static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface) { IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; WINED3DDISPLAYMODE mode; TRACE("Destroying swapchain %p\n", iface); IWineD3DSwapChain_SetGammaRamp(iface, 0, &This->orig_gamma); /* release the ref to the front and back buffer parents */ if (This->front_buffer) { surface_set_container(This->front_buffer, WINED3D_CONTAINER_NONE, NULL); if (IWineD3DSurface_Release((IWineD3DSurface *)This->front_buffer) > 0) { WARN("(%p) Something's still holding the front buffer\n",This); } } if (This->back_buffers) { UINT i; for (i = 0; i < This->presentParms.BackBufferCount; ++i) { surface_set_container(This->back_buffers[i], WINED3D_CONTAINER_NONE, NULL); if (IWineD3DSurface_Release((IWineD3DSurface *)This->back_buffers[i])) { WARN("(%p) Something's still holding the back buffer\n",This); } } HeapFree(GetProcessHeap(), 0, This->back_buffers); } /* Restore the screen resolution if we rendered in fullscreen * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9 * this will be the original desktop resolution. In case of d3d7 this will be a NOP because ddraw sets the resolution * before starting up Direct3D, thus orig_width and orig_height will be equal to the modes in the presentation params */ if (!This->presentParms.Windowed && This->presentParms.AutoRestoreDisplayMode) { mode.Width = This->orig_width; mode.Height = This->orig_height; mode.RefreshRate = 0; mode.Format = This->orig_fmt; IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode); } HeapFree(GetProcessHeap(), 0, This->context); HeapFree(GetProcessHeap(), 0, This); }
static void texture_cleanup(IWineD3DBaseTextureImpl *This) { unsigned int i; TRACE("(%p) : Cleaning up\n", This); for (i = 0; i < This->baseTexture.level_count; ++i) { struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i]; if (sub_resource) { IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource); /* Clean out the texture name we gave to the surface so that the * surface doesn't try and release it */ surface_set_texture_name(surface, 0, TRUE); surface_set_texture_name(surface, 0, FALSE); surface_set_texture_target(surface, 0); surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL); IWineD3DSurface_Release((IWineD3DSurface *)surface); } } TRACE("(%p) : Cleaning up base texture\n", This); basetexture_cleanup((IWineD3DBaseTextureImpl *)This); }
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource) { struct wined3d_surface *surface = surface_from_resource(sub_resource); surface_set_texture_target(surface, 0, 0); surface_set_container(surface, NULL); wined3d_surface_decref(surface); }
static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource) { struct wined3d_surface *surface = surface_from_resource(sub_resource); /* Clean out the texture name we gave to the surface so that the * surface doesn't try and release it. */ surface_set_texture_name(surface, 0, TRUE); surface_set_texture_name(surface, 0, FALSE); surface_set_texture_target(surface, 0, 0); surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL); wined3d_surface_decref(surface); }
/* Do not call while under the GL lock. */ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, enum wined3d_surface_type surface_type, struct wined3d_device *device, struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_adapter *adapter = device->adapter; const struct wined3d_format *format; struct wined3d_display_mode mode; BOOL displaymode_set = FALSE; RECT client_rect; HWND window; HRESULT hr; UINT i; if (desc->backbuffer_count > WINED3DPRESENT_BACK_BUFFER_MAX) { FIXME("The application requested %u back buffers, this is not supported.\n", desc->backbuffer_count); return WINED3DERR_INVALIDCALL; } if (desc->backbuffer_count > 1) { FIXME("The application requested more than one back buffer, this is not properly supported.\n" "Please configure the application to use double buffering (1 back buffer) if possible.\n"); } switch (surface_type) { case WINED3D_SURFACE_TYPE_GDI: swapchain->swapchain_ops = &swapchain_gdi_ops; break; case WINED3D_SURFACE_TYPE_OPENGL: swapchain->swapchain_ops = &swapchain_gl_ops; break; default: ERR("Invalid surface type %#x.\n", surface_type); return WINED3DERR_INVALIDCALL; } window = desc->device_window ? desc->device_window : device->create_parms.focus_window; swapchain->device = device; swapchain->parent = parent; swapchain->parent_ops = parent_ops; swapchain->ref = 1; swapchain->win_handle = window; swapchain->device_window = window; wined3d_get_adapter_display_mode(device->wined3d, adapter->ordinal, &mode); swapchain->orig_width = mode.width; swapchain->orig_height = mode.height; swapchain->orig_fmt = mode.format_id; format = wined3d_get_format(&adapter->gl_info, mode.format_id); GetClientRect(window, &client_rect); if (desc->windowed && (!desc->backbuffer_width || !desc->backbuffer_height || desc->backbuffer_format == WINED3DFMT_UNKNOWN)) { if (!desc->backbuffer_width) { desc->backbuffer_width = client_rect.right; TRACE("Updating width to %u.