[PATCH 1/5] wined3d: Store texture sub-resources in IWineD3DBaseTextureClass.

Henri Verbeet hverbeet at codeweavers.com
Thu Apr 22 11:55:57 CDT 2010


---
 dlls/wined3d/basetexture.c     |   52 +++++---
 dlls/wined3d/cubetexture.c     |  266 +++++++++++++++++++++++-----------------
 dlls/wined3d/state.c           |   10 +-
 dlls/wined3d/texture.c         |  110 ++++++++++-------
 dlls/wined3d/utils.c           |    4 +-
 dlls/wined3d/volumetexture.c   |  141 +++++++++++++---------
 dlls/wined3d/wined3d_private.h |   18 +--
 7 files changed, 347 insertions(+), 254 deletions(-)

diff --git a/dlls/wined3d/basetexture.c b/dlls/wined3d/basetexture.c
index 488fd67..0390cb7 100644
--- a/dlls/wined3d/basetexture.c
+++ b/dlls/wined3d/basetexture.c
@@ -27,9 +27,10 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
 
-HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
-        IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
-        WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
+HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
+        WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage,
+        const struct wined3d_format_desc *format_desc, WINED3DPOOL pool, IUnknown *parent,
+        const struct wined3d_parent_ops *parent_ops)
 {
     HRESULT hr;
 
@@ -41,7 +42,17 @@ HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DR
         return hr;
     }
 
-    texture->baseTexture.levels = levels;
+    texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+            level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
+    if (!texture->baseTexture.sub_resources)
+    {
+        ERR("Failed to allocate sub-resource array.\n");
+        resource_cleanup((IWineD3DResource *)texture);
+        return E_OUTOFMEMORY;
+    }
+
+    texture->baseTexture.layer_count = layer_count;
+    texture->baseTexture.level_count = level_count;
     texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
     texture->baseTexture.LOD = 0;
     texture->baseTexture.texture_rgb.dirty = TRUE;
@@ -66,6 +77,7 @@ HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DR
 void basetexture_cleanup(IWineD3DBaseTexture *iface)
 {
     basetexture_unload(iface);
+    HeapFree(GetProcessHeap(), 0, ((IWineD3DBaseTextureImpl *)iface)->baseTexture.sub_resources);
     resource_cleanup((IWineD3DResource *)iface);
 }
 
@@ -115,8 +127,8 @@ DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
         return 0;
     }
 
-    if(LODNew >= This->baseTexture.levels)
-        LODNew = This->baseTexture.levels - 1;
+    if (LODNew >= This->baseTexture.level_count)
+        LODNew = This->baseTexture.level_count - 1;
 
     if(This->baseTexture.LOD != LODNew) {
         This->baseTexture.LOD = LODNew;
@@ -145,8 +157,8 @@ DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
 {
     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
-    TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
-    return This->baseTexture.levels;
+    TRACE("iface %p, returning %u.\n", iface, This->baseTexture.level_count);
+    return This->baseTexture.level_count;
 }
 
 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
@@ -301,10 +313,11 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
              * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
              * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
              */
-            if(textureDimensions != GL_TEXTURE_RECTANGLE_ARB) {
-                TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
-                glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
-                checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
+            if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
+            {
+                TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
+                glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
+                checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
             }
             if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
                 /* Cubemaps are always set to clamp, regardless of the sampler state. */
@@ -444,17 +457,18 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
         glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
         checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
 
-        if(!cond_np2) {
-            if(gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE) {
+        if (!cond_np2)
+        {
+            if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
                 glValue = This->baseTexture.LOD;
-            } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.levels) {
-                glValue = This->baseTexture.levels - 1;
-            } else if(gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD) {
+            else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.level_count)
+                glValue = This->baseTexture.level_count - 1;
+            else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD)
                 /* baseTexture.LOD is already clamped in the setter */
                 glValue = This->baseTexture.LOD;
-            } else {
+            else
                 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
-            }
+
             /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
              * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
              * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c
index ed714b1..19c7a76 100644
--- a/dlls/wined3d/cubetexture.c
+++ b/dlls/wined3d/cubetexture.c
@@ -31,11 +31,12 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
 {
     /* Override the IWineD3DResource Preload method. */
     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
+    UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
     IWineD3DDeviceImpl *device = This->resource.device;
     struct wined3d_context *context = NULL;
-    unsigned int i, j;
     BOOL srgb_mode;
     BOOL *dirty;
+    UINT i;
 
