483 lines
15 KiB
C++
483 lines
15 KiB
C++
// Copyright (C) 2003 Dolphin Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0.
|
|
|
|
// This program 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 General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official SVN repository and contact information can be found at
|
|
// http://code.google.com/p/dolphin-emu/
|
|
|
|
#include "Globals.h"
|
|
#include "FramebufferManager.h"
|
|
|
|
#include "TextureConverter.h"
|
|
#include "XFB.h"
|
|
#include "Render.h"
|
|
|
|
extern bool s_bHaveFramebufferBlit; // comes from Render.cpp
|
|
|
|
FramebufferManager g_framebufferManager;
|
|
|
|
void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
|
|
{
|
|
m_targetWidth = targetWidth;
|
|
m_targetHeight = targetHeight;
|
|
m_msaaSamples = msaaSamples;
|
|
m_msaaCoverageSamples = msaaCoverageSamples;
|
|
|
|
// The EFB can be set to different pixel formats by the game through the
|
|
// BPMEM_ZCOMPARE register (which should probably have a different name).
|
|
// They are:
|
|
// - 24-bit RGB (8-bit components) with 24-bit Z
|
|
// - 24-bit RGBA (6-bit components) with 24-bit Z
|
|
// - Multisampled 16-bit RGB (5-6-5 format) with 16-bit Z
|
|
// We only use one EFB format here: 32-bit ARGB with 24-bit Z.
|
|
// Multisampling depends on user settings.
|
|
// The distinction becomes important for certain operations, i.e. the
|
|
// alpha channel should be ignored if the EFB does not have one.
|
|
|
|
// Create EFB target.
|
|
|
|
glGenFramebuffersEXT(1, &m_efbFramebuffer);
|
|
|
|
if (m_msaaSamples <= 1)
|
|
{
|
|
// EFB targets will be textures in non-MSAA mode.
|
|
|
|
GLuint glObj[2];
|
|
glGenTextures(2, glObj);
|
|
m_efbColor = glObj[0];
|
|
m_efbDepth = glObj[1];
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbColor);
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_efbDepth);
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
|
|
// Bind target textures to the EFB framebuffer.
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbColor, 0);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_efbDepth, 0);
|
|
|
|
GL_REPORT_FBO_ERROR();
|
|
}
|
|
else
|
|
{
|
|
// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
|
|
// Resolve targets will be created to transfer EFB to RAM textures.
|
|
// XFB framebuffer will be created to transfer EFB to XFB texture.
|
|
|
|
// Create EFB target renderbuffers.
|
|
|
|
GLuint glObj[2];
|
|
glGenRenderbuffersEXT(2, glObj);
|
|
m_efbColor = glObj[0];
|
|
m_efbDepth = glObj[1];
|
|
|
|
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbColor);
|
|
if (m_msaaCoverageSamples)
|
|
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
|
|
else
|
|
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_RGBA8, m_targetWidth, m_targetHeight);
|
|
|
|
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_efbDepth);
|
|
if (m_msaaCoverageSamples)
|
|
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, m_msaaCoverageSamples, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
|
|
else
|
|
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, m_msaaSamples, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight);
|
|
|
|
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
|
|
|
// Bind target renderbuffers to EFB framebuffer.
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
|
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_efbColor);
|
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_efbDepth);
|
|
|
|
GL_REPORT_FBO_ERROR();
|
|
|
|
// Create resolved targets for transferring multisampled EFB to texture.
|
|
|
|
glGenFramebuffersEXT(1, &m_resolvedFramebuffer);
|
|
|
|
glGenTextures(2, glObj);
|
|
m_resolvedColorTexture = glObj[0];
|
|
m_resolvedDepthTexture = glObj[1];
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture);
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture);
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
|
|
// Bind resolved textures to resolved framebuffer.
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
|
|
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedColorTexture, 0);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, m_resolvedDepthTexture, 0);
|
|
|
|
GL_REPORT_FBO_ERROR();
|
|
|
|
// Return to EFB framebuffer.
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
}
|
|
|
|
// Create XFB framebuffer; targets will be created elsewhere.
|
|
|
|
glGenFramebuffersEXT(1, &m_xfbFramebuffer);
|
|
|
|
// EFB framebuffer is currently bound.
|
|
}
|
|
|
|
void FramebufferManager::Shutdown()
|
|
{
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
GLuint glObj[3];
|
|
|
|
// Note: OpenGL deletion functions silently ignore parameters of "0".