\n", desc->backbuffer_width); } if (!desc->backbuffer_height) { desc->backbuffer_height = client_rect.bottom; TRACE("Updating height to %u.\n", desc->backbuffer_height); } if (desc->backbuffer_format == WINED3DFMT_UNKNOWN) { desc->backbuffer_format = swapchain->orig_fmt; TRACE("Updating format to %s.\n", debug_d3dformat(swapchain->orig_fmt)); } } swapchain->desc = *desc; swapchain_update_render_to_fbo(swapchain); TRACE("Creating front buffer.\n"); hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, swapchain->desc.multisample_type, swapchain->desc.multisample_quality, TRUE /* Lockable */, &swapchain->front_buffer); if (FAILED(hr)) { WARN("Failed to create front buffer, hr %#x.\n", hr); goto err; } surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, swapchain); if (surface_type == WINED3D_SURFACE_TYPE_OPENGL) surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE); /* MSDN says we're only allowed a single fullscreen swapchain per device, * so we should really check to see if there is a fullscreen swapchain * already. Does a single head count as full screen? */ if (!desc->windowed) { struct wined3d_display_mode mode; /* Change the display settings */ mode.width = desc->backbuffer_width; mode.height = desc->backbuffer_height; mode.format_id = desc->backbuffer_format; mode.refresh_rate = desc->refresh_rate; hr = wined3d_device_set_display_mode(device, 0, &mode); if (FAILED(hr)) { WARN("Failed to set display mode, hr %#x.\n", hr); goto err; } displaymode_set = TRUE; } if (surface_type == WINED3D_SURFACE_TYPE_OPENGL) { static const enum wined3d_format_id formats[] = { WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_D32_UNORM, WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_D16_UNORM, WINED3DFMT_S1_UINT_D15_UNORM }; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context)); if (!swapchain->context) { ERR("Failed to create the context array.\n"); hr = E_OUTOFMEMORY; goto err; } swapchain->num_contexts = 1; /* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate. * You are able to add a depth + stencil surface at a later stage when you need it. * In order to support this properly in WineD3D we need the ability to recreate the opengl context and * drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new * context, need torecreate shaders, textures and other resources. * * The context manager already takes care of the state problem and for the other tasks code from Reset * can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now. * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this * issue needs to be fixed. */ for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++) { swapchain->ds_format = wined3d_get_format(gl_info, formats[i]); swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format); if (swapchain->context[0]) break; TRACE("Depth stencil format %s is not supported, trying next format\n", debug_d3dformat(formats[i])); } if (!swapchain->context[0]) { WARN("Failed to create context.\n"); hr = WINED3DERR_NOTAVAILABLE; goto err; } if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && (!desc->enable_auto_depth_stencil || swapchain->desc.auto_depth_stencil_format != swapchain->ds_format->id)) { FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n"); } context_release(swapchain->context[0]); } if (swapchain->desc.backbuffer_count > 0) { swapchain->back_buffers = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->back_buffers) * swapchain->desc.backbuffer_count); if (!swapchain->back_buffers) { ERR("Failed to allocate backbuffer array memory.\n"); hr = E_OUTOFMEMORY; goto err; } for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { TRACE("Creating back buffer %u.\n", i); hr = device->device_parent->ops->create_rendertarget(device->device_parent, parent, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, swapchain->desc.multisample_type, swapchain->desc.multisample_quality, TRUE /* Lockable */, &swapchain->back_buffers[i]); if (FAILED(hr)) { WARN("Failed to create back buffer %u, hr %#x.\n", i, hr); goto err; } surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, swapchain); } } /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */ if (desc->enable_auto_depth_stencil && surface_type == WINED3D_SURFACE_TYPE_OPENGL) { TRACE("Creating depth/stencil buffer.\n"); if (!device->auto_depth_stencil) { hr = device->device_parent->ops->create_depth_stencil(device->device_parent, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, swapchain->desc.auto_depth_stencil_format, swapchain->desc.multisample_type, swapchain->desc.multisample_quality, FALSE /* FIXME: Discard */, &device->auto_depth_stencil); if (FAILED(hr)) { WARN("Failed to create the auto depth stencil, hr %#x.