     switch (srgb)
     {
@@ -72,19 +73,18 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
     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 (i = 0; i < sub_count; ++i)
         {
-            for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
+            IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
+
+            if (palette9_changed(surface))
             {
-                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);
-                }
+                TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
+                /* TODO: This is not necessarily needed with hw palettized texture support. */
+                IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
+                /* Make sure the texture is reloaded because of the palette change,
+                 * this kills performance though :( */
+                IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
             }
         }
     }
@@ -93,12 +93,9 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
      * since the last load then reload the surfaces. */
     if (*dirty)
     {
-        for (i = 0; i < This->baseTexture.levels; ++i)
+        for (i = 0; i < sub_count; ++i)
         {
-            for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
-            {
-                IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
-            }
+            IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
         }
     }
     else
@@ -114,26 +111,24 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
 
 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
 {
-    unsigned int i, j;
+    UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
+    UINT i;
 
     TRACE("(%p) : Cleaning up.\n", This);
 
-    for (i = 0; i < This->baseTexture.levels; ++i)
+    for (i = 0; i < sub_count; ++i)
     {
-        for (j = 0; j < 6; ++j)
-        {
-            IWineD3DSurface *surface = This->surfaces[j][i];
+        IWineD3DSurface *surface = (IWineD3DSurface *)This->baseTexture.sub_resources[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);
-            }
+        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);
@@ -207,21 +202,25 @@ 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;
+static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface)
+{
     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
-    TRACE("(%p)\n", This);
+    UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
+    UINT i;
+
+    TRACE("iface %p.\n", iface);
 
     /* 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);
-        }
+     * surface is fine. */
+
+    for (i = 0; i < sub_count; ++i)
+    {
+        IWineD3DSurface *surface = (IWineD3DSurface *)This->baseTexture.sub_resources[i];
+
+        IWineD3DSurface_UnLoad(surface);
+        surface_set_texture_name(surface, 0, TRUE);
+        surface_set_texture_name(surface, 0, FALSE);
     }
 
     basetexture_unload((IWineD3DBaseTexture *)iface);
@@ -281,16 +280,19 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *i
     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);
-                }
-            }
+    if (set_gl_texture_desc && SUCCEEDED(hr))
+    {
+        UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
+        UINT i;
+
+        for (i = 0; i < sub_count; ++i)
+        {
+            IWineD3DSurface *surface = (IWineD3DSurface *)This->baseTexture.sub_resources[i];
+
+            if (This->baseTexture.is_srgb)
+                surface_set_texture_name(surface, This->baseTexture.texture_srgb.name, TRUE);
+            else
+                surface_set_texture_name(surface, This->baseTexture.texture_rgb.name, FALSE);
         }
     }
 
@@ -314,82 +316,120 @@ static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface)
 /* *******************************************
    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
    ******************************************* */
-static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
-    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
+static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface,
+        UINT level, WINED3DSURFACE_DESC *desc)
+{
+    IWineD3DCubeTextureImpl *texture = (IWineD3DCubeTextureImpl *)iface;
+
+    TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
 
-    if (Level < This->baseTexture.levels) {
-        TRACE("(%p) level (%d)\n", This, Level);
-        return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
+    if (level >= texture->baseTexture.level_count)
+    {
+        WARN("level %u >= level_count %u.\n", level, texture->baseTexture.level_count);
+        return WINED3DERR_INVALIDCALL;
     }
-    WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
-    return WINED3DERR_INVALIDCALL;
+
+    return IWineD3DSurface_GetDesc((IWineD3DSurface *)texture->baseTexture.sub_resources[level], desc);
 }
 
