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wine
wine-cw
Commits
23eed88f
Commit
23eed88f
authored
Apr 23, 2014
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 23, 2014
Browse files
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Plain Diff
wined3d: Implement support for per-stage texture stage constants.
This patch is loosely based on an earlier patch by Christian Costa.
parent
ac70dd2c
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
179 additions
and
11 deletions
+179
-11
visual.c
dlls/d3d9/tests/visual.c
+141
-0
glsl_shader.c
dlls/wined3d/glsl_shader.c
+38
-11
No files found.
dlls/d3d9/tests/visual.c
View file @
23eed88f
...
...
@@ -16407,6 +16407,146 @@ static void add_dirty_rect_test(void)
DestroyWindow
(
window
);
}
static
void
test_per_stage_constant
(
void
)
{
IDirect3DDevice9
*
device
;
IDirect3D9
*
d3d
;
D3DCOLOR
color
;
ULONG
refcount
;
D3DCAPS9
caps
;
HWND
window
;
HRESULT
hr
;
static
const
struct
{
struct
vec3
position
;
D3DCOLOR
diffuse
;
}
quad
[]
=
{
{{
-
1
.
0
f
,
-
1
.
0
f
,
0
.
1
f
},
0xffff0000
},
{{
-
1
.
0
f
,
1
.
0
f
,
0
.
1
f
},
0xffff0000
},
{{
1
.
0
f
,
-
1
.
0
f
,
0
.
1
f
},
0xffff0000
},
{{
1
.
0
f
,
1
.
0
f
,
0
.
1
f
},
0xffff0000
},
};
window
=
CreateWindowA
(
"static"
,
"d3d9_test"
,
WS_OVERLAPPEDWINDOW
|
WS_VISIBLE
,
0
,
0
,
640
,
480
,
NULL
,
NULL
,
NULL
,
NULL
);
d3d
=
Direct3DCreate9
(
D3D_SDK_VERSION
);
ok
(
!!
d3d
,
"Failed to create a D3D object.
\n
"
);
if
(
!
(
device
=
create_device
(
d3d
,
window
,
window
,
TRUE
)))
{
skip
(
"Failed to create a D3D device, skipping tests.
\n
"
);
goto
done
;
}
hr
=
IDirect3DDevice9_GetDeviceCaps
(
device
,
&
caps
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get device caps, hr %#x.
\n
"
,
hr
);
if
(
!
(
caps
.
PrimitiveMiscCaps
&
D3DPMISCCAPS_PERSTAGECONSTANT
))
{
skip
(
"Per-stage constants not supported, skipping tests.
\n
"
);
IDirect3DDevice9_Release
(
device
);
goto
done
;
}
hr
=
IDirect3DDevice9_SetFVF
(
device
,
D3DFVF_XYZ
|
D3DFVF_DIFFUSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set FVF, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ALPHABLENDENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_SRCBLEND
,
D3DBLEND_SRCALPHA
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_DESTBLEND
,
D3DBLEND_INVSRCALPHA
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_LIGHTING
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_CONSTANT
,
0x80a1b2c3
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set texture stage state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_COLORARG1
,
D3DTA_CONSTANT
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set texture stage state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_COLOROP
,
D3DTOP_SELECTARG1
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set texture stage state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0x000000ff
,
1
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"Failed to draw, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to end scene, hr %#x.
\n
"
,
hr
);
color
=
getPixelColor
(
device
,
320
,
240
);
ok
(
color_match
(
color
,
0x00a1b2c3
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to present, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_COLORARG1
,
D3DTA_CONSTANT
|
D3DTA_COMPLEMENT
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set texture stage state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0x000000ff
,
1
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"Failed to draw, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to end scene, hr %#x.
\n
"
,
hr
);
color
=
getPixelColor
(
device
,
320
,
240
);
ok
(
color_match
(
color
,
0x005e4d3c
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to present, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_COLORARG1
,
D3DTA_CONSTANT
|
D3DTA_ALPHAREPLICATE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set texture stage state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0x000000ff
,
1
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"Failed to draw, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to end scene, hr %#x.
\n
"
,
hr
);
color
=
getPixelColor
(
device
,
320
,
240
);
ok
(
color_match
(
color
,
0x00808080
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to present, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_ALPHAARG1
,
D3DTA_CONSTANT
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set texture stage state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_ALPHAOP
,
D3DTOP_SELECTARG1
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set texture stage state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_COLORARG1
,
D3DTA_CURRENT
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set texture stage state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0x000000ff
,
1
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"Failed to draw, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to end scene, hr %#x.
\n
"
,
hr
);
color
=
getPixelColor
(
device
,
320
,
240
);
ok
(
color_match
(
color
,
0x0080007f
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to present, hr %#x.
