
move it to pipe/internal/p_winsys_screen.h and start converting the state trackers to the screen usage
556 lines
16 KiB
C
556 lines
16 KiB
C
/**************************************************************************
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*
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/**
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* @file
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* Copy/blit pixel rect between surfaces
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*
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* @author Brian Paul
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*/
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#include "pipe/p_context.h"
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#include "pipe/p_debug.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_inlines.h"
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#include "pipe/p_shader_tokens.h"
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#include "util/u_blit.h"
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#include "util/u_draw_quad.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_simple_shaders.h"
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#include "cso_cache/cso_context.h"
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struct blit_state
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{
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struct pipe_context *pipe;
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struct cso_context *cso;
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struct pipe_blend_state blend;
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struct pipe_depth_stencil_alpha_state depthstencil;
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struct pipe_rasterizer_state rasterizer;
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struct pipe_sampler_state sampler;
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struct pipe_viewport_state viewport;
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struct pipe_shader_state vert_shader;
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struct pipe_shader_state frag_shader;
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void *vs;
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void *fs;
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struct pipe_buffer *vbuf; /**< quad vertices */
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unsigned vbuf_slot;
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float vertices[4][2][4]; /**< vertex/texcoords for quad */
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};
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/**
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* Create state object for blit.
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* Intended to be created once and re-used for many blit() calls.
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*/
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struct blit_state *
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util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
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{
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struct blit_state *ctx;
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uint i;
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ctx = CALLOC_STRUCT(blit_state);
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if (!ctx)
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return NULL;
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ctx->pipe = pipe;
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ctx->cso = cso;
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/* disabled blending/masking */
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memset(&ctx->blend, 0, sizeof(ctx->blend));
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ctx->blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
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ctx->blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
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ctx->blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
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ctx->blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
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ctx->blend.colormask = PIPE_MASK_RGBA;
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/* no-op depth/stencil/alpha */
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memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
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/* rasterizer */
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memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer));
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ctx->rasterizer.front_winding = PIPE_WINDING_CW;
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ctx->rasterizer.cull_mode = PIPE_WINDING_NONE;
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ctx->rasterizer.bypass_clipping = 1;
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/*ctx->rasterizer.bypass_vs = 1;*/
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ctx->rasterizer.gl_rasterization_rules = 1;
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/* samplers */
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memset(&ctx->sampler, 0, sizeof(ctx->sampler));
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ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
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ctx->sampler.min_img_filter = 0; /* set later */
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ctx->sampler.mag_img_filter = 0; /* set later */
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ctx->sampler.normalized_coords = 1;
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/* viewport (identity, we setup vertices in wincoords) */
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ctx->viewport.scale[0] = 1.0;
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ctx->viewport.scale[1] = 1.0;
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ctx->viewport.scale[2] = 1.0;
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ctx->viewport.scale[3] = 1.0;
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ctx->viewport.translate[0] = 0.0;
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ctx->viewport.translate[1] = 0.0;
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ctx->viewport.translate[2] = 0.0;
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ctx->viewport.translate[3] = 0.0;
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/* vertex shader */
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{
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_GENERIC };
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const uint semantic_indexes[] = { 0, 0 };
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ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
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semantic_indexes,
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&ctx->vert_shader);
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}
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/* fragment shader */
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ctx->fs = util_make_fragment_tex_shader(pipe, &ctx->frag_shader);
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ctx->vbuf = NULL;
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/* init vertex data that doesn't change */
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for (i = 0; i < 4; i++) {
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ctx->vertices[i][0][3] = 1.0f; /* w */
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ctx->vertices[i][1][2] = 0.0f; /* r */
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ctx->vertices[i][1][3] = 1.0f; /* q */
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}
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return ctx;
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}
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/**
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* Destroy a blit context
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*/
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void
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util_destroy_blit(struct blit_state *ctx)
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{
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struct pipe_context *pipe = ctx->pipe;
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pipe->delete_vs_state(pipe, ctx->vs);
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pipe->delete_fs_state(pipe, ctx->fs);
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FREE((void*) ctx->vert_shader.tokens);
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FREE((void*) ctx->frag_shader.tokens);
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pipe_buffer_reference(pipe->screen, &ctx->vbuf, NULL);
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FREE(ctx);
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}
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static unsigned get_next_slot( struct blit_state *ctx )
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{
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const unsigned max_slots = 4096 / sizeof ctx->vertices;
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if (ctx->vbuf_slot >= max_slots)
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util_blit_flush( ctx );
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if (!ctx->vbuf) {
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ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
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32,
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PIPE_BUFFER_USAGE_VERTEX,
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max_slots * sizeof ctx->vertices);
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}
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return ctx->vbuf_slot++ * sizeof ctx->vertices;
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}
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/**
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* Setup vertex data for the textured quad we'll draw.
