Commit 8534f791 authored by Jason Edmeades's avatar Jason Edmeades Committed by Alexandre Julliard

- Move texture loading into PreLoad for 2D textures (needs doing for

the others as well), and call when needed as well. - Change D3DFMT_R5G6B5 handling to make backdrop of Max Payne appear. - Add code to reject attempts to use invalid texture units (Max Payne did this a lot). - ValidateDevice fixme silenced as harmless but occurs frequently. - Add trace which can be compiled in to debug vertex shaders, and correct fixmes and dprintf's into appropriate trace statements. - Ensure we trace what we return when querying the device caps. - Correct bug with negative numbers in vertex shader code.
parent bf01f050
......@@ -1104,5 +1104,9 @@ extern DWORD WINAPI IDirect3DPixelShaderImpl_GetVersion(IDirect3DPixelShaderImpl
* to see how not defined it here
*/
void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage);
SHORT bytesPerPixel(D3DFORMAT fmt);
GLint fmt2glintFmt(D3DFORMAT fmt);
GLenum fmt2glFmt(D3DFORMAT fmt);
DWORD fmt2glType(D3DFORMAT fmt);
#endif /* __WINE_D3DX8_PRIVATE_H */
......@@ -907,7 +907,7 @@ GLenum fmt2glFmt(D3DFORMAT fmt) {
case D3DFMT_A8R8G8B8: retVal = GL_BGRA; break;
case D3DFMT_X8R8G8B8: retVal = GL_BGRA; break;
case D3DFMT_R8G8B8: retVal = GL_BGR; break;
case D3DFMT_R5G6B5: retVal = GL_BGR; break;
case D3DFMT_R5G6B5: retVal = GL_RGB; break;
case D3DFMT_A1R5G5B5: retVal = GL_BGRA; break;
default:
FIXME("Unhandled fmt %d\n", fmt);
......@@ -3117,6 +3117,12 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
oldTxt = This->UpdateStateBlock->textures[Stage];
TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
/* Reject invalid texture units */
if (Stage >= This->TextureUnits) {
TRACE("Attempt to access invalid texture rejected\n");
return D3DERR_INVALIDCALL;
}
This->UpdateStateBlock->Set.textures[Stage] = TRUE;
This->UpdateStateBlock->Changed.textures[Stage] = TRUE;
This->UpdateStateBlock->textures[Stage] = pTexture;
......@@ -3152,7 +3158,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
if (textureType == D3DRTYPE_TEXTURE) {
IDirect3DTexture8Impl *pTexture2 = (IDirect3DTexture8Impl *) pTexture;
int i;
if ((void *)oldTxt == (void *)pTexture2 && pTexture2->Dirty == FALSE) {
TRACE("Skipping setting texture as old == new\n");
......@@ -3163,53 +3168,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
TRACE("Standard 2d texture\n");
This->UpdateStateBlock->textureDimensions[Stage] = GL_TEXTURE_2D;
for (i=0; i<pTexture2->levels; i++)
{
if (i==0 && pTexture2->surfaces[i]->textureName != 0 && pTexture2->Dirty == FALSE) {
glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p (level %d) given name %d\n", pTexture2->surfaces[i], i, pTexture2->surfaces[i]->textureName);
/* No need to walk through all mip-map levels, since already all assigned */
i = pTexture2->levels;
} else {
if (i==0) {
if (pTexture2->surfaces[i]->textureName == 0) {
glGenTextures(1, &pTexture2->surfaces[i]->textureName);
checkGLcall("glGenTextures");
TRACE("Texture %p (level %d) given name %d\n", pTexture2->surfaces[i], i, pTexture2->surfaces[i]->textureName);
}
glBindTexture(GL_TEXTURE_2D, pTexture2->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", pTexture2->levels-1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pTexture2->levels-1);
checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pTexture2->levels)");
}
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%lx, Mem=%p\n",