|
|
|
|
glObj[0] = m_efbFramebuffer;
|
|
glObj[1] = m_resolvedFramebuffer;
|
|
glObj[2] = m_xfbFramebuffer;
|
|
glDeleteFramebuffersEXT(3, glObj);
|
|
m_efbFramebuffer = 0;
|
|
m_xfbFramebuffer = 0;
|
|
|
|
glObj[0] = m_resolvedColorTexture;
|
|
glObj[1] = m_resolvedDepthTexture;
|
|
glObj[2] = m_realXFBSource.texture;
|
|
glDeleteTextures(3, glObj);
|
|
m_resolvedColorTexture = 0;
|
|
m_resolvedDepthTexture = 0;
|
|
m_realXFBSource.texture = 0;
|
|
|
|
glObj[0] = m_efbColor;
|
|
glObj[1] = m_efbDepth;
|
|
if (m_msaaSamples <= 1)
|
|
glDeleteTextures(2, glObj);
|
|
else
|
|
glDeleteRenderbuffersEXT(2, glObj);
|
|
m_efbColor = 0;
|
|
m_efbDepth = 0;
|
|
|
|
for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
|
|
{
|
|
glDeleteTextures(1, &it->xfbSource.texture);
|
|
}
|
|
m_virtualXFBList.clear();
|
|
}
|
|
|
|
void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
|
{
|
|
if (g_ActiveConfig.bUseXFB)
|
|
copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
|
else
|
|
copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
|
}
|
|
|
|
const XFBSource* FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
|
{
|
|
if (g_ActiveConfig.bUseXFB)
|
|
return getRealXFBSource(xfbAddr, fbWidth, fbHeight);
|
|
else
|
|
return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight);
|
|
}
|
|
|
|
GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc) const
|
|
{
|
|
if (m_msaaSamples <= 1)
|
|
{
|
|
return m_efbColor;
|
|
}
|
|
else
|
|
{
|
|
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
|
|
// required.
|
|
|
|
TargetRectangle targetRc = ConvertEFBRectangle(sourceRc);
|
|
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
|
|
|
|
// Resolve.
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
|
|
glBlitFramebufferEXT(
|
|
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
|
|
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST
|
|
);
|
|
|
|
// Return to EFB.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
|
|
return m_resolvedColorTexture;
|
|
}
|
|
}
|
|
|
|
GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc) const
|
|
{
|
|
if (m_msaaSamples <= 1)
|
|
{
|
|
return m_efbDepth;
|
|
}
|
|
else
|
|
{
|
|
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
|
|
// required.
|
|
|
|
TargetRectangle targetRc = ConvertEFBRectangle(sourceRc);
|
|
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
|
|
|
|
// Resolve.
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
|
|
glBlitFramebufferEXT(
|
|
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
|
|
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
|
|
GL_DEPTH_BUFFER_BIT, GL_NEAREST
|
|
);
|
|
|
|
// Return to EFB.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
|
|
return m_resolvedDepthTexture;
|
|
}
|
|
}
|
|
|
|
TargetRectangle FramebufferManager::ConvertEFBRectangle(const EFBRectangle& rc) const
|
|
{
|
|
TargetRectangle result;
|
|
float XScale = Renderer::GetTargetScaleX();
|
|
float YScale = Renderer::GetTargetScaleY();
|
|
result.left = rc.left * XScale;
|
|
result.top = Renderer::GetTargetHeight() - (rc.top * YScale);
|
|
result.right = rc.right * XScale ;
|
|
result.bottom = Renderer::GetTargetHeight() - (rc.bottom * YScale);
|
|
return result;
|
|
}
|
|
|
|
FramebufferManager::VirtualXFBListType::iterator
|
|
FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
|
|
{
|
|
u32 srcLower = xfbAddr;
|
|
u32 srcUpper = xfbAddr + 2 * width * height;
|
|
|
|
VirtualXFBListType::iterator it;
|
|
for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
|
|
{
|
|
u32 dstLower = it->xfbAddr;
|
|
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
|
|
|
|
if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
|
|
return it;
|
|
}
|
|
|
|
// That address is not in the Virtual XFB list.
|
|
return m_virtualXFBList.end();
|
|
}
|
|
|
|
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
|
{
|
|
u8* pXFB = Memory_GetPtr(xfbAddr);
|
|
if (!pXFB)
|
|
{
|
|
WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
|
|
return;
|
|
}
|
|
|
|
XFB_Write(pXFB, sourceRc, fbWidth, fbHeight);
|
|
}
|
|
|
|
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
|
{
|
|
GLuint xfbTexture;
|
|
|
|
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
|
|
|
|
if (it != m_virtualXFBList.end())
|
|
{
|
|
// Overwrite an existing Virtual XFB.
|
|
|
|
it->xfbAddr = xfbAddr;
|
|
it->xfbWidth = fbWidth;
|
|
it->xfbHeight = fbHeight;
|
|
|
|
it->xfbSource.texWidth = Renderer::GetTargetWidth();
|
|
it->xfbSource.texHeight = Renderer::GetTargetHeight();
|
|
it->xfbSource.sourceRc = ConvertEFBRectangle(sourceRc);
|
|
|
|
xfbTexture = it->xfbSource.texture;
|
|
|
|
// Move this Virtual XFB to the front of the list.
|
|
m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
|
|
}
|
|
else
|
|
{
|
|
// Create a new Virtual XFB and place it at the front of the list.
|
|
|
|
glGenTextures(1, &xfbTexture);
|
|
|
|
#if 0// XXX: Some video drivers don't handle glCopyTexImage2D correctly, so use EXT_framebuffer_blit whenever possible.
|
|
if (m_msaaSamples > 1)
|
|
#else
|
|
if (s_bHaveFramebufferBlit)
|
|
#endif
|
|
{
|
|
// In MSAA mode, allocate the texture image here. In non-MSAA mode,
|
|
// the image will be allocated by glCopyTexImage2D (later).
