WINED3DFMT_P8
73             || This->resource.format_desc->format == WINED3DFMT_A8P8)
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
113 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
114 {
115     unsigned int i, j;
116
117     TRACE("(%p) : Cleaning up.\n", This);
118
119     for (i = 0; i < This->baseTexture.levels; ++i)
120     {
121         for (j = 0; j < 6; ++j)
122         {
123             IWineD3DSurface *surface = This->surfaces[j][i];
124
125             if (surface)
126             {
127                 /* Clean out the texture name we gave to the surface so that the
128                  * surface doesn't try and release it. */
129                 surface_set_texture_name(surface, 0, TRUE);
130                 surface_set_texture_name(surface, 0, FALSE);
131                 surface_set_texture_target(surface, 0);
132                 IWineD3DSurface_SetContainer(surface, NULL);
133                 surface_destroy_cb(surface);
134             }
135         }
136     }
137     basetexture_cleanup((IWineD3DBaseTexture *)This);
138 }
139
140 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
141         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
142 {
143     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
144     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
145     UINT pow2_edge_length;
146     unsigned int i, j;
147     UINT tmp_w;
148     HRESULT hr;
149
150     /* TODO: It should only be possible to create textures for formats
151      * that are reported as supported. */
152     if (WINED3DFMT_UNKNOWN >= format)
153     {
154         WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
155         return WINED3DERR_INVALIDCALL;
156     }
157
158     if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && pool != WINED3DPOOL_SCRATCH)
159     {
160         WARN("(%p) : Tried to create not supported cube texture.\n", texture);
161         return WINED3DERR_INVALIDCALL;
162     }
163
164     /* Calculate levels for mip mapping */
165     if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
166     {
167         if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
168         {
169             WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
170             return WINED3DERR_INVALIDCALL;
171         }
172
173         if (levels > 1)
174         {
175             WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
176             return WINED3DERR_INVALIDCALL;
177         }
178
179         levels = 1;
180     }
181     else if (!levels)
182     {
183         levels = wined3d_log2i(edge_length) + 1;
184         TRACE("Calculated levels = %u.\n", levels);
185     }
186
187     hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
188             WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format_desc, pool, parent);
189     if (FAILED(hr))
190     {
191         WARN("Failed to initialize basetexture, returning %#x\n", hr);
192         return hr;
193     }
194
195     if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
196     {
197         texture->baseTexture.minMipLookup = minMipLookup;
198         texture->baseTexture.magLookup = magLookup;
199     }
200     else
201     {
202         texture->baseTexture.minMipLookup = minMipLookup_noFilter;
203         texture->baseTexture.magLookup = magLookup_noFilter;
204     }
205
206     /* Find the nearest pow2 match. */
207     pow2_edge_length = 1;
208     while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
209
210     if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || (edge_length == pow2_edge_length))
211     {
212         /* Precalculated scaling for 'faked' non power of two texture coords. */
213         texture->baseTexture.pow2Matrix[0] = 1.0f;
214         texture->baseTexture.pow2Matrix[5] = 1.0f;
215         texture->baseTexture.pow2Matrix[10] = 1.0f;
216         texture->baseTexture.pow2Matrix[15] = 1.0f;
217     }
218     else
219     {
220         /* Precalculated scaling for 'faked' non power of two texture coords. */
221         texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
222         texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
223         texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
224         texture->baseTexture.pow2Matrix[15] = 1.0f;
225         texture->baseTexture.pow2Matrix_identity = FALSE;
226     }
227
228     /* Generate all the surfaces. */
229     tmp_w = edge_length;
230     for (i = 0; i < texture->baseTexture.levels; ++i)
231     {
232         /* Create the 6 faces. */
233         for (j = 0; j < 6; ++j)
234         {
235             static const GLenum cube_targets[6] =
236             {
237                 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
238                 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
239                 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
240                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
241                 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
242                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
243             };
244
245             hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
246                     format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
247             if (FAILED(hr))
248             {
249                 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
250                 texture->surfaces[j][i] = NULL;
251                 cubetexture_cleanup(texture, D3DCB_DefaultDestroySurface);
252                 return hr;
253             }
254
255             IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture);