GL_TEXTURE_2D, i, fmt2glintFmt(pTexture2->format), pTexture2->surfaces[i]->myDesc.Width,
pTexture2->surfaces[i]->myDesc.Height, 0, fmt2glFmt(pTexture2->format),fmt2glType(pTexture2->format),
pTexture2->surfaces[i]->allocatedMemory);
glTexImage2D(GL_TEXTURE_2D, i,
fmt2glintFmt(pTexture2->format),
pTexture2->surfaces[i]->myDesc.Width,
pTexture2->surfaces[i]->myDesc.Height,
0,
fmt2glFmt(pTexture2->format),
fmt2glType(pTexture2->format),
pTexture2->surfaces[i]->allocatedMemory
);
checkGLcall("glTexImage2D");
/* Removed glTexParameterf now TextureStageStates are initialized at startup */
pTexture2->Dirty = FALSE;
}
}
/* Load up the texture now */
IDirect3DTexture8Impl_PreLoad((LPDIRECT3DTEXTURE8)pTexture);
}
} else if (textureType == D3DRTYPE_VOLUMETEXTURE) {
IDirect3DVolumeTexture8Impl *pTexture2 = (IDirect3DVolumeTexture8Impl *) pTexture;
......@@ -3301,6 +3261,12 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
TRACE("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value);
/* Reject invalid texture units */
if (Stage >= This->TextureUnits) {
TRACE("Attempt to access invalid texture rejected\n");
return D3DERR_INVALIDCALL;
}
This->UpdateStateBlock->Changed.texture_state[Stage][Type] = TRUE;
This->UpdateStateBlock->Set.texture_state[Stage][Type] = TRUE;
This->UpdateStateBlock->texture_state[Stage][Type] = Value;
......@@ -3715,7 +3681,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
}
HRESULT WINAPI IDirect3DDevice8Impl_ValidateDevice(LPDIRECT3DDEVICE8 iface, DWORD* pNumPasses) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
TRACE("(%p) : stub\n", This); /* FIXME: Needs doing, but called often and is harmless */
return D3D_OK;
}
HRESULT WINAPI IDirect3DDevice8Impl_GetInfo(LPDIRECT3DDEVICE8 iface, DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
......@@ -3933,7 +3900,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
ICOM_THIS(IDirect3DDevice8Impl,iface);
if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
/*ERR("(%p) : SetVertexShaderConstant C[%lu] invalid\n", This, Register);*/
ERR("(%p) : SetVertexShaderConstant C[%lu] invalid\n", This, Register);
return D3DERR_INVALIDCALL;
}
if (NULL == pConstantData) {
......@@ -3942,14 +3909,14 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
if (ConstantCount > 1) {
FLOAT* f = (FLOAT*)pConstantData;
UINT i;
FIXME("(%p) : SetVertexShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1);
TRACE("(%p) : SetVertexShaderConstant C[%lu..%lu]=\n", This, Register, Register + ConstantCount - 1);
for (i = 0; i < ConstantCount; ++i) {
DPRINTF("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
TRACE("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
f += 4;
}
} else {
FLOAT* f = (FLOAT*)pConstantData;
FIXME("(%p) : SetVertexShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
TRACE("(%p) : SetVertexShaderConstant, C[%lu]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
}
This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
memcpy(&This->UpdateStateBlock->vertexShaderConstant[Register], pConstantData, ConstantCount * 4 * sizeof(FLOAT));
......@@ -3958,6 +3925,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEVICE8
HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEVICE8 iface, DWORD Register, void* pConstantData, DWORD ConstantCount) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
TRACE("(%p) : C[%lu] count=%ld\n", This, Register, ConstantCount);
if (Register + ConstantCount > D3D8_VSHADER_MAX_CONSTANTS) {
return D3DERR_INVALIDCALL;
}
......