-static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
-    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
-    HRESULT hr = WINED3DERR_INVALIDCALL;
+static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface,
+        WINED3DCUBEMAP_FACES face, UINT level, IWineD3DSurface **surface)
+{
+    IWineD3DCubeTextureImpl *texture = (IWineD3DCubeTextureImpl *)iface;
+    UINT idx = face * texture->baseTexture.level_count + level;
 
-    if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
-        *ppCubeMapSurface = This->surfaces[FaceType][Level];
-        IWineD3DSurface_AddRef(*ppCubeMapSurface);
+    TRACE("iface %p, face %u, level %u, surface %p.\n",
+            iface, face, level, surface);
 
-        hr = WINED3D_OK;
+    if (level >= texture->baseTexture.level_count)
+    {
+        WARN("level %u >= level_count %u.\n", level, texture->baseTexture.level_count);
+        return WINED3DERR_INVALIDCALL;
     }
-    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);
+
+    if (face >= texture->baseTexture.layer_count)
+    {
+        WARN("face %u >= layer_count %u.\n", face, texture->baseTexture.layer_count);
+        return WINED3DERR_INVALIDCALL;
     }
 
-    return hr;
+    *surface = (IWineD3DSurface *)texture->baseTexture.sub_resources[idx];
+    IWineD3DSurface_AddRef(*surface);
+
+    TRACE("Returning surface %p.\n", *surface);
+
+    return WINED3D_OK;
 }
 
-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;
+static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface,
+        WINED3DCUBEMAP_FACES face, UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
+{
+    IWineD3DCubeTextureImpl *texture = (IWineD3DCubeTextureImpl *)iface;
+    UINT idx = face * texture->baseTexture.level_count + level;
+
+    TRACE("iface %p, face %u, level %u, locked_rect %p, rect %s, flags %#x.\n",
+            iface, face, level, locked_rect, wine_dbgstr_rect(rect), flags);
 
-    if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
-        hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
+    if (level >= texture->baseTexture.level_count)
+    {
+        WARN("level %u >= level_count %u.\n", level, texture->baseTexture.level_count);
+        return WINED3DERR_INVALIDCALL;
     }
 
-    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);
+    if (face >= texture->baseTexture.layer_count)
+    {
+        WARN("face %u >= layer_count %u.\n", face, texture->baseTexture.layer_count);
+        return WINED3DERR_INVALIDCALL;
     }
 
-    return hr;
+    return IWineD3DSurface_LockRect((IWineD3DSurface *)texture->baseTexture.sub_resources[idx],
+            locked_rect, rect, flags);
 }
 
-static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
-    HRESULT hr = WINED3DERR_INVALIDCALL;
-    IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
+static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface,
+        WINED3DCUBEMAP_FACES face, UINT level)
+{
+    IWineD3DCubeTextureImpl *texture = (IWineD3DCubeTextureImpl *)iface;
+    UINT idx = face * texture->baseTexture.level_count + level;
+
+    TRACE("iface %p, face %u, level %u.\n",
+            iface, face, level);
 
-    if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
-        hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
+    if (level >= texture->baseTexture.level_count)
+    {
+        WARN("level %u >= level_count %u.\n", level, texture->baseTexture.level_count);
+        return WINED3DERR_INVALIDCALL;
     }
 
-    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);
+    if (face >= texture->baseTexture.layer_count)
+    {
+        WARN("face %u >= layer_count %u.\n", face, texture->baseTexture.layer_count);
+        return WINED3DERR_INVALIDCALL;
     }
-    return hr;
+
+    return IWineD3DSurface_UnlockRect((IWineD3DSurface *)texture->baseTexture.sub_resources[idx]);
 }
 