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* Note: y=0=top
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*/
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static unsigned
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setup_vertex_data(struct blit_state *ctx,
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float x0, float y0, float x1, float y1, float z)
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{
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void *buf;
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unsigned offset;
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ctx->vertices[0][0][0] = x0;
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ctx->vertices[0][0][1] = y0;
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ctx->vertices[0][0][2] = z;
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ctx->vertices[0][1][0] = 0.0f; /*s*/
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ctx->vertices[0][1][1] = 0.0f; /*t*/
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ctx->vertices[1][0][0] = x1;
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ctx->vertices[1][0][1] = y0;
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ctx->vertices[1][0][2] = z;
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ctx->vertices[1][1][0] = 1.0f; /*s*/
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ctx->vertices[1][1][1] = 0.0f; /*t*/
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ctx->vertices[2][0][0] = x1;
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ctx->vertices[2][0][1] = y1;
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ctx->vertices[2][0][2] = z;
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ctx->vertices[2][1][0] = 1.0f;
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ctx->vertices[2][1][1] = 1.0f;
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ctx->vertices[3][0][0] = x0;
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ctx->vertices[3][0][1] = y1;
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ctx->vertices[3][0][2] = z;
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ctx->vertices[3][1][0] = 0.0f;
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ctx->vertices[3][1][1] = 1.0f;
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offset = get_next_slot( ctx );
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buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
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PIPE_BUFFER_USAGE_CPU_WRITE);
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memcpy((char *)buf + offset, ctx->vertices, sizeof(ctx->vertices));
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pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
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return offset;
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}
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/**
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* Setup vertex data for the textured quad we'll draw.
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* Note: y=0=top
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*/
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static unsigned
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setup_vertex_data_tex(struct blit_state *ctx,
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float x0, float y0, float x1, float y1,
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float s0, float t0, float s1, float t1,
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float z)
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{
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void *buf;
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unsigned offset;
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ctx->vertices[0][0][0] = x0;
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ctx->vertices[0][0][1] = y0;
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ctx->vertices[0][0][2] = z;
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ctx->vertices[0][1][0] = s0; /*s*/
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ctx->vertices[0][1][1] = t0; /*t*/
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ctx->vertices[1][0][0] = x1;
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ctx->vertices[1][0][1] = y0;
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ctx->vertices[1][0][2] = z;
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ctx->vertices[1][1][0] = s1; /*s*/
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ctx->vertices[1][1][1] = t0; /*t*/
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ctx->vertices[2][0][0] = x1;
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ctx->vertices[2][0][1] = y1;
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ctx->vertices[2][0][2] = z;
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ctx->vertices[2][1][0] = s1;
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ctx->vertices[2][1][1] = t1;
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ctx->vertices[3][0][0] = x0;
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ctx->vertices[3][0][1] = y1;
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ctx->vertices[3][0][2] = z;
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ctx->vertices[3][1][0] = s0;
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ctx->vertices[3][1][1] = t1;
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offset = get_next_slot( ctx );
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buf = pipe_buffer_map(ctx->pipe->screen, ctx->vbuf,
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PIPE_BUFFER_USAGE_CPU_WRITE);
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memcpy((char *)buf + offset, ctx->vertices, sizeof(ctx->vertices));
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pipe_buffer_unmap(ctx->pipe->screen, ctx->vbuf);
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return offset;
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}
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/**
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* Copy pixel block from src surface to dst surface.
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* Overlapping regions are acceptable.
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* XXX need some control over blitting Z and/or stencil.
