Don't rely on (potentially) unsupported vertex attribute types.

TRAC #11391 Checks for optional vertex declaration formats and falls back to FLOAT1-4 if more direct formats are not supporte Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch Author: Andrew Lewycky git-svn-id: https://angleproject.googlecode.com/svn/trunk@330 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent a3bbfd43
...@@ -21,35 +21,175 @@ ...@@ -21,35 +21,175 @@
namespace namespace
{ {
template <class InputType, template <std::size_t IncomingWidth> class WidenRule, class ElementConverter, class DefaultValueRule = gl::SimpleDefaultValues<InputType> > // Mapping from OpenGL-ES vertex attrib type to D3D decl type:
class FormatConverterFactory //
// BYTE SHORT (Cast)
// BYTE-norm FLOAT (Normalize) (can't be exactly represented as SHORT-norm)
// UNSIGNED_BYTE UBYTE4 (Identity) or SHORT (Cast)
// UNSIGNED_BYTE-norm UBYTE4N (Identity) or FLOAT (Normalize)
// SHORT SHORT (Identity)
// SHORT-norm SHORT-norm (Identity) or FLOAT (Normalize)
// UNSIGNED_SHORT FLOAT (Cast)
// UNSIGNED_SHORT-norm USHORT-norm (Identity) or FLOAT (Normalize)
// FIXED (not in WebGL) FLOAT (FixedToFloat)
// FLOAT FLOAT (Identity)
// GLToCType maps from GL type (as GLenum) to the C typedef.
template <GLenum GLType> struct GLToCType { };
template <> struct GLToCType<GL_BYTE> { typedef GLbyte type; };
template <> struct GLToCType<GL_UNSIGNED_BYTE> { typedef GLubyte type; };
template <> struct GLToCType<GL_SHORT> { typedef GLshort type; };
template <> struct GLToCType<GL_UNSIGNED_SHORT> { typedef GLushort type; };
template <> struct GLToCType<GL_FIXED> { typedef GLuint type; };
template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; };
// This differs from D3DDECLTYPE in that it is unsized. (Size expansion is applied last.)
enum D3DVertexType
{
D3DVT_FLOAT,
D3DVT_SHORT,
D3DVT_SHORT_NORM,
D3DVT_UBYTE,
D3DVT_UBYTE_NORM,
D3DVT_USHORT_NORM
};
// D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type.
template <unsigned int D3DType> struct D3DToCType { };
template <> struct D3DToCType<D3DVT_FLOAT> { typedef float type; };
template <> struct D3DToCType<D3DVT_SHORT> { typedef short type; };
template <> struct D3DToCType<D3DVT_SHORT_NORM> { typedef short type; };
template <> struct D3DToCType<D3DVT_UBYTE> { typedef unsigned char type; };
template <> struct D3DToCType<D3DVT_UBYTE_NORM> { typedef unsigned char type; };
template <> struct D3DToCType<D3DVT_USHORT_NORM> { typedef unsigned short type; };
// Encode the type/size combinations that D3D permits. For each type/size it expands to a widener that will provide the appropriate final size.
template <unsigned int type, int size>
struct WidenRule
{ {
private: };
template <std::size_t IncomingWidth>
static gl::FormatConverter getFormatConverterForSize()
{
gl::FormatConverter formatConverter;
formatConverter.identity = gl::VertexDataConverter<InputType, WidenRule<IncomingWidth>, ElementConverter, DefaultValueRule>::identity; template <int size> struct WidenRule<D3DVT_FLOAT, size> : gl::NoWiden<size> { };
formatConverter.outputVertexSize = gl::VertexDataConverter<InputType, WidenRule<IncomingWidth>, ElementConverter, DefaultValueRule>::finalSize; template <int size> struct WidenRule<D3DVT_SHORT, size> : gl::WidenToEven<size> { };
formatConverter.convertArray = gl::VertexDataConverter<InputType, WidenRule<IncomingWidth>, ElementConverter, DefaultValueRule>::convertArray; template <int size> struct WidenRule<D3DVT_SHORT_NORM, size> : gl::WidenToEven<size> { };
template <int size> struct WidenRule<D3DVT_UBYTE, size> : gl::WidenToFour<size> { };
template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size> : gl::WidenToFour<size> { };
template <int size> struct WidenRule<D3DVT_USHORT_NORM, size> : gl::WidenToEven<size> { };
return formatConverter; // VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination.