-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);
+static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface,
+        WINED3DCUBEMAP_FACES face, const RECT *dirty_rect)
+{
+    IWineD3DCubeTextureImpl *texture = (IWineD3DCubeTextureImpl *)iface;
+    UINT idx = face * texture->baseTexture.level_count;
+
+    TRACE("iface %p, face %u, dirty_rect %s.\n",
+            iface, face, wine_dbgstr_rect(dirty_rect));
+
+    if (face >= texture->baseTexture.layer_count)
+    {
+        WARN("face %u >= layer_count %u.\n", face, texture->baseTexture.layer_count);
+        return WINED3DERR_INVALIDCALL;
     }
-    return hr;
+
+    texture->baseTexture.texture_rgb.dirty = TRUE;
+    texture->baseTexture.texture_srgb.dirty = TRUE;
+    surface_add_dirty_rect((IWineD3DSurface *)texture->baseTexture.sub_resources[idx], dirty_rect);
+
+    return WINED3D_OK;
 }
 
 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
@@ -478,8 +518,8 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
 
     texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
 
-    hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_CUBETEXTURE,
-            device, 0, usage, format_desc, pool, parent, parent_ops);
+    hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 6, levels,
+            WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format_desc, pool, parent, parent_ops);
     if (FAILED(hr))
     {
         WARN("Failed to initialize basetexture, returning %#x\n", hr);
@@ -510,7 +550,7 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
 
     /* Generate all the surfaces. */
     tmp_w = edge_length;
-    for (i = 0; i < texture->baseTexture.levels; ++i)
+    for (i = 0; i < texture->baseTexture.level_count; ++i)
     {
         /* Create the 6 faces. */
         for (j = 0; j < 6; ++j)
@@ -524,20 +564,22 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
                 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
                 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
             };
+            UINT idx = j * texture->baseTexture.level_count + i;
+            IWineD3DSurface *surface;
 
             hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
-                    format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
+                    format, usage, pool, i /* Level */, j, &surface);
             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]);
+            IWineD3DSurface_SetContainer(surface, (IWineD3DBase *)texture);
+            surface_set_texture_target(surface, cube_targets[j]);
+            texture->baseTexture.sub_resources[idx] = (IWineD3DResourceImpl *)surface;
+            TRACE("Created surface level %u @ %p.\n", i, surface);
         }
         tmp_w = max(1, tmp_w >> 1);
     }
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index ab8c321..eb6025d 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -479,9 +479,8 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
 
         if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
         {
-            IWineD3DSurfaceImpl *surf;
-
-            surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
+            IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0];
+            IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
 
             if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
             {
@@ -3097,9 +3096,8 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d
 
         if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
         {
-            IWineD3DSurfaceImpl *surf;
-
-            surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
+            IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0];
+            IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
 
             if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
             {
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index bebf7e1..0cd8efd 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -69,15 +69,16 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
     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 (i = 0; i < This->baseTexture.level_count; ++i)
         {
-            if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i]))
+            IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
+            if (palette9_changed(surface))
             {
                 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[i], SFLAG_INSYSMEM, NULL);
+                IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
                 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
-                IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
+                IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
             }
         }
     }
@@ -86,9 +87,9 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
      * since the last load then reload the surfaces. */
     if (*dirty)
     {
-        for (i = 0; i < This->baseTexture.levels; ++i)
+        for (i = 0; i < This->baseTexture.level_count; ++i)
         {
-            IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
+            IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
         }
     }
     else
@@ -108,17 +109,18 @@ static void texture_cleanup(IWineD3DTextureImpl *This)
 
     TRACE("(%p) : Cleaning up\n", This);
 
-    for (i = 0; i < This->baseTexture.levels; ++i)
+    for (i = 0; i < This->baseTexture.level_count; ++i)
     {
-        if (This->surfaces[i])
+        IWineD3DSurface *surface = (IWineD3DSurface *)This->baseTexture.sub_resources[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(This->surfaces[i], 0, TRUE);
-            surface_set_texture_name(This->surfaces[i], 0, FALSE);
-            surface_set_texture_target(This->surfaces[i], 0);
-            IWineD3DSurface_SetContainer(This->surfaces[i], 0);
-            IWineD3DSurface_Release(This->surfaces[i]);
+            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);
         }
     }
 