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*/
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void
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util_blit_pixels(struct blit_state *ctx,
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struct pipe_surface *src,
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int srcX0, int srcY0,
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int srcX1, int srcY1,
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struct pipe_surface *dst,
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int dstX0, int dstY0,
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int dstX1, int dstY1,
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float z, uint filter)
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{
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struct pipe_context *pipe = ctx->pipe;
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struct pipe_screen *screen = pipe->screen;
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struct pipe_texture texTemp, *tex;
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struct pipe_surface *texSurf;
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struct pipe_framebuffer_state fb;
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const int srcW = abs(srcX1 - srcX0);
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const int srcH = abs(srcY1 - srcY0);
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const int srcLeft = MIN2(srcX0, srcX1);
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const int srcTop = MIN2(srcY0, srcY1);
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unsigned offset;
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assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
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filter == PIPE_TEX_MIPFILTER_LINEAR);
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if (srcLeft != srcX0) {
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/* left-right flip */
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int tmp = dstX0;
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dstX0 = dstX1;
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dstX1 = tmp;
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}
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if (srcTop != srcY0) {
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/* up-down flip */
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int tmp = dstY0;
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dstY0 = dstY1;
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dstY1 = tmp;
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}
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assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
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PIPE_TEXTURE_USAGE_SAMPLER, 0));
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assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
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PIPE_TEXTURE_USAGE_SAMPLER, 0));
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if(dst->format == src->format && (dstX1 - dstX0) == srcW && (dstY1 - dstY0) == srcH) {
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/* FIXME: this will most surely fail for overlapping rectangles */
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pipe->surface_copy(pipe, FALSE,
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dst, dstX0, dstY0, /* dest */
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src, srcX0, srcY0, /* src */
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srcW, srcH); /* size */
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return;
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}
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assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
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PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
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/*
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* XXX for now we're always creating a temporary texture.
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* Strictly speaking that's not always needed.
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*/
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/* create temp texture */
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memset(&texTemp, 0, sizeof(texTemp));
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texTemp.target = PIPE_TEXTURE_2D;
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texTemp.format = src->format;
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texTemp.last_level = 0;
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texTemp.width[0] = srcW;
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texTemp.height[0] = srcH;
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texTemp.depth[0] = 1;
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texTemp.compressed = 0;
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pf_get_block(src->format, &texTemp.block);
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tex = screen->texture_create(screen, &texTemp);
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if (!tex)
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return;
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texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
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PIPE_BUFFER_USAGE_GPU_WRITE);
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/* load temp texture */
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pipe->surface_copy(pipe, FALSE,
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texSurf, 0, 0, /* dest */
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src, srcLeft, srcTop, /* src */
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srcW, srcH); /* size */
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/* free the surface, update the texture if necessary.
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*/
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screen->tex_surface_release(screen, &texSurf);
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/* save state (restored below) */
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cso_save_blend(ctx->cso);
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cso_save_depth_stencil_alpha(ctx->cso);
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cso_save_rasterizer(ctx->cso);
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cso_save_samplers(ctx->cso);
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cso_save_sampler_textures(ctx->cso);
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cso_save_framebuffer(ctx->cso);
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cso_save_fragment_shader(ctx->cso);
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cso_save_vertex_shader(ctx->cso);
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cso_save_viewport(ctx->cso);
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/* set misc state we care about */
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cso_set_blend(ctx->cso, &ctx->blend);
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cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
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cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
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cso_set_viewport(ctx->cso, &ctx->viewport);
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/* sampler */
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ctx->sampler.min_img_filter = filter;
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ctx->sampler.mag_img_filter = filter;
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cso_single_sampler(ctx->cso, 0, &ctx->sampler);
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cso_single_sampler_done(ctx->cso);
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/* texture */
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cso_set_sampler_textures(ctx->cso, 1, &tex);
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/* shaders */
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cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
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cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
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/* drawing dest */
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memset(&fb, 0, sizeof(fb));
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fb.width = dst->width;
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fb.height = dst->height;
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fb.nr_cbufs = 1;
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fb.cbufs[0] = dst;
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cso_set_framebuffer(ctx->cso, &fb);
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/* draw quad */
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offset = setup_vertex_data(ctx,
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(float) dstX0, (float) dstY0,
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(float) dstX1, (float) dstY1, z);
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util_draw_vertex_buffer(ctx->pipe, ctx->vbuf, offset,
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PIPE_PRIM_TRIANGLE_FAN,
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4, /* verts */
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2); /* attribs/vert */
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/* restore state we changed */
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cso_restore_blend(ctx->cso);
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cso_restore_depth_stencil_alpha(ctx->cso);
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cso_restore_rasterizer(ctx->cso);
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cso_restore_samplers(ctx->cso);
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cso_restore_sampler_textures(ctx->cso);
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cso_restore_framebuffer(ctx->cso);
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cso_restore_fragment_shader(ctx->cso);
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cso_restore_vertex_shader(ctx->cso);
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cso_restore_viewport(ctx->cso);
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screen->texture_release(screen, &tex);
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}
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/* Release vertex buffer at end of frame to avoid synchronous
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* rendering.
