Lines Matching refs:levels
84 for (i = 0; i < This->baseTexture.levels; ++i)
105 for (i = 0; i < This->baseTexture.levels; ++i)
130 for (i = 0; i < This->baseTexture.levels; ++i)
228 for (i = 0; i < This->baseTexture.levels; i++) {
260 for (i = 0; i < This->baseTexture.levels; ++i) {
343 for (i = 0; i < This->baseTexture.levels; ++i) {
377 if (Level < This->baseTexture.levels) {
381 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
389 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
398 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
408 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
415 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
425 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
432 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
491 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
521 /* Calculate levels for mip mapping */
530 if (levels > 1)
536 levels = 1;
538 else if (!levels)
540 levels = wined3d_log2i(edge_length) + 1;
541 TRACE("Calculated levels = %u.\n", levels);
546 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_CUBETEXTURE,
582 for (i = 0; i < texture->baseTexture.levels; ++i)
627 for (i = 0; i < texture->baseTexture.levels; ++i)
635 for (i = 0; i < texture->baseTexture.levels; ++i)
655 for (i = 0; i < texture->baseTexture.levels; ++i)