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, m_targetWidth, m_targetHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
}
|
|
|
|
VirtualXFB newVirt;
|
|
|
|
newVirt.xfbAddr = xfbAddr;
|
|
newVirt.xfbWidth = fbWidth;
|
|
newVirt.xfbHeight = fbHeight;
|
|
|
|
newVirt.xfbSource.texture = xfbTexture;
|
|
newVirt.xfbSource.texWidth = m_targetWidth;
|
|
newVirt.xfbSource.texHeight = m_targetHeight;
|
|
newVirt.xfbSource.sourceRc = ConvertEFBRectangle(sourceRc);
|
|
|
|
// Add the new Virtual XFB to the list
|
|
|
|
if ((int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
|
|
{
|
|
// List overflowed; delete the oldest.
|
|
glDeleteTextures(1, &m_virtualXFBList.back().xfbSource.texture);
|
|
m_virtualXFBList.pop_back();
|
|
}
|
|
|
|
m_virtualXFBList.push_front(newVirt);
|
|
}
|
|
|
|
// Copy EFB to XFB texture
|
|
|
|
#if 0
|
|
if (m_msaaSamples <= 1)
|
|
#else
|
|
if (!s_bHaveFramebufferBlit)
|
|
#endif
|
|
{
|
|
// Just copy the EFB directly.
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
|
|
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, m_targetWidth, m_targetHeight, 0);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
}
|
|
else
|
|
{
|
|
// OpenGL cannot copy directly from a multisampled framebuffer, so use
|
|
// EXT_framebuffer_blit.
|
|
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_xfbFramebuffer);
|
|
|
|
// Bind texture.
|
|
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbTexture, 0);
|
|
GL_REPORT_FBO_ERROR();
|
|
|
|
glBlitFramebufferEXT(
|
|
0, 0, m_targetWidth, m_targetHeight,
|
|
0, 0, m_targetWidth, m_targetHeight,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST
|
|
);
|
|
|
|
// Unbind texture.
|
|
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
|
|
|
// Return to EFB.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
|
|
}
|
|
}
|
|
|
|
const XFBSource* FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
|
{
|
|
m_realXFBSource.texWidth = MAX_XFB_WIDTH;
|
|
m_realXFBSource.texHeight = MAX_XFB_HEIGHT;
|
|
|
|
// OpenGL texture coordinates originate at the lower left, which is why
|
|
// sourceRc.top = fbHeight and sourceRc.bottom = 0.
|
|
m_realXFBSource.sourceRc.left = 0;
|
|
m_realXFBSource.sourceRc.top = fbHeight;
|
|
m_realXFBSource.sourceRc.right = fbWidth;
|
|
m_realXFBSource.sourceRc.bottom = 0;
|
|
|
|
if (!m_realXFBSource.texture)
|
|
{
|
|
glGenTextures(1, &m_realXFBSource.texture);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture);
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
}
|
|
|
|
// Decode YUYV data from GameCube RAM
|
|
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
|
|
|
|
return &m_realXFBSource;
|
|
}
|
|
|
|
const XFBSource* FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
|
{
|
|
if (m_virtualXFBList.size() == 0)
|
|
{
|
|
// No Virtual XFBs available.
|
|
return NULL;
|
|
}
|
|
|
|
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
|
|
if (it == m_virtualXFBList.end())
|
|
{
|
|
// Virtual XFB is not in the list, so return the most recently rendered
|
|
// one.
|
|
it = m_virtualXFBList.begin();
|
|
}
|
|
|
|
return &it->xfbSource;
|
|
}
|
|
|
|
void FramebufferManager::SetFramebuffer(GLuint fb)
|
|
{
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : GetEFBFramebuffer());
|
|
}
|
|
|
|
// Apply AA if enabled
|
|
GLuint FramebufferManager::ResolveAndGetRenderTarget(const EFBRectangle &source_rect)
|
|
{
|
|
return GetEFBColorTexture(source_rect);
|
|
}
|
|
|
|
GLuint FramebufferManager::ResolveAndGetDepthTarget(const EFBRectangle &source_rect)
|
|
{
|
|
return GetEFBDepthTexture(source_rect);
|
|
}
|
|
|
|
|