wine/dlls/wined3d/cubetexture.c
Henri Verbeet ea0af93c19 wined3d: Get rid of some redundant local variables.
E.g. "This" variables that are only used in traces.
2009-12-22 13:48:25 +01:00

548 lines
21 KiB
C

/*
* IWineD3DCubeTexture implementation
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
{
/* Override the IWineD3DResource Preload method. */
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context = NULL;
unsigned int i, j;
BOOL srgb_mode;
BOOL *dirty;
switch (srgb)
{
case SRGB_RGB:
srgb_mode = FALSE;
break;
case SRGB_BOTH:
cubetexture_internal_preload(iface, SRGB_RGB);
/* Fallthrough */
case SRGB_SRGB:
srgb_mode = TRUE;
break;
default:
srgb_mode = This->baseTexture.is_srgb;
break;
}
dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
/* We only have to activate a context for gl when we're not drawing.
* In most cases PreLoad will be called during draw and a context was
* activated at the beginning of drawPrimitive. */
if (!device->isInDraw)
{
/* No danger of recursive calls, context_acquire() sets isInDraw to true
* when loading offscreen render targets into their texture. */
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
}
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
{
for (i = 0; i < This->baseTexture.levels; ++i)
{
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
{
if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i]))
{
TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
/* TODO: This is not necessarily needed with hw palettized texture support. */
IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change,
* this kills performance though :( */
IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
}
}
}
}
/* If the texture is marked dirty or the srgb sampler setting has changed
* since the last load then reload the surfaces. */
if (*dirty)
{
for (i = 0; i < This->baseTexture.levels; ++i)
{
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
{
IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
}
}
}
else
{
TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
}
/* No longer dirty. */
*dirty = FALSE;
if (context) context_release(context);
}
static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
{
unsigned int i, j;
TRACE("(%p) : Cleaning up.\n", This);
for (i = 0; i < This->baseTexture.levels; ++i)
{
for (j = 0; j < 6; ++j)
{
IWineD3DSurface *surface = This->surfaces[j][i];
if (surface)
{
/* 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);
IWineD3DSurface_SetContainer(surface, NULL);
IWineD3DSurface_Release(surface);
}
}
}
basetexture_cleanup((IWineD3DBaseTexture *)This);
}
/* *******************************************
IWineD3DCubeTexture IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
|| IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
return InterlockedIncrement(&This->resource.ref);
}
static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (!ref)
{
cubetexture_cleanup(This);
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DCubeTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
return resource_get_priority((IWineD3DResource *)iface);
}
static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}
static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
unsigned int i, j;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
TRACE("(%p)\n", This);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
IWineD3DSurface_UnLoad(This->surfaces[j][i]);
surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
}
}
basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
return resource_get_type((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
return resource_get_parent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DCubeTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
/* Context activation is done by the caller. */
static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
BOOL set_gl_texture_desc;
HRESULT hr;
TRACE("(%p) : relay to BaseTexture\n", This);
hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i, j;
for (i = 0; i < This->baseTexture.levels; ++i) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
if(This->baseTexture.is_srgb) {
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE);
} else {
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE);
}
}
}
}
return hr;
}
static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface)
{
TRACE("iface %p.\n", iface);
return GL_TEXTURE_CUBE_MAP_ARB;
}
static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface)
{
TRACE("iface %p.\n", iface);
return FALSE;
}
/* *******************************************
IWineD3DCubeTexture IWineD3DCubeTexture parts follow
******************************************* */
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
TRACE("(%p) level (%d)\n", This, Level);
return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
}
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
*ppCubeMapSurface = This->surfaces[FaceType][Level];
IWineD3DSurface_AddRef(*ppCubeMapSurface);
hr = WINED3D_OK;
}
if (WINED3D_OK == hr) {
TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
} else {
WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
}
return hr;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
}
if (WINED3D_OK == hr) {
TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
} else {
WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
}
return hr;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
}
if (WINED3D_OK == hr) {
TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
} else {
WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
}
return hr;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
This->baseTexture.texture_rgb.dirty = TRUE;
This->baseTexture.texture_srgb.dirty = TRUE;
TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
hr = WINED3D_OK;
} else {
WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
}
return hr;
}
static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
{
/* IUnknown */
IWineD3DCubeTextureImpl_QueryInterface,
IWineD3DCubeTextureImpl_AddRef,
IWineD3DCubeTextureImpl_Release,
/* IWineD3DResource */
IWineD3DCubeTextureImpl_GetParent,
IWineD3DCubeTextureImpl_SetPrivateData,
IWineD3DCubeTextureImpl_GetPrivateData,
IWineD3DCubeTextureImpl_FreePrivateData,
IWineD3DCubeTextureImpl_SetPriority,
IWineD3DCubeTextureImpl_GetPriority,
IWineD3DCubeTextureImpl_PreLoad,
IWineD3DCubeTextureImpl_UnLoad,
IWineD3DCubeTextureImpl_GetType,
/* IWineD3DBaseTexture */
IWineD3DCubeTextureImpl_SetLOD,
IWineD3DCubeTextureImpl_GetLOD,
IWineD3DCubeTextureImpl_GetLevelCount,
IWineD3DCubeTextureImpl_SetAutoGenFilterType,
IWineD3DCubeTextureImpl_GetAutoGenFilterType,
IWineD3DCubeTextureImpl_GenerateMipSubLevels,
IWineD3DCubeTextureImpl_SetDirty,
IWineD3DCubeTextureImpl_GetDirty,
IWineD3DCubeTextureImpl_BindTexture,
IWineD3DCubeTextureImpl_GetTextureDimensions,
IWineD3DCubeTextureImpl_IsCondNP2,
/* IWineD3DCubeTexture */
IWineD3DCubeTextureImpl_GetLevelDesc,
IWineD3DCubeTextureImpl_GetCubeMapSurface,
IWineD3DCubeTextureImpl_LockRect,
IWineD3DCubeTextureImpl_UnlockRect,
IWineD3DCubeTextureImpl_AddDirtyRect
};
HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
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)
{
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 != WINED3DPOOL_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);
}
texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_CUBETEXTURE,
device, 0, usage, format_desc, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, 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->baseTexture.pow2Matrix[0] = 1.0f;
texture->baseTexture.pow2Matrix[5] = 1.0f;
texture->baseTexture.pow2Matrix[10] = 1.0f;
texture->baseTexture.pow2Matrix[15] = 1.0f;
}
else
{
/* Precalculated scaling for 'faked' non power of two texture coords. */
texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
texture->baseTexture.pow2Matrix[15] = 1.0f;
texture->baseTexture.pow2Matrix_identity = FALSE;
}
/* Generate all the surfaces. */
tmp_w = edge_length;
for (i = 0; i < texture->baseTexture.levels; ++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,
};
hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
if (FAILED(hr))
{
FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
texture->surfaces[j][i] = NULL;
cubetexture_cleanup(texture);
return hr;
}
IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture);
TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]);
surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]);
}
tmp_w = max(1, tmp_w >> 1);
}
texture->baseTexture.internal_preload = cubetexture_internal_preload;
return WINED3D_OK;
}