@@ -204,10 +206,12 @@ static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
      * 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++) {
-        IWineD3DSurface_UnLoad(This->surfaces[i]);
-        surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
-        surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
+    for (i = 0; i < This->baseTexture.level_count; ++i)
+    {
+        IWineD3DSurface *surface = (IWineD3DSurface *)This->baseTexture.sub_resources[i];
+        IWineD3DSurface_UnLoad(surface);
+        surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */
+        surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */
     }
 
     basetexture_unload((IWineD3DBaseTexture *)iface);
@@ -276,14 +280,20 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BO
             gl_tex = &This->baseTexture.texture_rgb;
         }
 
-        for (i = 0; i < This->baseTexture.levels; ++i) {
-            surface_set_texture_name(This->surfaces[i], gl_tex->name, This->baseTexture.is_srgb);
+        for (i = 0; i < This->baseTexture.level_count; ++i)
+        {
+            IWineD3DSurface *surface = (IWineD3DSurface *)This->baseTexture.sub_resources[i];
+            surface_set_texture_name(surface, gl_tex->name, This->baseTexture.is_srgb);
         }
-        /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
-         * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
-         * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
-         * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
-         */
+
+        /* Conditinal non power of two textures use a different clamping
+         * default. If we're using the GL_WINE_normalized_texrect partial
+         * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
+         * has the address mode set to repeat - something that prevents us
+         * from hitting the accelerated codepath. Thus manually set the GL
+         * state. The same applies to filtering. Even if the texture has only
+         * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
+         * fallback on macos. */
         if(IWineD3DBaseTexture_IsCondNP2(iface)) {
             ENTER_GL();
             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -326,11 +336,12 @@ static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
 
-    if (Level < This->baseTexture.levels) {
+    if (Level < This->baseTexture.level_count)
+    {
         TRACE("(%p) Level (%d)\n", This, Level);
-        return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
+        return IWineD3DSurface_GetDesc((IWineD3DSurface *)This->baseTexture.sub_resources[Level], pDesc);
     }
-    WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
+    WARN("(%p) level %u >= level_count %u.\n", This, Level, This->baseTexture.level_count);
     return WINED3DERR_INVALIDCALL;
 }
 
@@ -338,14 +349,15 @@ static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface
     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
     HRESULT hr = WINED3DERR_INVALIDCALL;
 
-    if (Level < This->baseTexture.levels) {
-        *ppSurfaceLevel = This->surfaces[Level];
-        IWineD3DSurface_AddRef(This->surfaces[Level]);
+    if (Level < This->baseTexture.level_count)
+    {
+        *ppSurfaceLevel = (IWineD3DSurface *)This->baseTexture.sub_resources[Level];
+        IWineD3DSurface_AddRef(*ppSurfaceLevel);
         hr = WINED3D_OK;
         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
     }
     if (WINED3D_OK != hr) {
-        WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
+        WARN("(%p) level %u >= level_count %u.\n", This, Level, This->baseTexture.level_count);
         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
     }
     return hr;
@@ -356,13 +368,15 @@ static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT
     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
     HRESULT hr = WINED3DERR_INVALIDCALL;
 
-    if (Level < This->baseTexture.levels) {
-        hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
+    if (Level < This->baseTexture.level_count)
+    {
+        IWineD3DSurface *surface = (IWineD3DSurface *)This->baseTexture.sub_resources[Level];
+        hr = IWineD3DSurface_LockRect(surface, pLockedRect, pRect, Flags);
     }
     if (WINED3D_OK == hr) {
         TRACE("(%p) Level (%d) success\n", This, Level);
     } else {
-        WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
+        WARN("(%p) level %u >= level_count %u.\n", This, Level, This->baseTexture.level_count);
     }
 
     return hr;
@@ -372,13 +386,15 @@ static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UIN
    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
     HRESULT hr = WINED3DERR_INVALIDCALL;
 