\n", hr); goto err; } surface_set_container(device->auto_depth_stencil, WINED3D_CONTAINER_NONE, NULL); } } wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma); return WINED3D_OK; err: if (displaymode_set) { DEVMODEW devmode; ClipCursor(NULL); /* Change the display settings */ memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; devmode.dmBitsPerPel = format->byte_count * CHAR_BIT; devmode.dmPelsWidth = swapchain->orig_width; devmode.dmPelsHeight = swapchain->orig_height; ChangeDisplaySettingsExW(adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL); } if (swapchain->back_buffers) { for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { if (swapchain->back_buffers[i]) { surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL); wined3d_surface_decref(swapchain->back_buffers[i]); } } HeapFree(GetProcessHeap(), 0, swapchain->back_buffers); } if (swapchain->context) { if (swapchain->context[0]) { context_release(swapchain->context[0]); context_destroy(device, swapchain->context[0]); swapchain->num_contexts = 0; } HeapFree(GetProcessHeap(), 0, swapchain->context); } if (swapchain->front_buffer) { surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL); wined3d_surface_decref(swapchain->front_buffer); } return hr; }
/* Do not call while under the GL lock. */ static void swapchain_cleanup(struct wined3d_swapchain *swapchain) { struct wined3d_display_mode mode; UINT i; TRACE("Destroying swapchain %p.\n", swapchain); wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma); /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0] * is the last buffer to be destroyed, FindContext() depends on that. */ if (swapchain->front_buffer) { surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL); if (wined3d_surface_decref(swapchain->front_buffer)) WARN("Something's still holding the front buffer (%p).\n", swapchain->front_buffer); swapchain->front_buffer = NULL; } if (swapchain->back_buffers) { i = swapchain->desc.backbuffer_count; while (i--) { surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_NONE, NULL); if (wined3d_surface_decref(swapchain->back_buffers[i])) WARN("Something's still holding back buffer %u (%p).\n", i, swapchain->back_buffers[i]); } HeapFree(GetProcessHeap(), 0, swapchain->back_buffers); swapchain->back_buffers = NULL; } for (i = 0; i < swapchain->num_contexts; ++i) { context_destroy(swapchain->device, swapchain->context[i]); } HeapFree(GetProcessHeap(), 0, swapchain->context); /* Restore the screen resolution if we rendered in fullscreen. * This will restore the screen resolution to what it was before creating * the swapchain. In case of d3d8 and d3d9 this will be the original * desktop resolution. In case of d3d7 this will be a NOP because ddraw * sets the resolution before starting up Direct3D, thus orig_width and * orig_height will be equal to the modes in the presentation params. */ if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode) { mode.width = swapchain->orig_width; mode.height = swapchain->orig_height; mode.refresh_rate = 0; mode.format_id = swapchain->orig_fmt; wined3d_device_set_display_mode(swapchain->device, 0, &mode); } if (swapchain->backup_dc) { TRACE("Destroying backup wined3d window %p, dc %p.\n", swapchain->backup_wnd, swapchain->backup_dc); ReleaseDC(swapchain->backup_wnd, swapchain->backup_dc); DestroyWindow(swapchain->backup_wnd); } }
HRESULT texture_init(IWineD3DBaseTextureImpl *texture, UINT width, UINT height, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); UINT pow2_width, pow2_height; UINT tmp_w, tmp_h; unsigned int i; HRESULT hr; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= format_id) { WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); return WINED3DERR_INVALIDCALL; } /* Non-power2 support. */ if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { pow2_width = width; pow2_height = height; } else { /* Find the nearest pow2 match. */ pow2_width = pow2_height = 1; while (pow2_width < width) pow2_width <<= 1; while (pow2_height < height) pow2_height <<= 1; if (pow2_width != width || pow2_height != height) { if (levels > 1) { WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n"); return WINED3DERR_INVALIDCALL; } levels = 1; } } /* Calculate levels for mip mapping. */ if (usage & WINED3DUSAGE_AUTOGENMIPMAP) { if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) { WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (levels > 1) { WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } levels = 1; } else if (!levels) { levels = wined3d_log2i(max(width, height)) + 1; TRACE("Calculated levels = %u.\n", levels); } texture->lpVtbl = &IWineD3DTexture_Vtbl; hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &texture_ops, 1, levels, WINED3DRTYPE_TEXTURE, device, usage, format, pool, parent, parent_ops, &texture_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize basetexture, returning %#x.\n", hr); return hr; } /* Precalculated scaling for 'faked' non power of two texture coords. * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */ if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] && (width != pow2_width || height != pow2_height)) { texture->baseTexture.pow2Matrix[0] = 1.0f; texture->baseTexture.pow2Matrix[5] = 1.0f; texture->baseTexture.pow2Matrix[10] = 1.0f; texture->baseTexture.pow2Matrix[15] = 1.0f; texture->baseTexture.target = GL_TEXTURE_2D; texture->baseTexture.cond_np2 = TRUE; texture->baseTexture.minMipLookup = minMipLookup_noFilter; } else if (gl_info->supported[ARB_TEXTURE_RECTANGLE] && (width != pow2_width || height != pow2_height) && !