256             TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]);
257             surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]);
258         }
259         tmp_w = max(1, tmp_w >> 1);
260     }
261     texture->baseTexture.internal_preload = cubetexture_internal_preload;
262
263     return WINED3D_OK;
264 }
265
266 #undef GLINFO_LOCATION
267
268 /* *******************************************
269    IWineD3DCubeTexture IUnknown parts follow
270    ******************************************* */
271
272 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
273
274 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
275 {
276     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
277     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
278     if (IsEqualGUID(riid, &IID_IUnknown)
279         || IsEqualGUID(riid, &IID_IWineD3DBase)
280         || IsEqualGUID(riid, &IID_IWineD3DResource)
281         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
282         || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
283         IUnknown_AddRef(iface);
284         *ppobj = This;
285         return S_OK;
286     }
287     *ppobj = NULL;
288     return E_NOINTERFACE;
289 }
290
291 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
292     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
293     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
294     return InterlockedIncrement(&This->resource.ref);
295 }
296
297 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
298     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
299     ULONG ref;
300     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
301     ref = InterlockedDecrement(&This->resource.ref);
302     if (ref == 0) {
303         IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
304     }
305     return ref;
306 }
307
308 /* ****************************************************
309    IWineD3DCubeTexture IWineD3DResource parts follow
310    **************************************************** */
311 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
312     return resource_get_device((IWineD3DResource *)iface, ppDevice);
313 }
314
315 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
316     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
317 }
318
319 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
320     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
321 }
322
323 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
324     return resource_free_private_data((IWineD3DResource *)iface, refguid);
325 }
326
327 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
328     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
329 }
330
331 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
332     return resource_get_priority((IWineD3DResource *)iface);
333 }
334
335 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
336     cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
337 }
338
339 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
340     unsigned int i, j;
341     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
342     TRACE("(%p)\n", This);
343
344     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
345      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
346      * surface is fine
347      */
348     for (i = 0; i < This->baseTexture.levels; i++) {
349         for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
350             IWineD3DSurface_UnLoad(This->surfaces[j][i]);
351             surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
352             surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
353         }
354     }
355
356     basetexture_unload((IWineD3DBaseTexture *)iface);
357 }
358
359 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
360     return resource_get_type((IWineD3DResource *)iface);
361 }
362
363 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
364     return resource_get_parent((IWineD3DResource *)iface, pParent);
365 }
366
367 /* ******************************************************
368    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
369    ****************************************************** */
370 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
371     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
372 }
373
374 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
375     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
376 }
377
378 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
379     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
380 }
381
382 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
383   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
384 }
385
386 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
387   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
388 }
389
390 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
391     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
392 }
393
394 /* Internal function, No d3d mapping */
395 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
396     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
397 }
398
399 /* Internal function, No d3d mapping */
400 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
401     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
402 }
403
404 /* Context activation is done by the caller. */
405 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
406     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
407     BOOL set_gl_texture_desc;
408     HRESULT hr;
409
410     TRACE("(%p) : relay to BaseTexture\n", This);
411
412     hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