-    if (Level < This->baseTexture.levels) {
-        hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
+    if (Level < This->baseTexture.level_count)
+    {
+        IWineD3DSurface *surface = (IWineD3DSurface *)This->baseTexture.sub_resources[Level];
+        hr = IWineD3DSurface_UnlockRect(surface);
     }
     if ( WINED3D_OK == hr) {
         TRACE("(%p) Level (%d) success\n", This, Level);
     } else {
-        WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
+        WARN("(%p) level %u >= level_count %u.\n", This, Level, This->baseTexture.level_count);
     }
     return hr;
 }
@@ -388,7 +404,7 @@ static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, C
     This->baseTexture.texture_rgb.dirty = TRUE;
     This->baseTexture.texture_srgb.dirty = TRUE;
     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
-    surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
+    surface_add_dirty_rect((IWineD3DSurface *)This->baseTexture.sub_resources[0], pDirtyRect);
 
     return WINED3D_OK;
 }
@@ -497,8 +513,8 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
 
     texture->lpVtbl = &IWineD3DTexture_Vtbl;
 
-    hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_TEXTURE,
-            device, 0, usage, format_desc, pool, parent, parent_ops);
+    hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
+            WINED3DRTYPE_TEXTURE, device, 0, usage, format_desc, pool, parent, parent_ops);
     if (FAILED(hr))
     {
         WARN("Failed to initialize basetexture, returning %#x.\n", hr);
@@ -565,22 +581,24 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
     /* Generate all the surfaces. */
     tmp_w = width;
     tmp_h = height;
-    for (i = 0; i < texture->baseTexture.levels; ++i)
+    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_desc->format,
-                usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
+                usage, pool, i, 0, &surface);
         if (FAILED(hr))
         {
             FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
-            texture->surfaces[i] = NULL;
             texture_cleanup(texture);
             return hr;
         }
 
-        IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
-        TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
-        surface_set_texture_target(texture->surfaces[i], texture->target);
+        IWineD3DSurface_SetContainer(surface, (IWineD3DBase *)texture);
+        surface_set_texture_target(surface, texture->target);
+        texture->baseTexture.sub_resources[i] = (IWineD3DResourceImpl *)surface;
+        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);
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 5ebf92d..7585804 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -2771,8 +2771,8 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
 
             if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
             {
-                IWineD3DSurfaceImpl *surf;
-                surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
+                IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)stateblock->textures[0];
+                IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[0];
 
                 if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
                 {
diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c
index 088c373..6e5703a 100644
--- a/dlls/wined3d/volumetexture.c
+++ b/dlls/wined3d/volumetexture.c
@@ -51,17 +51,19 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
      * since the last load then reload the volumes. */
     if (This->baseTexture.texture_rgb.dirty)
     {
-        for (i = 0; i < This->baseTexture.levels; ++i)
+        for (i = 0; i < This->baseTexture.level_count; ++i)
         {
-            IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
+            IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
+            IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
         }
     }
     else if (srgb_was_toggled)
     {
-        for (i = 0; i < This->baseTexture.levels; ++i)
+        for (i = 0; i < This->baseTexture.level_count; ++i)
         {
-            volume_add_dirty_box(This->volumes[i], NULL);
-            IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
+            IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
+            volume_add_dirty_box(volume, NULL);
+            IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
         }
     }
     else
@@ -81,9 +83,9 @@ static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
 
     TRACE("(%p) : Cleaning up.\n", This);
 
-    for (i = 0; i < This->baseTexture.levels; ++i)
+    for (i = 0; i < This->baseTexture.level_count; ++i)
     {
-        IWineD3DVolume *volume = This->volumes[i];
+        IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
 
         if (volume)
         {
@@ -172,8 +174,9 @@ static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface
      * 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++) {
-        IWineD3DVolume_UnLoad(This->volumes[i]);
+    for (i = 0; i < This->baseTexture.level_count; ++i)
+    {
+        IWineD3DVolume_UnLoad((IWineD3DVolume *)This->baseTexture.sub_resources[i]);
     }
 
