Some video SW clean up and bug fixes. Did a hacky fix for bad light data. Add fog rendering. Add some offsets to make rasterized pixel locations and texture coordinates more accurate.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5361 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
bfe6e92c15
commit
c2ac9be9b2
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@ -339,6 +339,9 @@ namespace Clipper
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Vertices[0] = lineV0;
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Vertices[1] = lineV1;
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// point to a valid vertex to store to when clipping
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Vertices[2] = &ClippedVertices[17];
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ClipLine(indices);
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if(indices[0] != SKIP_FLAG)
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@ -105,7 +105,7 @@ void DumpActiveTextures()
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u32 texmap = bpmem.tevindref.getTexMap(stageNum);
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s32 maxLod = GetMaxTextureLod(texmap);
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for (s32 mip = 0; mip < maxLod; ++mip)
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for (s32 mip = 0; mip <= maxLod; ++mip)
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{
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SaveTexture(StringFromFormat("%star%i_ind%i_map%i_mip%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX), stats.thisFrame.numDrawnObjects, stageNum, texmap, mip).c_str(), texmap, mip);
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}
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@ -120,7 +120,7 @@ void DumpActiveTextures()
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int texmap = order.getTexMap(stageOdd);
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s32 maxLod = GetMaxTextureLod(texmap);
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for (s32 mip = 0; mip < maxLod; ++mip)
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for (s32 mip = 0; mip <= maxLod; ++mip)
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{
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SaveTexture(StringFromFormat("%star%i_stage%i_map%i_mip%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX), stats.thisFrame.numDrawnObjects, stageNum, texmap, mip).c_str(), texmap, mip);
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}
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@ -85,13 +85,13 @@ namespace HwRasterizer
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void DrawColorVertex(OutputVertexData *v)
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{
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glColor3ub(v->color[0][0], v->color[0][1], v->color[0][2]);
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glVertex3f(v->screenPosition[0] / efbHalfWidth - 1.0f, 1.0f - v->screenPosition[1] / efbHalfHeight, v->screenPosition[2]);
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glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z);
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}
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void DrawTextureVertex(OutputVertexData *v)
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{
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glTexCoord2f(v->texCoords[0][0] * texWidth, v->texCoords[0][1] * texHeight);
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glVertex3f(v->screenPosition[0] / efbHalfWidth - 1.0f, 1.0f - v->screenPosition[1] / efbHalfHeight, v->screenPosition[2]);
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glTexCoord2f(v->texCoords[0].x * texWidth, v->texCoords[0].y * texHeight);
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glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z);
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}
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void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
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@ -49,6 +49,11 @@ Slope WSlope;
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Slope ColorSlopes[2][4];
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Slope TexSlopes[8][3];
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s32 vertex0X;
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s32 vertex0Y;
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float vertexOffsetX;
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float vertexOffsetY;
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s32 scissorLeft = 0;
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s32 scissorTop = 0;
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s32 scissorRight = 0;
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@ -108,7 +113,10 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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{
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INCSTAT(stats.thisFrame.rasterizedPixels);
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float zFloat = 1.0f + ZSlope.GetValue(x, y);
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float dx = vertexOffsetX + (float)(x - vertex0X);
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float dy = vertexOffsetY + (float)(y - vertex0Y);
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float zFloat = 1.0f + ZSlope.GetValue(dx, dy);
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if (zFloat < 0.0f || zFloat > 1.0f)
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return;
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@ -133,7 +141,7 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for(int comp = 0; comp < 4; comp++)
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tev.Color[i][comp] = (u8)ColorSlopes[i][comp].GetValue(x, y);
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tev.Color[i][comp] = (u8)ColorSlopes[i][comp].GetValue(dx, dy);
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}
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// tex coords
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@ -159,7 +167,19 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
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tev.Draw();
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}
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void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX12, float DY12, float DY31, float X1, float Y1)
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void InitTriangle(float X1, float Y1, s32 xi, s32 yi)
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{
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vertex0X = xi;
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vertex0Y = yi;
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// adjust a little less than 0.5
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const float adjust = 0.495f;
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vertexOffsetX = ((float)xi - X1) + adjust;
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vertexOffsetY = ((float)yi - Y1) + adjust;
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}