413     if (set_gl_texture_desc && SUCCEEDED(hr)) {
414         UINT i, j;
415         for (i = 0; i < This->baseTexture.levels; ++i) {
416             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
417                 if(This->baseTexture.is_srgb) {
418                     surface_set_texture_name(This->surfaces[j][i], This->baseTexture.srgbTextureName, TRUE);
419                 } else {
420                     surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName, FALSE);
421                 }
422             }
423         }
424     }
425
426     return hr;
427 }
428
429 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
430     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
431     TRACE("(%p)\n", This);
432
433     return GL_TEXTURE_CUBE_MAP_ARB;
434 }
435
436 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
437     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
438     TRACE("(%p)\n", This);
439
440     return FALSE;
441 }
442
443 /* *******************************************
444    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
445    ******************************************* */
446 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
447     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
448
449     cubetexture_cleanup(This, D3DCB_DestroySurface);
450     /* finally delete the object */
451     HeapFree(GetProcessHeap(), 0, This);
452 }
453
454 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
455     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
456
457     if (Level < This->baseTexture.levels) {
458         TRACE("(%p) level (%d)\n", This, Level);
459         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
460     }
461     WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
462     return WINED3DERR_INVALIDCALL;
463 }
464
465 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
466     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
467     HRESULT hr = WINED3DERR_INVALIDCALL;
468
469     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
470         *ppCubeMapSurface = This->surfaces[FaceType][Level];
471         IWineD3DSurface_AddRef(*ppCubeMapSurface);
472
473         hr = WINED3D_OK;
474     }
475     if (WINED3D_OK == hr) {
476         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
477     } else {
478         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
479     }
480
481     return hr;
482 }
483
484 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
485     HRESULT hr = WINED3DERR_INVALIDCALL;
486     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
487
488     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
489         hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
490     }
491
492     if (WINED3D_OK == hr) {
493         TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
494     } else {
495         WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
496     }
497
498     return hr;
499 }
500
501 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
502     HRESULT hr = WINED3DERR_INVALIDCALL;
503     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
504
505     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
506         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
507     }
508
509     if (WINED3D_OK == hr) {
510         TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
511     } else {
512         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
513     }
514     return hr;
515 }
516
517 static HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
518     HRESULT hr = WINED3DERR_INVALIDCALL;
519     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
520     This->baseTexture.dirty = TRUE;
521     This->baseTexture.srgbDirty = TRUE;
522     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
523     if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
524         surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
525         hr = WINED3D_OK;
526     } else {
527         WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
528     }
529     return hr;
530 }
531
532
533 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
534 {
535     /* IUnknown */
536     IWineD3DCubeTextureImpl_QueryInterface,
537     IWineD3DCubeTextureImpl_AddRef,
538     IWineD3DCubeTextureImpl_Release,
539     /* IWineD3DResource */
540     IWineD3DCubeTextureImpl_GetParent,
541     IWineD3DCubeTextureImpl_GetDevice,
542     IWineD3DCubeTextureImpl_SetPrivateData,
543     IWineD3DCubeTextureImpl_GetPrivateData,
544     IWineD3DCubeTextureImpl_FreePrivateData,
545     IWineD3DCubeTextureImpl_SetPriority,
546     IWineD3DCubeTextureImpl_GetPriority,
547     IWineD3DCubeTextureImpl_PreLoad,
548     IWineD3DCubeTextureImpl_UnLoad,
549     IWineD3DCubeTextureImpl_GetType,
550     /* IWineD3DBaseTexture */
551     IWineD3DCubeTextureImpl_SetLOD,
552     IWineD3DCubeTextureImpl_GetLOD,
553     IWineD3DCubeTextureImpl_GetLevelCount,
554     IWineD3DCubeTextureImpl_SetAutoGenFilterType,
555     IWineD3DCubeTextureImpl_GetAutoGenFilterType,
556     IWineD3DCubeTextureImpl_GenerateMipSubLevels,
557     IWineD3DCubeTextureImpl_SetDirty,
558     IWineD3DCubeTextureImpl_GetDirty,
559     IWineD3DCubeTextureImpl_BindTexture,
560     IWineD3DCubeTextureImpl_GetTextureDimensions,
561     IWineD3DCubeTextureImpl_IsCondNP2,
562     /* IWineD3DCubeTexture */
563     IWineD3DCubeTextureImpl_Destroy,
564     IWineD3DCubeTextureImpl_GetLevelDesc,
565     IWineD3DCubeTextureImpl_GetCubeMapSurface,
566     IWineD3DCubeTextureImpl_LockRect,
567     IWineD3DCubeTextureImpl_UnlockRect,
568     IWineD3DCubeTextureImpl_AddDirtyRect
569 };