......@@ -373,17 +373,17 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps (LPDIRECT3D8 iface,
GLint gl_max;
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
TRACE("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max);
pCaps->MaxTextureBlendStages = min(8, gl_max);
pCaps->MaxSimultaneousTextures = min(8, gl_max);
TRACE("GLCaps: GL_MAX_TEXTURE_UNITS_ARB=%ld\n", pCaps->MaxTextureBlendStages);
glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
pCaps->MaxUserClipPlanes = min(MAX_CLIPPLANES, gl_max);
TRACE("GLCaps: GL_MAX_CLIP_PLANES=%d\n", gl_max);
TRACE("GLCaps: GL_MAX_CLIP_PLANES=%ld\n", pCaps->MaxUserClipPlanes);
glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
pCaps->MaxActiveLights = min(MAX_ACTIVE_LIGHTS, gl_max);
TRACE("GLCaps: GL_MAX_LIGHTS=%d\n", gl_max);
TRACE("GLCaps: GL_MAX_LIGHTS=%ld\n", pCaps->MaxActiveLights);
}
pCaps->VertexProcessingCaps = D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_TEXGEN;
......
......@@ -32,6 +32,16 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* Shader debugging - Change the following line to enable debugging of software
vertex shaders */
#if 0
# define VSTRACE(A) TRACE A
# define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
#else
# define VSTRACE(A)
# define TRACE_VECTOR(name)
#endif
/**
* DirectX9 SDK download
* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
......@@ -82,19 +92,20 @@ void vshader_add(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->y = s0->y + s1->y;
d->z = s0->z + s1->z;
d->w = s0->w + s1->w;
VSTRACE(("executing add: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_dp3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z;
VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_dp4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w;
/*
DPRINTF("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w);
*/
VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
......@@ -102,11 +113,8 @@ void vshader_dst(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->y = s0->y * s1->y;
d->z = s0->z;
d->w = s1->w;
/*
DPRINTF("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w);
*/
VSTRACE(("executing dst: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
......@@ -119,11 +127,8 @@ void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->y = s0->w - tmp_f;
d->z = *((float*) &tmp_d);
d->w = 1.0f;
/*
DPRINTF("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w);
*/
VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
......@@ -131,16 +136,15 @@ void vshader_lit(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->y = (0.0f < s0->x) ? s0->x : 0.0f;
d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f;
d->w = 1.0f;
/*
DPRINTF("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w);
*/
VSTRACE(("executing lit: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_logp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
float tmp_f = fabsf(s0->w);
d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D3DSHADERVECTOR* s2) {
......@@ -148,6 +152,8 @@ void vshader_mad(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1, D
d->y = s0->y * s1->y + s2->y;
d->z = s0->z * s1->z + s2->z;
d->w = s0->w * s1->w + s2->w;
VSTRACE(("executing mad: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) s2=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w));
}
void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
......@@ -155,6 +161,8 @@ void vshader_max(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->y = (s0->y >= s1->y) ? s0->y : s1->y;
d->z = (s0->z >= s1->z) ? s0->z : s1->z;
d->w = (s0->w >= s1->w) ? s0->w : s1->w;
VSTRACE(("executing max: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
......@@ -162,6 +170,8 @@ void vshader_min(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->y = (s0->y < s1->y) ? s0->y : s1->y;