     basetexture_unload((IWineD3DBaseTexture *)iface);
@@ -250,65 +253,85 @@ static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *if
 /* *******************************************
    IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
    ******************************************* */
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
-    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
-    if (Level < This->baseTexture.levels) {
-        TRACE("(%p) Level (%d)\n", This, Level);
-        return IWineD3DVolume_GetDesc(This->volumes[Level], pDesc);
-    } else {
-        WARN("(%p) Level (%d)\n", This, Level);
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface,
+        UINT level, WINED3DVOLUME_DESC *desc)
+{
+    IWineD3DVolumeTextureImpl *texture = (IWineD3DVolumeTextureImpl *)iface;
+
+    TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
+
+    if (level >= texture->baseTexture.level_count)
+    {
+        WARN("level %u >= level_count %u.\n", level, texture->baseTexture.level_count);
+        return WINED3DERR_INVALIDCALL;
     }
-    return WINED3D_OK;
+
+    return IWineD3DVolume_GetDesc((IWineD3DVolume *)texture->baseTexture.sub_resources[level], desc);
 }
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
-    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
-    if (Level < This->baseTexture.levels) {
-      *ppVolumeLevel = This->volumes[Level];
-      IWineD3DVolume_AddRef(*ppVolumeLevel);
-      TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
-    } else {
-      WARN("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
-      return WINED3DERR_INVALIDCALL;
+
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface,
+        UINT level, IWineD3DVolume **volume)
+{
+    IWineD3DVolumeTextureImpl *texture = (IWineD3DVolumeTextureImpl *)iface;
+
+    TRACE("iface %p, level %u, volume %p.\n", iface, level, volume);
+
+    if (level >= texture->baseTexture.level_count)
+    {
+        WARN("level %u >= level_count %u.\n", level, texture->baseTexture.level_count);
+        return WINED3DERR_INVALIDCALL;
     }
+
+    *volume = (IWineD3DVolume *)texture->baseTexture.sub_resources[level];
+    IWineD3DVolume_AddRef(*volume);
+
+    TRACE("Returning volume %p.\n", *volume);
+
     return WINED3D_OK;
 
 }
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
-    HRESULT hr;
-    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
 
-    if (Level < This->baseTexture.levels) {
-      hr = IWineD3DVolume_LockBox(This->volumes[Level], pLockedVolume, pBox, Flags);
-      TRACE("(%p) Level (%d) success(%u)\n", This, Level, hr);
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface,
+        UINT level, WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags)
+{
+    IWineD3DVolumeTextureImpl *texture = (IWineD3DVolumeTextureImpl *)iface;
 
-    } else {
-      FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
-      return WINED3DERR_INVALIDCALL;
+    TRACE("iface %p, level %u, locked_box %p, box %p, flags %#x.\n",
+            iface, level, locked_box, box, flags);
+
+    if (level >= texture->baseTexture.level_count)
+    {
+        WARN("level %u >= level_count %u.\n", level, texture->baseTexture.level_count);
+        return WINED3DERR_INVALIDCALL;
     }
-    return hr;
+
+    return IWineD3DVolume_LockBox((IWineD3DVolume *)texture->baseTexture.sub_resources[level], locked_box, box, flags);
 }
 
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
-    HRESULT hr;
-    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT level)
+{
+    IWineD3DVolumeTextureImpl *texture = (IWineD3DVolumeTextureImpl *)iface;
 
-    if (Level < This->baseTexture.levels) {
-      hr = IWineD3DVolume_UnlockBox(This->volumes[Level]);
-      TRACE("(%p) -> level(%d) success(%u)\n", This, Level, hr);
+    TRACE("iface %p, level %u.\n", iface, level);
 
-    } else {
-      FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
-      return WINED3DERR_INVALIDCALL;
+    if (level >= texture->baseTexture.level_count)
+    {
+        WARN("level %u >= level_count %u.\n", level, texture->baseTexture.level_count);
+        return WINED3DERR_INVALIDCALL;
     }
-    return hr;
+
+    return IWineD3DVolume_UnlockBox((IWineD3DVolume *)texture->baseTexture.sub_resources[level]);
 }
 