\n
"
,
hr
);
refcount
=
IDirect3DDevice9_Release
(
device
);
ok
(
!
refcount
,
"Device has %u references left.
\n
"
,
refcount
);
done:
IDirect3D9_Release
(
d3d
);
DestroyWindow
(
window
);
}
START_TEST
(
visual
)
{
D3DADAPTER_IDENTIFIER9
identifier
;
...
...
@@ -16513,4 +16653,5 @@ START_TEST(visual)
multisampled_depth_buffer_test
();
resz_test
();
stencil_cull_test
();
test_per_stage_constant
();
}
dlls/wined3d/glsl_shader.c
View file @
23eed88f
...
...
@@ -129,6 +129,7 @@ struct glsl_ps_program
GLint
bumpenv_mat_location
[
MAX_TEXTURES
];
GLint
bumpenv_lum_scale_location
[
MAX_TEXTURES
];
GLint
bumpenv_lum_offset_location
[
MAX_TEXTURES
];
GLint
tss_constant_location
[
MAX_TEXTURES
];
GLint
tex_factor_location
;
GLint
specular_enable_location
;
GLint
ycorrection_location
;
...
...
@@ -868,6 +869,15 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
else
GL_EXTCALL
(
glUniform4fARB
(
prog
->
ps
.
specular_enable_location
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
));
for
(
i
=
0
;
i
<
MAX_TEXTURES
;
++
i
)
{
if
(
prog
->
ps
.
tss_constant_location
[
i
]
==
-
1
)
continue
;
D3DCOLORTOGLFLOAT4
(
state
->
texture_states
[
i
][
WINED3D_TSS_CONSTANT
],
col
);
GL_EXTCALL
(
glUniform4fvARB
(
prog
->
ps
.
tss_constant_location
[
i
],
1
,
col
));
}
checkGLcall
(
"fixed function uniforms"
);
}
...
...
@@ -5083,17 +5093,16 @@ static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buf
break
;
case
WINED3DTA_CONSTANT
:
FIXME
(
"Per-stage constants not implemented.
\n
"
);
switch
(
stage
)
{
case
0
:
ret
=
"const0"
;
break
;
case
1
:
ret
=
"const1"
;
break
;
case
2
:
ret
=
"const2"
;
break
;
case
3
:
ret
=
"const3"
;
break
;
case
4
:
ret
=
"const4"
;
break
;
case
5
:
ret
=
"const5"
;
break
;
case
6
:
ret
=
"const6"
;
break
;
case
7
:
ret
=
"const7"
;
break
;
case
0
:
ret
=
"
tss_
const0"
;
break
;
case
1
:
ret
=
"
tss_
const1"
;
break
;
case
2
:
ret
=
"
tss_
const2"
;
break
;
case
3
:
ret
=
"
tss_
const3"
;
break
;
case
4
:
ret
=
"
tss_
const4"
;
break
;
case
5
:
ret
=
"
tss_
const5"
;
break
;
case
6
:
ret
=
"
tss_
const6"
;
break
;
case
7
:
ret
=
"
tss_
const7"
;
break
;
default:
ret
=
"<invalid constant>"
;
break
;
...
...
@@ -5284,8 +5293,8 @@ static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer *buffer, un
static
GLuint
shader_glsl_generate_ffp_fragment_shader
(
struct
wined3d_shader_buffer
*
buffer
,
const
struct
ffp_frag_settings
*
settings
,
const
struct
wined3d_gl_info
*
gl_info
)
{
BYTE
lum_map
=
0
,
bump_map
=
0
,
tex_map
=
0
,
tss_const_map
=
0
;
BOOL
tempreg_used
=
FALSE
,
tfactor_used
=
FALSE
;
BYTE
lum_map
=
0
,
bump_map
=
0
,
tex_map
=
0
;
const
char
*
final_combiner_src
=
"ret"
;
UINT
lowest_disabled_stage
;
GLhandleARB
shader_obj
;
...
...
@@ -5312,6 +5321,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
tempreg_used
=
TRUE
;
if
(
settings
->
op
[
stage
].
dst
==
tempreg
)
tempreg_used
=
TRUE
;
if
(
arg0
==
WINED3DTA_CONSTANT
||
arg1
==
WINED3DTA_CONSTANT
||
arg2
==
WINED3DTA_CONSTANT
)
tss_const_map
|=
1
<<
stage
;
switch
(
settings
->
op
[
stage
].
cop
)
{
...
...
@@ -5347,6 +5358,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
tfactor_used
=
TRUE
;
if
(
arg0
==
WINED3DTA_TEMP
||
arg1
==
WINED3DTA_TEMP
||
arg2
==
WINED3DTA_TEMP
)
tempreg_used
=
TRUE
;
if
(
arg0
==
WINED3DTA_CONSTANT
||
arg1
==
WINED3DTA_CONSTANT
||
arg2
==
WINED3DTA_CONSTANT
)
tss_const_map
|=
1
<<
stage
;
}
lowest_disabled_stage
=
stage
;
...