d->z = (s0->z < s1->z) ? s0->z : s1->z;
d->w = (s0->w < s1->w) ? s0->w : s1->w;
VSTRACE(("executing min: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
......@@ -169,11 +179,8 @@ void vshader_mov(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->y = s0->y;
d->z = s0->z;
d->w = s0->w;
/*
DPRINTF("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w);
*/
VSTRACE(("executing mov: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
......@@ -181,11 +188,8 @@ void vshader_mul(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->y = s0->y * s1->y;
d->z = s0->z * s1->z;
d->w = s0->w * s1->w;
/*
DPRINTF("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w);
*/
VSTRACE(("executing mul: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_nop(void) {
......@@ -194,11 +198,15 @@ void vshader_nop(void) {
void vshader_rcp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE : 1.0f / s0->w;
VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_rsq(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
float tmp_f = fabsf(s0->w);
d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f);
VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
......@@ -206,6 +214,8 @@ void vshader_sge(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->y = (s0->y >= s1->y) ? 1.0f : 0.0f;
d->z = (s0->z >= s1->z) ? 1.0f : 0.0f;
d->w = (s0->w >= s1->w) ? 1.0f : 0.0f;
VSTRACE(("executing sge: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
......@@ -213,6 +223,8 @@ void vshader_slt(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->y = (s0->y < s1->y) ? 1.0f : 0.0f;
d->z = (s0->z < s1->z) ? 1.0f : 0.0f;
d->w = (s0->w < s1->w) ? 1.0f : 0.0f;
VSTRACE(("executing slt: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
......@@ -220,6 +232,8 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
d->y = s0->y - s1->y;
d->z = s0->z - s1->z;
d->w = s0->w - s1->w;
VSTRACE(("executing sub: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w));
}
/**
......@@ -228,11 +242,15 @@ void vshader_sub(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DSHADERVECTOR* s1) {
void vshader_exp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->x = d->y = d->z = d->w = powf(2.0f, s0->w);
VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_log(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
float tmp_f = fabsf(s0->w);
d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE;
VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
......@@ -240,6 +258,8 @@ void vshader_frc(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
d->y = s0->y - floorf(s0->y);
d->z = 0.0f;
d->w = 1.0f;
VSTRACE(("executing frc: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n",
s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w));
}
typedef FLOAT D3DMATRIX44[4][4];
......@@ -263,30 +283,43 @@ void vshader_m4x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, /*D3DSHADERVECTOR* ma
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z + mat[3][3] * s0->w;
VSTRACE(("executing m4x4(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
VSTRACE(("executing m4x4(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
VSTRACE(("executing m4x4(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
VSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], mat[3][3], s0->w, d->w));
}
void vshader_m4x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX43 mat) {
FIXME("check\n");
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w;
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w;
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w;
d->w = 1.0f;
VSTRACE(("executing m4x3(1): mat=(%f, %f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], mat[0][3], s0->x, d->x));
VSTRACE(("executing m4x3(2): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], mat[1][3], s0->y, d->y));