-static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
-    IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
-    This->baseTexture.texture_rgb.dirty = TRUE;
-    This->baseTexture.texture_srgb.dirty = TRUE;
-    TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
-    volume_add_dirty_box(This->volumes[0], pDirtyBox);
+static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, const WINED3DBOX *dirty_box)
+{
+    IWineD3DVolumeTextureImpl *texture = (IWineD3DVolumeTextureImpl *)iface;
+
+    TRACE("iface %p, dirty_box %p.\n", iface, dirty_box);
+
+    texture->baseTexture.texture_rgb.dirty = TRUE;
+    texture->baseTexture.texture_srgb.dirty = TRUE;
+    volume_add_dirty_box((IWineD3DVolume *)texture->baseTexture.sub_resources[0], dirty_box);
 
     return WINED3D_OK;
 }
@@ -399,8 +422,8 @@ HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT
 
     texture->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
 
-    hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_VOLUMETEXTURE,
-            device, 0, usage, format_desc, pool, parent, parent_ops);
+    hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
+            WINED3DRTYPE_VOLUMETEXTURE, device, 0, usage, format_desc, pool, parent, parent_ops);
     if (FAILED(hr))
     {
         WARN("Failed to initialize basetexture, returning %#x.\n", hr);
@@ -418,21 +441,23 @@ HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT
     tmp_h = height;
     tmp_d = depth;
 
-    for (i = 0; i < texture->baseTexture.levels; ++i)
+    for (i = 0; i < texture->baseTexture.level_count; ++i)
     {
+        IWineD3DVolume *volume;
+
         /* Create the volume. */
         hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
-                tmp_w, tmp_h, tmp_d, format, pool, usage, &texture->volumes[i]);
+                tmp_w, tmp_h, tmp_d, format, pool, usage, &volume);
         if (FAILED(hr))
         {
             ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
-            texture->volumes[i] = NULL;
             volumetexture_cleanup(texture);
             return hr;
         }
 
         /* Set its container to this texture. */
-        IWineD3DVolume_SetContainer(texture->volumes[i], (IWineD3DBase *)texture);
+        IWineD3DVolume_SetContainer(volume, (IWineD3DBase *)texture);
+        texture->baseTexture.sub_resources[i] = (IWineD3DResourceImpl *)volume;
 
         /* Calculate the next mipmap level. */
         tmp_w = max(1, tmp_w >> 1);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index cebc942..0040b74 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1860,7 +1860,9 @@ struct gl_texture
 typedef struct IWineD3DBaseTextureClass
 {
     struct gl_texture       texture_rgb, texture_srgb;
-    UINT                    levels;
+    IWineD3DResourceImpl **sub_resources;
+    UINT layer_count;
+    UINT level_count;
     float                   pow2Matrix[16];
     UINT                    LOD;
     WINED3DTEXTUREFILTERTYPE filterType;
@@ -1899,9 +1901,10 @@ WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture
 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) DECLSPEC_HIDDEN;
-HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
-        IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct wined3d_format_desc *format_desc,
-        WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
+        WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage,
+        const struct wined3d_format_desc *format_desc, WINED3DPOOL pool, IUnknown *parent,
+        const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface,
         WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) DECLSPEC_HIDDEN;
@@ -1919,7 +1922,6 @@ typedef struct IWineD3DTextureImpl
     IWineD3DBaseTextureClass  baseTexture;
 
     /* IWineD3DTexture */
-    IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
     UINT                      target;
     BOOL                      cond_np2;
 
@@ -1938,9 +1940,6 @@ typedef struct IWineD3DCubeTextureImpl
     const IWineD3DCubeTextureVtbl *lpVtbl;
     IWineD3DResourceClass     resource;
     IWineD3DBaseTextureClass  baseTexture;
-
-    /* IWineD3DCubeTexture */
-    IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
 } IWineD3DCubeTextureImpl;
 
 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
@@ -1987,9 +1986,6 @@ typedef struct IWineD3DVolumeTextureImpl
     const IWineD3DVolumeTextureVtbl *lpVtbl;
     IWineD3DResourceClass     resource;
     IWineD3DBaseTextureClass  baseTexture;
-
-    /* IWineD3DVolumeTexture */
-    IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
 } IWineD3DVolumeTextureImpl;
 
 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
-- 
1.6.4.4




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