...
@@ -5363,6 +5376,9 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
for
(
stage
=
0
;
stage
<
MAX_TEXTURES
;
++
stage
)
{
if
(
tss_const_map
&
(
1
<<
stage
))
shader_addline
(
buffer
,
"uniform vec4 tss_const%u;
\n
"
,
stage
);
if
(
!
(
tex_map
&
(
1
<<
stage
)))
continue
;
...
...
@@ -5723,6 +5739,8 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
ps
->
bumpenv_lum_scale_location
[
i
]
=
GL_EXTCALL
(
glGetUniformLocationARB
(
program_id
,
name
));
snprintf
(
name
,
sizeof
(
name
),
"bumpenv_lum_offset%u"
,
i
);
ps
->
bumpenv_lum_offset_location
[
i
]
=
GL_EXTCALL
(
glGetUniformLocationARB
(
program_id
,
name
));
snprintf
(
name
,
sizeof
(
name
),
"tss_const%u"
,
i
);
ps
->
tss_constant_location
[
i
]
=
GL_EXTCALL
(
glGetUniformLocationARB
(
program_id
,
name
));
}
ps
->
tex_factor_location
=
GL_EXTCALL
(
glGetUniformLocationARB
(
program_id
,
"tex_factor"
));
...
...
@@ -7027,7 +7045,8 @@ static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, s
{
caps
->
wined3d_caps
=
WINED3D_FRAGMENT_CAP_PROJ_CONTROL
|
WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
caps
->
PrimitiveMiscCaps
=
WINED3DPMISCCAPS_TSSARGTEMP
;
caps
->
PrimitiveMiscCaps
=
WINED3DPMISCCAPS_TSSARGTEMP
|
WINED3DPMISCCAPS_PERSTAGECONSTANT
;
caps
->
TextureOpCaps
=
WINED3DTEXOPCAPS_DISABLE
|
WINED3DTEXOPCAPS_SELECTARG1
|
WINED3DTEXOPCAPS_SELECTARG2
...
...
@@ -7253,6 +7272,14 @@ static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
{
STATE_TEXTURESTAGE
(
5
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
{
STATE_TEXTURESTAGE
(
5
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
glsl_fragment_pipe_tex_transform
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
6
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
{
STATE_TEXTURESTAGE
(
6
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
glsl_fragment_pipe_tex_transform
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
7
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
{
STATE_TEXTURESTAGE
(
7
,
WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
),
glsl_fragment_pipe_tex_transform
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
0
,
WINED3D_TSS_CONSTANT
),
{
STATE_TEXTURESTAGE
(
0
,
WINED3D_TSS_CONSTANT
),
glsl_fragment_pipe_invalidate_constants
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
1
,
WINED3D_TSS_CONSTANT
),
{
STATE_TEXTURESTAGE
(
1
,
WINED3D_TSS_CONSTANT
),
glsl_fragment_pipe_invalidate_constants
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
2
,
WINED3D_TSS_CONSTANT
),
{
STATE_TEXTURESTAGE
(
2
,
WINED3D_TSS_CONSTANT
),
glsl_fragment_pipe_invalidate_constants
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
3
,
WINED3D_TSS_CONSTANT
),
{
STATE_TEXTURESTAGE
(
3
,
WINED3D_TSS_CONSTANT
),
glsl_fragment_pipe_invalidate_constants
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
4
,
WINED3D_TSS_CONSTANT
),
{
STATE_TEXTURESTAGE
(
4
,
WINED3D_TSS_CONSTANT
),
glsl_fragment_pipe_invalidate_constants
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
5
,
WINED3D_TSS_CONSTANT
),
{
STATE_TEXTURESTAGE
(
5
,
WINED3D_TSS_CONSTANT
),
glsl_fragment_pipe_invalidate_constants
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
6
,
WINED3D_TSS_CONSTANT
),
{
STATE_TEXTURESTAGE
(
6
,
WINED3D_TSS_CONSTANT
),
glsl_fragment_pipe_invalidate_constants
},
WINED3D_GL_EXT_NONE
},
{
STATE_TEXTURESTAGE
(
7
,
WINED3D_TSS_CONSTANT
),
{
STATE_TEXTURESTAGE
(
7
,
WINED3D_TSS_CONSTANT
),
glsl_fragment_pipe_invalidate_constants
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_SPECULARENABLE
),
{
STATE_RENDER
(
WINED3D_RS_SPECULARENABLE
),
glsl_fragment_pipe_invalidate_constants
},
WINED3D_GL_EXT_NONE
},
{
0
/* Terminate */
,
{
0
,
0
},
WINED3D_GL_EXT_NONE
},
};
...
...
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