VSTRACE(("executing m4x3(3): mat=(%f, %f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], mat[2][3], s0->z, d->z));
VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w));
}
void vshader_m3x4(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX34 mat) {
FIXME("check\n");
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z;
d->y = mat[2][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z;
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
VSTRACE(("executing m3x4(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
VSTRACE(("executing m3x4(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
VSTRACE(("executing m3x4(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w));
}
void vshader_m3x3(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX33 mat) {
FIXME("check\n");
d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[2][2] * s0->z;
d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[2][2] * s0->z;
d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z;
d->w = 1.0f;
VSTRACE(("executing m3x3(1): mat=(%f, %f, %f) s0=(%f) d=(%f) \n", mat[0][0], mat[0][1], mat[0][2], s0->x, d->x));
VSTRACE(("executing m3x3(2): mat=(%f, %f, %f) (%f) (%f) \n", mat[1][0], mat[1][1], mat[1][2], s0->y, d->y));
VSTRACE(("executing m3x3(3): mat=(%f, %f, %f) X (%f) = (%f) \n", mat[2][0], mat[2][1], mat[2][2], s0->z, d->z));
VSTRACE(("executing m3x3(4): (%f) \n", d->w));
}
void vshader_m3x2(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0, D3DMATRIX32 mat) {
......@@ -336,7 +369,7 @@ static CONST SHADER_OPCODE vshader_ins [] = {
{D3DSIO_M3x4, "m3x4", 3, vshader_m3x4},
{D3DSIO_M3x3, "m3x3", 3, vshader_m3x3},
{D3DSIO_M3x2, "m3x2", 3, vshader_m3x2},
/** FIXME: use direct acces so add the others opcodes as stubs */
/** FIXME: use direct access so add the others opcodes as stubs */
{D3DSIO_EXPP, "expp", 2, vshader_expp},
{D3DSIO_LOGP, "logp", 2, vshader_logp},
......@@ -363,29 +396,29 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
DWORD reg = param & 0x00001FFF;
DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) DPRINTF("-");
if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) TRACE("-");
switch (regtype << D3DSP_REGTYPE_SHIFT) {
case D3DSPR_TEMP:
DPRINTF("R[%lu]", reg);
TRACE("R[%lu]", reg);
break;
case D3DSPR_INPUT:
DPRINTF("V[%lu]", reg);
TRACE("V[%lu]", reg);
break;
case D3DSPR_CONST:
DPRINTF("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
TRACE("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
break;
case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
DPRINTF("a[%lu]", reg);
TRACE("a[%lu]", reg);
break;
case D3DSPR_RASTOUT:
DPRINTF("%s", rastout_reg_names[reg]);
TRACE("%s", rastout_reg_names[reg]);
break;
case D3DSPR_ATTROUT:
DPRINTF("oD[%lu]", reg);
TRACE("oD[%lu]", reg);
break;
case D3DSPR_TEXCRDOUT:
DPRINTF("oT[%lu]", reg);
TRACE("oT[%lu]", reg);
break;
default:
break;
......@@ -394,10 +427,10 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
if (!input) {
/** operand output */
if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
if (param & D3DSP_WRITEMASK_0) DPRINTF(".x");
if (param & D3DSP_WRITEMASK_1) DPRINTF(".y");
if (param & D3DSP_WRITEMASK_2) DPRINTF(".z");
if (param & D3DSP_WRITEMASK_3) DPRINTF(".w");
if (param & D3DSP_WRITEMASK_0) TRACE(".x");
if (param & D3DSP_WRITEMASK_1) TRACE(".y");
if (param & D3DSP_WRITEMASK_2) TRACE(".z");
if (param & D3DSP_WRITEMASK_3) TRACE(".w");
}
} else {
/** operand input */
......@@ -414,9 +447,9 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
if (swizzle_x == swizzle_y &&
swizzle_x == swizzle_z &&
swizzle_x == swizzle_w) {
DPRINTF(".%c", swizzle_reg_chars[swizzle_x]);
TRACE(".%c", swizzle_reg_chars[swizzle_x]);
} else {
DPRINTF(".%c%c%c%c",
TRACE(".%c%c%c%c",
swizzle_reg_chars[swizzle_x],
swizzle_reg_chars[swizzle_y],
swizzle_reg_chars[swizzle_z],
......@@ -446,7 +479,7 @@ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderI