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void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX12, float DY12, float DY31)
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{
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float DF31 = f3 - f1;
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float DF21 = f2 - f1;
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@ -169,8 +189,6 @@ void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX1
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slope->dfdx = -a / c;
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slope->dfdy = -b / c;
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slope->f0 = f1;
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slope->x0 = X1;
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slope->y0 = Y1;
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}
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inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord)
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@ -210,7 +228,7 @@ inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord)
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bias >>= 1;
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lod += bias;
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linear = (lod >= 0 && (tm0.min_filter & 4) || lod < 0 && tm0.mag_filter);
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linear = (lod > 0 && (tm0.min_filter & 4) || lod <= 0 && tm0.mag_filter);
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// order of checks matters
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// should be:
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@ -227,10 +245,10 @@ void BuildBlock(s32 blockX, s32 blockY)
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{
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RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
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s32 x = xi + blockX;
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s32 y = yi + blockY;
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float dx = vertexOffsetX + (float)(xi + blockX - vertex0X);
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float dy = vertexOffsetY + (float)(yi + blockY - vertex0Y);
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float invW = 1.0f / WSlope.GetValue(x, y);
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float invW = 1.0f / WSlope.GetValue(dx, dy);
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pixel.InvW = invW;
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// tex coords
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@ -239,14 +257,14 @@ void BuildBlock(s32 blockX, s32 blockY)
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float projection;
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if (xfregs.texMtxInfo[i].projection)
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{
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float q = TexSlopes[i][2].GetValue(x, y) * invW;
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float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
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projection = invW / q;
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}
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else
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projection = invW;
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(x, y) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(x, y) * projection;
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection;
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}
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}
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}
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@ -288,14 +306,15 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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// adapted from http://www.devmaster.net/forums/showthread.php?t=1884
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// 28.4 fixed-pou32 coordinates. rounded to nearest
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const s32 Y1 = iround(16.0f * v0->screenPosition[1]);
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const s32 Y2 = iround(16.0f * v1->screenPosition[1]);
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const s32 Y3 = iround(16.0f * v2->screenPosition[1]);
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// 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output
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// could also take floor and adjust -8
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const s32 Y1 = iround(16.0f * v0->screenPosition[1]) - 9;
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const s32 Y2 = iround(16.0f * v1->screenPosition[1]) - 9;
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const s32 Y3 = iround(16.0f * v2->screenPosition[1]) - 9;
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const s32 X1 = iround(16.0f * v0->screenPosition[0]);
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const s32 X2 = iround(16.0f * v1->screenPosition[0]);
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const s32 X3 = iround(16.0f * v2->screenPosition[0]);
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const s32 X1 = iround(16.0f * v0->screenPosition[0]) - 9;
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const s32 X2 = iround(16.0f * v1->screenPosition[0]) - 9;
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const s32 X3 = iround(16.0f * v2->screenPosition[0]) - 9;
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// Deltas
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const s32 DX12 = X1 - X2;
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@ -331,28 +350,30 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
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return;
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// Setup slopes
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float fltx1 = v0->screenPosition[0];
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float flty1 = v0->screenPosition[1];
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float fltdx31 = v2->screenPosition[0] - fltx1;
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float fltdx12 = fltx1 - v1->screenPosition[0];
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float fltdy12 = flty1 - v1->screenPosition[1];
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float fltdy31 = v2->screenPosition[1] - flty1;
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float fltx1 = v0->screenPosition.x;
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float flty1 = v0->screenPosition.y;
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float fltdx31 = v2->screenPosition.x - fltx1;
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float fltdx12 = fltx1 - v1->screenPosition.x;
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float fltdy12 = flty1 - v1->screenPosition.y;
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float fltdy31 = v2->screenPosition.y - flty1;
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InitTriangle(fltx1, flty1, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
