Commit 8c158c1e authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

ddraw/tests: Port test_texturemapblend to ddraw2.c.

parent c0efc3eb
......@@ -6998,6 +6998,337 @@ static void test_surface_desc_lock(void)
DestroyWindow(window);
}
static void test_texturemapblend(void)
{
HRESULT hr;
DDSURFACEDESC ddsd;
DDBLTFX fx;
static RECT rect = {0, 0, 64, 128};
static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
DDCOLORKEY ckey;
IDirectDrawSurface *surface, *rt;
IDirect3DTexture2 *texture;
D3DTEXTUREHANDLE texture_handle;
HWND window;
IDirectDraw2 *ddraw;
IDirect3DDevice2 *device;
IDirect3DMaterial2 *material;
IDirect3DViewport2 *viewport;
ULONG ref;
D3DCOLOR color;
static D3DTLVERTEX test1_quads[] =
{
{{0.0f}, {0.0f}, {0.0f}, {1.0f}, {0xffffffff}, {0}, {0.0f}, {0.0f}},
{{0.0f}, {240.0f}, {0.0f}, {1.0f}, {0xffffffff}, {0}, {0.0f}, {1.0f}},
{{640.0f}, {0.0f}, {0.0f}, {1.0f}, {0xffffffff}, {0}, {1.0f}, {0.0f}},
{{640.0f}, {240.0f}, {0.0f}, {1.0f}, {0xffffffff}, {0}, {1.0f}, {1.0f}},
{{0.0f}, {240.0f}, {0.0f}, {1.0f}, {0x80ffffff}, {0}, {0.0f}, {0.0f}},
{{0.0f}, {480.0f}, {0.0f}, {1.0f}, {0x80ffffff}, {0}, {0.0f}, {1.0f}},
{{640.0f}, {240.0f}, {0.0f}, {1.0f}, {0x80ffffff}, {0}, {1.0f}, {0.0f}},
{{640.0f}, {480.0f}, {0.0f}, {1.0f}, {0x80ffffff}, {0}, {1.0f}, {1.0f}},
},
test2_quads[] =
{
{{0.0f}, {0.0f}, {0.0f}, {1.0f}, {0x00ff0080}, {0}, {0.0f}, {0.0f}},
{{0.0f}, {240.0f}, {0.0f}, {1.0f}, {0x00ff0080}, {0}, {0.0f}, {1.0f}},
{{640.0f}, {0.0f}, {0.0f}, {1.0f}, {0x00ff0080}, {0}, {1.0f}, {0.0f}},
{{640.0f}, {240.0f}, {0.0f}, {1.0f}, {0x00ff0080}, {0}, {1.0f}, {1.0f}},
{{0.0f}, {240.0f}, {0.0f}, {1.0f}, {0x008000ff}, {0}, {0.0f}, {0.0f}},
{{0.0f}, {480.0f}, {0.0f}, {1.0f}, {0x008000ff}, {0}, {0.0f}, {1.0f}},
{{640.0f}, {240.0f}, {0.0f}, {1.0f}, {0x008000ff}, {0}, {1.0f}, {0.0f}},
{{640.0f}, {480.0f}, {0.0f}, {1.0f}, {0x008000ff}, {0}, {1.0f}, {1.0f}},
};
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
ddraw = create_ddraw();
ok(!!ddraw, "Failed to create a ddraw object.\n");
if (!(device = create_device(ddraw, window, DDSCL_NORMAL)))
{
skip("Failed to create a 3D device, skipping test.\n");
DestroyWindow(window);
IDirectDraw2_Release(ddraw);
return;
}
hr = IDirect3DDevice2_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
material = create_diffuse_material(device, 0.0f, 0.0f, 0.0f, 1.0f);
viewport = create_viewport(device, 0, 0, 640, 480);
viewport_set_background(device, viewport, material);
hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
/* Test alpha with DDPF_ALPHAPIXELS texture - should be taken from texture alpha channel.