if (NULL != pToken) {
while (D3DVS_END() != *pToken) {
if (vshader_is_version_token(*pToken)) { /** version */
DPRINTF("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
TRACE("vs.%lu.%lu\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
++pToken;
++len;
continue;
......@@ -454,7 +487,7 @@ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderI
if (vshader_is_comment_token(*pToken)) { /** comment */
DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
++pToken;
/*DPRINTF("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
/*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
pToken += comment_len;
len += comment_len + 1;
continue;
......@@ -465,24 +498,24 @@ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderI
if (NULL == curOpcode) {
/* unkown current opcode ... */
while (*pToken & 0x80000000) {
DPRINTF("unrecognized opcode: %08lx\n", *pToken);
TRACE("unrecognized opcode: %08lx\n", *pToken);
++pToken;
++len;
}
} else {
DPRINTF("%s ", curOpcode->name);
TRACE("%s ", curOpcode->name);
if (curOpcode->num_params > 0) {
vshader_program_dump_param(*pToken, 0);
++pToken;
++len;
for (i = 1; i < curOpcode->num_params; ++i) {
DPRINTF(", ");
TRACE(", ");
vshader_program_dump_param(*pToken, 1);
++pToken;
++len;
}
}
DPRINTF("\n");
TRACE("\n");
}
}
vshader->functionLength = (len + 1) * sizeof(DWORD);
......@@ -528,8 +561,6 @@ BOOL IDirect3DVertexShaderImpl_ExecuteHAL(IDirect3DVertexShaderImpl* vshader, VS
return TRUE;
}
#define TRACE_VECTOR(name) DPRINTF( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vshader, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output) {
/** Vertex Shader Temporary Registers */
D3DSHADERVECTOR R[12];
......@@ -550,13 +581,13 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
memset(R, 0, 12 * sizeof(D3DSHADERVECTOR));
/* vshader_program_parse(vshader); */
/*
#if 0
TRACE_VECTOR(vshader->data->C[0]);
TRACE_VECTOR(vshader->data->C[1]);
TRACE_VECTOR(vshader->data->C[2]);
TRACE_VECTOR(vshader->data->C[3]);
TRACE_VECTOR(vshader->data->C[4]);
TRACE_VECTOR(vshader->data->C[5]);
TRACE_VECTOR(vshader->data->C[7]);
TRACE_VECTOR(input->V[D3DVSDE_POSITION]);
TRACE_VECTOR(input->V[D3DVSDE_BLENDWEIGHT]);
TRACE_VECTOR(input->V[D3DVSDE_BLENDINDICES]);
......@@ -566,7 +597,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
TRACE_VECTOR(input->V[D3DVSDE_SPECULAR]);
TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD0]);
TRACE_VECTOR(input->V[D3DVSDE_TEXCOORD1]);
*/
#endif
/* the first dword is the version tag */
/* TODO: parse it */
......@@ -588,29 +619,29 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
/* unkown current opcode ... */
while (*pToken & 0x80000000) {
if (i == 0) {
DPRINTF("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
}
DPRINTF("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
vshader_program_dump_param(*pToken, i);
DPRINTF("\n");
TRACE("\n");
++i;
++pToken;
}
/*return FALSE;*/
} else {
if (curOpcode->num_params > 0) {
/*DPRINTF(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
/*TRACE(">> execting opcode: pos=%d opcode_name=%s token=%08lX\n", pToken - vshader->function, curOpcode->name, *pToken);*/
for (i = 0; i < curOpcode->num_params; ++i) {
DWORD reg = pToken[i] & 0x00001FFF;
DWORD regtype = ((pToken[i] & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
switch (regtype << D3DSP_REGTYPE_SHIFT) {
case D3DSPR_TEMP:
/*DPRINTF("p[%d]=R[%d]\n", i, reg);*/
/*TRACE("p[%d]=R[%d]\n", i, reg);*/
p[i] = &R[reg];
break;
case D3DSPR_INPUT:
/*DPRINTF("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
/*TRACE("p[%d]=V[%s]\n", i, VertexShaderDeclRegister[reg]);*/
p[i] = &input->V[reg];
break;
case D3DSPR_CONST:
......@@ -625,7 +656,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
ERR("cannot handle address registers != a0, forcing use of a0\n");
reg = 0;