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float w[3] = { 1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w, 1.0f / v2->projectedPosition.w };
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InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31, fltx1, flty1);
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InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31, fltdx12, fltdy12, fltdy31, fltx1, flty1);
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InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31, fltdx12, fltdy12, fltdy31);
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for(unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for(int comp = 0; comp < 4; comp++)
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InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], fltdx31, fltdx12, fltdy12, fltdy31, fltx1, flty1);
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InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], fltdx31, fltdx12, fltdy12, fltdy31);
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}
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for(unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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for(int comp = 0; comp < 3; comp++)
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InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1], v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31, fltx1, flty1);
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InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1], v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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}
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// Start in corner of 8x8 block
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@ -35,9 +35,8 @@ namespace Rasterizer
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float dfdx;
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float dfdy;
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float f0;
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float x0;
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float y0;
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float GetValue(s32 x, s32 y) { return f0 + (dfdx * (x - x0)) + (dfdy * (y - y0)); }
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float GetValue(float dx, float dy) { return f0 + (dfdx * dx) + (dfdy * dy); }
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};
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struct RasterBlockPixel
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@ -705,6 +705,57 @@ void Tev::Draw()
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Position[2] = ztex & 0x00ffffff;
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}
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// fog
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if (bpmem.fog.c_proj_fsel.fsel)
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{
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float ze;
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if (bpmem.fog.c_proj_fsel.proj == 0)
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{
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// perspective
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// ze = A/(B - Zs)
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s32 denom = bpmem.fog.b_magnitude - (Position[2] >> bpmem.fog.b_shift);
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ze = bpmem.fog.a.GetA() / (float)denom;
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}
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else
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{
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// orthographic
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// ze = a*Zs
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ze = bpmem.fog.a.GetA() / (float)Position[2];
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}
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ze = (ze * (float)0xffffff) - bpmem.fog.c_proj_fsel.GetC();
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// clamp 0 to 1
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float fog = (ze<0.0f) ? 0.0f : ((ze>1.0f) ? 1.0f : ze);
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switch (bpmem.fog.c_proj_fsel.fsel)
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{
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case 4: // exp
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fog = 1.0f - pow(2.0f, -8.0f * fog);
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break;
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case 5: // exp2
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fog = 1.0f - pow(2.0f, -8.0f * fog * fog);
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break;
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case 6: // backward exp
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fog = 1.0f - fog;
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fog = 1.0f - pow(2.0f, -8.0f * fog);
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break;
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case 7: // backward exp2
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fog = 1.0f - fog;
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fog = 1.0f - pow(2.0f, -8.0f * fog * fog);
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break;
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}
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// lerp from output to fog color
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u32 fogInt = (u32)(fog * 256);
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u32 invFog = 256 - fogInt;
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output[RED_C] = (output[RED_C] * invFog + fogInt * bpmem.fog.color.r) >> 8;
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output[GRN_C] = (output[GRN_C] * invFog + fogInt * bpmem.fog.color.g) >> 8;
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output[BLU_C] = (output[BLU_C] * invFog + fogInt * bpmem.fog.color.b) >> 8;
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}
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if (!bpmem.zcontrol.zcomploc && bpmem.zmode.testenable)
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{
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if (!EfbInterface::ZCompare(Position[0], Position[1], Position[2]))
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@ -157,12 +157,16 @@ void SampleMip(s32 s, s32 t, s32 mip, bool linear, u8 texmap, u8 *sample)
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}
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}
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if (linear)
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{
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// offset linear sampling
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s -= 64;
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t -= 64;
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// integer part of sample location
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int imageS = s >> 7;