*
* The vertex alpha is completely ignored in this case, so case 1 and 2 combined are not
* a D3DTOP_MODULATE with texture alpha = 0xff in case 2 (no alpha in texture). */
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
ddsd.dwHeight = 128;
ddsd.dwWidth = 128;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32;
U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000;
U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00;
U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff;
U5(ddsd.ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
hr = IDirectDraw2_CreateSurface(ddraw, &ddsd, &surface, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirectDrawSurface_QueryInterface(surface, &IID_IDirect3DTexture2, (void **)&texture);
ok(SUCCEEDED(hr), "Failed to get texture interface, hr %#x.\n", hr);
hr = IDirect3DTexture2_GetHandle(texture, device, &texture_handle);
ok(SUCCEEDED(hr), "Failed to get texture handle, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREHANDLE, texture_handle);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
memset(&fx, 0, sizeof(fx));
fx.dwSize = sizeof(fx);
U5(fx).dwFillColor = 0xff0000ff;
hr = IDirectDrawSurface_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
U5(fx).dwFillColor = 0x800000ff;
hr = IDirectDrawSurface_Blt(surface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
/* Note that the ddraw1 version of this test runs tests 1-3 with D3DRENDERSTATE_COLORKEYENABLE
* enabled, whereas this version only runs test 4 with color keying on. Because no color key
* is set on the texture this should not result in different behavior. */
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[0], 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[4], 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 5, 5);
ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 400, 5);
ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 5, 245);
ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 400, 245);
ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
IDirect3DTexture2_Release(texture);
ref = IDirectDrawSurface_Release(surface);
ok(ref == 0, "Surface not properly released, refcount %u.\n", ref);
/* Test alpha with texture that has no alpha channel - alpha should be taken from diffuse vertex color. */
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
ddsd.dwHeight = 128;
ddsd.dwWidth = 128;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB;
U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32;
U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000;
U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00;
U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff;
hr = IDirectDraw2_CreateSurface(ddraw, &ddsd, &surface, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirectDrawSurface_QueryInterface(surface, &IID_IDirect3DTexture2, (void **)&texture);
ok(SUCCEEDED(hr), "Failed to get texture interface, hr %#x.\n", hr);
hr = IDirect3DTexture2_GetHandle(texture, device, &texture_handle);
ok(SUCCEEDED(hr), "Failed to get texture handle, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREHANDLE, texture_handle);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
U5(fx).dwFillColor = 0xff0000ff;
hr = IDirectDrawSurface_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
U5(fx).dwFillColor = 0x800000ff;
hr = IDirectDrawSurface_Blt(surface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[0], 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[4], 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 5, 5);
ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 400, 5);
ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 5, 245);
ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 400, 245);
ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
IDirect3DTexture2_Release(texture);
ref = IDirectDrawSurface_Release(surface);
ok(ref == 0, "Surface not properly released, refcount %u.\n", ref);
/* Test RGB - should multiply color components from diffuse vertex color and texture. */
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
ddsd.dwHeight = 128;
ddsd.dwWidth = 128;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32;
U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000;
U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00;
U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff;
U5(ddsd.ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
hr = IDirectDraw2_CreateSurface(ddraw, &ddsd, &surface, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirectDrawSurface_QueryInterface(surface, &IID_IDirect3DTexture2, (void **)&texture);
ok(SUCCEEDED(hr), "Failed to get texture interface, hr %#x.\n", hr);
hr = IDirect3DTexture2_GetHandle(texture, device, &texture_handle);
ok(SUCCEEDED(hr), "Failed to get texture handle, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREHANDLE, texture_handle);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
U5(fx).dwFillColor = 0x00ffffff;
hr = IDirectDrawSurface_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
U5(fx).dwFillColor = 0x00ffff80;
hr = IDirectDrawSurface_Blt(surface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test2_quads[0], 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test2_quads[4], 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 5, 5);
ok(compare_color(color, 0x00ff0040, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 400, 5);
ok(compare_color(color, 0x00ff0080, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 5, 245);
ok(compare_color(color, 0x00800080, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 400, 245);
ok(compare_color(color, 0x008000ff, 2), "Got unexpected color 0x%08x.\n", color);
IDirect3DTexture2_Release(texture);
ref = IDirectDrawSurface_Release(surface);
ok(ref == 0, "Surface not properly released, refcount %u.\n", ref);
/* Test alpha again, now with color keyed texture (colorkey emulation in wine can interfere). */
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
ddsd.dwHeight = 128;
ddsd.dwWidth = 128;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB;
U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 16;
U2(ddsd.ddpfPixelFormat).dwRBitMask = 0xf800;
U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x07e0;
U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x001f;
hr = IDirectDraw2_CreateSurface(ddraw, &ddsd, &surface, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirectDrawSurface_QueryInterface(surface, &IID_IDirect3DTexture2, (void **)&texture);
ok(SUCCEEDED(hr), "Failed to get texture interface, hr %#x.\n", hr);
hr = IDirect3DTexture2_GetHandle(texture, device, &texture_handle);
ok(SUCCEEDED(hr), "Failed to get texture handle, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREHANDLE, texture_handle);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
U5(fx).dwFillColor = 0xf800;
hr = IDirectDrawSurface_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
U5(fx).dwFillColor = 0x001f;
hr = IDirectDrawSurface_Blt(surface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
ckey.dwColorSpaceLowValue = 0x001f;
ckey.dwColorSpaceHighValue = 0x001f;
hr = IDirectDrawSurface_SetColorKey(surface, DDCKEY_SRCBLT, &ckey);
ok(SUCCEEDED(hr), "Failed to set color key, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_COLORKEYENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[0], 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[4], 4, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 5, 5);
ok(compare_color(color, 0x00000000, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 400, 5);
ok(compare_color(color, 0x00ff0000, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 5, 245);
ok(compare_color(color, 0x00000000, 2), "Got unexpected color 0x%08x.\n", color);
color = get_surface_color(rt, 400, 245);
ok(compare_color(color, 0x00800000, 2), "Got unexpected color 0x%08x.\n", color);
IDirect3DTexture2_Release(texture);
ref = IDirectDrawSurface_Release(surface);
ok(ref == 0, "Surface not properly released, refcount %u.\n", ref);
destroy_viewport(device, viewport);
ref = IDirect3DMaterial2_Release(material);
ok(ref == 0, "Material not properly released, refcount %u.\n", ref);
IDirectDrawSurface_Release(rt);
IDirect3DDevice2_Release(device);
ref = IDirectDraw2_Release(ddraw);
ok(ref == 0, "Ddraw object not properly released, refcount %u.\n", ref);
DestroyWindow(window);
}
START_TEST(ddraw2)
{
IDirectDraw2 *ddraw;
......@@ -7069,4 +7400,5 @@ START_TEST(ddraw2)
test_palette_alpha();
test_lost_device();
test_surface_desc_lock();
test_texturemapblend();
}
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