}
/*DPRINTF("p[%d]=A[%d]\n", i, reg);*/
/*TRACE("p[%d]=A[%d]\n", i, reg);*/
p[i] = &A[reg];
break;
case D3DSPR_RASTOUT:
......@@ -642,11 +673,11 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
}
break;
case D3DSPR_ATTROUT:
/*DPRINTF("p[%d]=oD[%d]\n", i, reg);*/
/*TRACE("p[%d]=oD[%d]\n", i, reg);*/
p[i] = &output->oD[reg];
break;
case D3DSPR_TEXCRDOUT:
/*DPRINTF("p[%d]=oT[%d]\n", i, reg);*/
/*TRACE("p[%d]=oT[%d]\n", i, reg);*/
p[i] = &output->oT[reg];
break;
default:
......@@ -655,17 +686,17 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
if (i > 0) { /* input reg */
DWORD swizzle = (pToken[i] & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
UINT isNegative = ((*pToken & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
UINT isNegative = ((pToken[i] & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG);
if (!isNegative && (D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) {
/*DPRINTF("p[%d] not swizzled\n", i);*/
/*TRACE("p[%d] not swizzled\n", i);*/
p_send[i] = p[i];
} else {
DWORD swizzle_x = swizzle & 0x03;
DWORD swizzle_y = (swizzle >> 2) & 0x03;
DWORD swizzle_z = (swizzle >> 4) & 0x03;
DWORD swizzle_w = (swizzle >> 6) & 0x03;
/*DPRINTF("p[%d] swizzled\n", i);*/
/*TRACE("p[%d] swizzled\n", i);*/
float* tt = (float*) p[i];
s[i].x = (isNegative) ? -tt[swizzle_x] : tt[swizzle_x];
s[i].y = (isNegative) ? -tt[swizzle_y] : tt[swizzle_y];
......@@ -714,7 +745,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
}
/*
#if 0
TRACE_VECTOR(output->oPos);
TRACE_VECTOR(output->oD[0]);
TRACE_VECTOR(output->oD[1]);
......@@ -725,11 +756,26 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
TRACE_VECTOR(R[2]);
TRACE_VECTOR(R[3]);
TRACE_VECTOR(R[4]);
*/
TRACE_VECTOR(R[5]);
#endif
/* to next opcode token */
pToken += curOpcode->num_params;
}
#if 0
TRACE_VECTOR(output->oPos);
TRACE_VECTOR(output->oD[0]);
TRACE_VECTOR(output->oD[1]);
TRACE_VECTOR(output->oT[0]);
TRACE_VECTOR(output->oT[1]);
TRACE_VECTOR(R[0]);
TRACE_VECTOR(R[1]);
TRACE_VECTOR(R[2]);
TRACE_VECTOR(R[3]);
TRACE_VECTOR(R[4]);
TRACE_VECTOR(R[5]);
#endif
}
return D3D_OK;
}
......
......@@ -105,8 +105,56 @@ DWORD WINAPI IDirect3DTexture8Impl_GetPriority(LPDIRECT3DTEXTURE8 ifac
FIXME("(%p) : stub\n", This); return D3D_OK;
}
void WINAPI IDirect3DTexture8Impl_PreLoad(LPDIRECT3DTEXTURE8 iface) {
int i;
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This);
TRACE("(%p) : About to load texture\n", This);
for (i=0; i<This->levels; i++)
{
if (i==0 && This->surfaces[i]->textureName != 0 && This->Dirty == FALSE) {
glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName);
/* No need to walk through all mip-map levels, since already all assigned */
i = This->levels;
} else {
if (i==0) {
if (This->surfaces[i]->textureName == 0) {
glGenTextures(1, &This->surfaces[i]->textureName);
checkGLcall("glGenTextures");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName);
}
glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels-1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels-1);
checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels)");
}
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%lx, Mem=%p\n",
GL_TEXTURE_2D, i, fmt2glintFmt(This->format), This->surfaces[i]->myDesc.Width,
This->surfaces[i]->myDesc.Height, 0, fmt2glFmt(This->format),fmt2glType(This->format),
This->surfaces[i]->allocatedMemory);
glTexImage2D(GL_TEXTURE_2D, i,
fmt2glintFmt(This->format),
This->surfaces[i]->myDesc.Width,
This->surfaces[i]->myDesc.Height,
0,
fmt2glFmt(This->format),
fmt2glType(This->format),
This->surfaces[i]->allocatedMemory
);
checkGLcall("glTexImage2D");
/* Removed glTexParameterf now TextureStageStates are initialized at startup */
This->Dirty = FALSE;
}
}
return;
}
D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
......
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