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int imageT = t >> 7;
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if (linear)
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{
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// linear sampling
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int imageSPlus1 = imageS + 1;
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int fractS = s & 0x7f;
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@ -197,6 +201,10 @@ void SampleMip(s32 s, s32 t, s32 mip, bool linear, u8 texmap, u8 *sample)
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}
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else
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{
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// integer part of sample location
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int imageS = s >> 7;
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int imageT = t >> 7;
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// nearest neighbor sampling
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WrapCoord(imageS, tm0.wrap_s, imageWidth);
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WrapCoord(imageT, tm0.wrap_t, imageHeight);
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@ -166,15 +166,9 @@ inline void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
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else
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{
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if (postInfo.normalize)
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{
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float length = sqrtf(dst[0] * dst[0] + dst[1] * dst[1] + dst[2] * dst[2]);
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float invL = 1.0f / length;
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tempCoord = *dst * invL;
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}
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tempCoord = dst->normalized();
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else
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{
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tempCoord = *dst;
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}
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MultiplyVec3Mat34(tempCoord, postMat, *dst);
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}
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@ -463,29 +457,32 @@ void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool s
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float d1 = ldir * dst->normal[1];
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float d2 = ldir * dst->normal[2];
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dst->texCoords[coordNum][0] = dst->texCoords[texinfo.embosssourceshift][0] + d1;
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dst->texCoords[coordNum][1] = dst->texCoords[texinfo.embosssourceshift][1] + d2;
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dst->texCoords[coordNum][2] = dst->texCoords[texinfo.embosssourceshift][2];
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dst->texCoords[coordNum].x = dst->texCoords[texinfo.embosssourceshift].x + d1;
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dst->texCoords[coordNum].y = dst->texCoords[texinfo.embosssourceshift].y + d2;
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dst->texCoords[coordNum].z = dst->texCoords[texinfo.embosssourceshift].z;
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}
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break;
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case XF_TEXGEN_COLOR_STRGBC0:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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_assert_(texinfo.inputform == XF_TEXINPUT_AB11);
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dst->texCoords[coordNum][0] = (float)dst->color[0][0] / 255.0f;
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dst->texCoords[coordNum][1] = (float)dst->color[0][1] / 255.0f;
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dst->texCoords[coordNum][2] = 1.0f;
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dst->texCoords[coordNum].x = (float)dst->color[0][0] / 255.0f;
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dst->texCoords[coordNum].y = (float)dst->color[0][1] / 255.0f;
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dst->texCoords[coordNum].z = 1.0f;
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break;
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case XF_TEXGEN_COLOR_STRGBC1:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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_assert_(texinfo.inputform == XF_TEXINPUT_AB11);
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dst->texCoords[coordNum][0] = (float)dst->color[1][0] / 255.0f;
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dst->texCoords[coordNum][1] = (float)dst->color[1][1] / 255.0f;
|
||||
dst->texCoords[coordNum][2] = 1.0f;
|
||||
dst->texCoords[coordNum].x = (float)dst->color[1][0] / 255.0f;
|
||||
dst->texCoords[coordNum].y = (float)dst->color[1][1] / 255.0f;
|
||||
dst->texCoords[coordNum].z = 1.0f;
|
||||
break;
|
||||
default:
|
||||
ERROR_LOG(VIDEO, "Bad tex gen type %i", texinfo.texgentype);
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 coordNum = 0; coordNum < xfregs.numTexGens; coordNum++)
|
||||
{
|
||||
dst->texCoords[coordNum][0] *= (bpmem.texcoords[coordNum].s.scale_minus_1 + 1);
|
||||
dst->texCoords[coordNum][1] *= (bpmem.texcoords[coordNum].t.scale_minus_1 + 1);
|
||||
}
|
||||
|
|
|
@ -35,6 +35,30 @@ void XFWritten(u32 transferSize, u32 baseAddress)
|
|||
|
||||
if (baseAddress <= 0x1026 && topAddress >= 0x1020)
|
||||
Clipper::SetViewOffset();
|
||||
|
||||
// fix lights so invalid values don't trash the lighting computations
|
||||
if (baseAddress <= 0x067f && topAddress >= 0x0604)
|
||||
{
|
||||
u32* x = xfregs.lights;
|
||||
|
||||
// go through all lights
|
||||
for (int light = 0; light < 8; light++)
|
||||
{
|
||||
// skip to floating point values
|
||||
x += 4;
|
||||
|
||||
for (int i = 0; i < 12; i++)
|
||||
{
|
||||
u32 xVal = *x;
|
||||
|
||||
// if the exponent is 255 then the number is inf or nan
|
||||
if ((xVal & 0x7f800000) == 0x7f800000)
|
||||
*x = 0;
|
||||
|
||||
x++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
||||
|
@ -66,8 +90,7 @@ void LoadIndexedXF(u32 val, int array)
|
|||
int size = ((val >> 12) & 0xF) + 1;
|
||||
//load stuff from array to address in xf mem
|
||||
|
||||
u32* xfmem = (u32*)&xfregs;
|
||||
u32 *pData = (u32*)g_VideoInitialize.pGetMemoryPointer(arraybases[array] + arraystrides[array]*index);
|
||||
|
||||
for (int i = 0; i < size; i++)
|
||||
xfmem[address + i] = Memory_Read_U32(arraybases[array] + arraystrides[array]*index + i*4);
|
||||
LoadXFReg(size, address, pData);
|
||||
}
|
||||
|
|
|
@ -113,7 +113,6 @@ void Video_Prepare(void)
|
|||
// Run from the CPU thread (from VideoInterface.cpp)
|
||||
void Video_BeginField(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
|
||||
{
|
||||
g_VideoInitialize.pCopiedToXFB(true);
|
||||
}
|
||||
|
||||
// Run from the CPU thread (from VideoInterface.cpp)
|
||||
|
|
Loading…
Reference in New Issue