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*/
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void util_blit_flush( struct blit_state *ctx )
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{
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pipe_buffer_reference(ctx->pipe->screen, &ctx->vbuf, NULL);
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ctx->vbuf_slot = 0;
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}
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/**
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* Copy pixel block from src texture to dst surface.
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* Overlapping regions are acceptable.
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*
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* XXX Should support selection of level.
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* XXX need some control over blitting Z and/or stencil.
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*/
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void
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util_blit_pixels_tex(struct blit_state *ctx,
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struct pipe_texture *tex,
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int srcX0, int srcY0,
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int srcX1, int srcY1,
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struct pipe_surface *dst,
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int dstX0, int dstY0,
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int dstX1, int dstY1,
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float z, uint filter)
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{
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struct pipe_context *pipe = ctx->pipe;
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struct pipe_screen *screen = pipe->screen;
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struct pipe_framebuffer_state fb;
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float s0, t0, s1, t1;
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unsigned offset;
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assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
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filter == PIPE_TEX_MIPFILTER_LINEAR);
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assert(tex->width[0] != 0);
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assert(tex->height[0] != 0);
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s0 = srcX0 / (float)tex->width[0];
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s1 = srcX1 / (float)tex->width[0];
|
|
t0 = srcY0 / (float)tex->height[0];
|
|
t1 = srcY1 / (float)tex->height[0];
|
|
|
|
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
|
|
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
|
|
|
|
/* save state (restored below) */
|
|
cso_save_blend(ctx->cso);
|
|
cso_save_depth_stencil_alpha(ctx->cso);
|
|
cso_save_rasterizer(ctx->cso);
|
|
cso_save_samplers(ctx->cso);
|
|
cso_save_sampler_textures(ctx->cso);
|
|
cso_save_framebuffer(ctx->cso);
|
|
cso_save_fragment_shader(ctx->cso);
|
|
cso_save_vertex_shader(ctx->cso);
|
|
cso_save_viewport(ctx->cso);
|
|
|
|
/* set misc state we care about */
|
|
cso_set_blend(ctx->cso, &ctx->blend);
|
|
cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
|
|
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
|
|
cso_set_viewport(ctx->cso, &ctx->viewport);
|
|
|
|
/* sampler */
|
|
ctx->sampler.min_img_filter = filter;
|
|
ctx->sampler.mag_img_filter = filter;
|
|
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
|
|
cso_single_sampler_done(ctx->cso);
|
|
|
|
/* texture */
|
|
cso_set_sampler_textures(ctx->cso, 1, &tex);
|
|
|
|
/* shaders */
|
|
cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
|
|
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
|
|
|
|
/* drawing dest */
|
|
memset(&fb, 0, sizeof(fb));
|
|
fb.width = dst->width;
|
|
fb.height = dst->height;
|
|
fb.nr_cbufs = 1;
|
|
fb.cbufs[0] = dst;
|
|
cso_set_framebuffer(ctx->cso, &fb);
|
|
|
|
/* draw quad */
|
|
offset = setup_vertex_data_tex(ctx,
|
|
(float) dstX0, (float) dstY0,
|
|
(float) dstX1, (float) dstY1,
|
|
s0, t0, s1, t1,
|
|
z);
|
|
|
|
util_draw_vertex_buffer(ctx->pipe,
|
|
ctx->vbuf, offset,
|
|
PIPE_PRIM_TRIANGLE_FAN,
|
|
4, /* verts */
|
|
2); /* attribs/vert */
|
|
|
|
/* restore state we changed */
|
|
cso_restore_blend(ctx->cso);
|
|
cso_restore_depth_stencil_alpha(ctx->cso);
|
|
cso_restore_rasterizer(ctx->cso);
|
|
cso_restore_samplers(ctx->cso);
|
|
cso_restore_sampler_textures(ctx->cso);
|
|
cso_restore_framebuffer(ctx->cso);
|
|
cso_restore_fragment_shader(ctx->cso);
|
|
cso_restore_vertex_shader(ctx->cso);
|
|
cso_restore_viewport(ctx->cso);
|
|
}
|