(format->id == WINED3DFMT_P8_UINT && gl_info->supported[EXT_PALETTED_TEXTURE] && wined3d_settings.rendertargetlock_mode == RTL_READTEX)) { if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE; texture->baseTexture.pow2Matrix[0] = (float)width; texture->baseTexture.pow2Matrix[5] = (float)height; texture->baseTexture.pow2Matrix[10] = 1.0f; texture->baseTexture.pow2Matrix[15] = 1.0f; texture->baseTexture.target = GL_TEXTURE_RECTANGLE_ARB; texture->baseTexture.cond_np2 = TRUE; if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) { texture->baseTexture.minMipLookup = minMipLookup_noMip; } else { texture->baseTexture.minMipLookup = minMipLookup_noFilter; } } else { if ((width != pow2_width) || (height != pow2_height)) { texture->baseTexture.pow2Matrix_identity = FALSE; texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width)); texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height)); } else { texture->baseTexture.pow2Matrix[0] = 1.0f; texture->baseTexture.pow2Matrix[5] = 1.0f; } texture->baseTexture.pow2Matrix[10] = 1.0f; texture->baseTexture.pow2Matrix[15] = 1.0f; texture->baseTexture.target = GL_TEXTURE_2D; texture->baseTexture.cond_np2 = FALSE; } TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]); /* Generate all the surfaces. */ tmp_w = width; tmp_h = height; for (i = 0; i < texture->baseTexture.level_count; ++i) { IWineD3DSurface *surface; /* Use the callback to create the texture surface. */ hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format->id, usage, pool, i, 0, &surface); if (FAILED(hr)) { FIXME("Failed to create surface %p, hr %#x\n", texture, hr); texture_cleanup(texture); return hr; } surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture); surface_set_texture_target((IWineD3DSurfaceImpl *)surface, texture->baseTexture.target); texture->baseTexture.sub_resources[i] = &((IWineD3DSurfaceImpl *)surface)->resource; TRACE("Created surface level %u @ %p.\n", i, surface); /* Calculate the next mipmap level. */ tmp_w = max(1, tmp_w >> 1); tmp_h = max(1, tmp_h >> 1); } return WINED3D_OK; }
static HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); UINT pow2_edge_length; unsigned int i, j; UINT tmp_w; HRESULT hr; /* TODO: It should only be possible to create textures for formats * that are reported as supported. */ if (WINED3DFMT_UNKNOWN >= format_id) { WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); return WINED3DERR_INVALIDCALL; } if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3D_POOL_SCRATCH) { WARN("(%p) : Tried to create not supported cube texture.\n", texture); return WINED3DERR_INVALIDCALL; } /* Calculate levels for mip mapping */ if (usage & WINED3DUSAGE_AUTOGENMIPMAP) { if (!gl_info->supported[SGIS_GENERATE_MIPMAP]) { WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (levels > 1) { WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } levels = 1; } else if (!levels) { levels = wined3d_log2i(edge_length) + 1; TRACE("Calculated levels = %u.\n", levels); } hr = wined3d_texture_init(texture, &texture2d_ops, 6, levels, WINED3D_RTYPE_CUBE_TEXTURE, device, usage, format, pool, parent, parent_ops, &texture2d_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize texture, returning %#x\n", hr); return hr; } /* Find the nearest pow2 match. */ pow2_edge_length = 1; while (pow2_edge_length < edge_length) pow2_edge_length <<= 1; if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length)) { /* Precalculated scaling for 'faked' non power of two texture coords. */ texture->pow2_matrix[0] = 1.0f; texture->pow2_matrix[5] = 1.0f; texture->pow2_matrix[10] = 1.0f; texture->pow2_matrix[15] = 1.0f; } else { /* Precalculated scaling for 'faked' non power of two texture coords. */ texture->pow2_matrix[0] = ((float)edge_length) / ((float)pow2_edge_length); texture->pow2_matrix[5] = ((float)edge_length) / ((float)pow2_edge_length); texture->pow2_matrix[10] = ((float)edge_length) / ((float)pow2_edge_length); texture->pow2_matrix[15] = 1.0f; texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; } texture->target = GL_TEXTURE_CUBE_MAP_ARB; /* Generate all the surfaces. */ tmp_w = edge_length; for (i = 0; i < texture->level_count; ++i) { /* Create the 6 faces. */ for (j = 0; j < 6; ++j) { static const GLenum cube_targets[6] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, }; UINT idx = j * texture->level_count + i; struct wined3d_surface *surface; if (FAILED(hr = device->device_parent->ops->create_texture_surface(device->device_parent, parent, tmp_w, tmp_w, format_id, usage, pool, idx, &surface))) { FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr); wined3d_texture_cleanup(texture); return hr; } surface_set_container(surface, WINED3D_CONTAINER_TEXTURE, texture); surface_set_texture_target(surface, cube_targets[j], i); texture->sub_resources[idx] = &surface->resource; TRACE("Created surface level %u @ %p.\n", i, surface); } tmp_w = max(1, tmp_w >> 1); } return WINED3D_OK; }