} template <unsigned int d3dtype, int size>
struct VertexTypeFlags
{
};
public: template <unsigned int capflag, unsigned int declflag>
static gl::FormatConverter getFormatConverter(std::size_t size) struct VertexTypeFlagsHelper
{ {
switch (size) enum { capflag = capflag };
{ enum { declflag = declflag };
case 1: return getFormatConverterForSize<1>();
case 2: return getFormatConverterForSize<2>();
case 3: return getFormatConverterForSize<3>();
case 4: return getFormatConverterForSize<4>();
default: UNREACHABLE(); return getFormatConverterForSize<1>();
}
}
}; };
template <> struct VertexTypeFlags<D3DVT_FLOAT, 1> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT1> { };
template <> struct VertexTypeFlags<D3DVT_FLOAT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT2> { };
template <> struct VertexTypeFlags<D3DVT_FLOAT, 3> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT3> { };
template <> struct VertexTypeFlags<D3DVT_FLOAT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT4> { };
template <> struct VertexTypeFlags<D3DVT_SHORT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT2> { };
template <> struct VertexTypeFlags<D3DVT_SHORT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT4> { };
template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT2N, D3DDECLTYPE_SHORT2N> { };
template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT4N, D3DDECLTYPE_SHORT4N> { };
template <> struct VertexTypeFlags<D3DVT_UBYTE, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4, D3DDECLTYPE_UBYTE4> { };
template <> struct VertexTypeFlags<D3DVT_UBYTE_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4N, D3DDECLTYPE_UBYTE4N> { };
template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT2N, D3DDECLTYPE_USHORT2N> { };
template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT4N, D3DDECLTYPE_USHORT4N> { };
// VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums).
template <GLenum GLtype, bool normalized>
struct VertexTypeMapping
{
};
template <D3DVertexType Preferred, D3DVertexType Fallback = Preferred>
struct VertexTypeMappingBase
{
enum { preferred = Preferred };
enum { fallback = Fallback };
};
template <> struct VertexTypeMapping<GL_BYTE, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Cast
template <> struct VertexTypeMapping<GL_BYTE, true> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Normalize
template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, false> : VertexTypeMappingBase<D3DVT_UBYTE, D3DVT_FLOAT> { }; // Identity, Cast
template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, true> : VertexTypeMappingBase<D3DVT_UBYTE_NORM, D3DVT_FLOAT> { }; // Identity, Normalize
template <> struct VertexTypeMapping<GL_SHORT, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Identity
template <> struct VertexTypeMapping<GL_SHORT, true> : VertexTypeMappingBase<D3DVT_SHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, false> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Cast
template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, true> : VertexTypeMappingBase<D3DVT_USHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
template <bool normalized> struct VertexTypeMapping<GL_FIXED, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // FixedToFloat
template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Identity
// Given a GL type & norm flag and a D3D type, ConversionRule provides the type conversion rule (Cast, Normalize, Identity, FixedToFloat).
// The conversion rules themselves are defined in vertexconversion.h.
// Almost all cases are covered by Cast (including those that are actually Identity since Cast<T,T> knows it's an identity mapping).
template <GLenum fromType, bool normalized, unsigned int toType>
struct ConversionRule : gl::Cast<typename GLToCType<fromType>::type, typename D3DToCType<toType>::type>
{
};
// All conversions from normalized types to float use the Normalize operator.
template <GLenum fromType> struct ConversionRule<fromType, true, D3DVT_FLOAT> : gl::Normalize<typename GLToCType<fromType>::type> { };
// Use a full specialisation for this so that it preferentially matches ahead of the generic normalize-to-float rules.
template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : gl::FixedToFloat<GLuint, 16> { };
template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : gl::FixedToFloat<GLuint, 16> { };
// A 2-stage construction is used for DefaultVertexValues because float must use SimpleDefaultValues (i.e. 0/1)
// whether it is normalized or not.
template <class T, bool normalized>
struct DefaultVertexValuesStage2
{
};
template <class T> struct DefaultVertexValuesStage2<T, true> : gl::NormalizedDefaultValues<T> { };
template <class T> struct DefaultVertexValuesStage2<T, false> : gl::SimpleDefaultValues<T> { };
// Work out the default value rule for a D3D type (expressed as the C type) and
template <class T, bool normalized>
struct DefaultVertexValues : DefaultVertexValuesStage2<T, normalized>
{
};
template <bool normalized> struct DefaultVertexValues<float, normalized> : gl::SimpleDefaultValues<float> { };
// Policy rules for use with Converter, to choose whether to use the preferred or fallback conversion.
// The fallback conversion produces an output that all D3D9 devices must support.
template <class T> struct UsePreferred { enum { type = T::preferred }; };
template <class T> struct UseFallback { enum { type = T::fallback }; };
// Converter ties it all together. Given an OpenGL type/norm/size and choice of preferred/fallback conversion,
// it provides all the members of the appropriate VertexDataConverter, the D3DCAPS9::DeclTypes flag in cap flag
// and the D3DDECLTYPE member needed for the vertex declaration in declflag.
template <GLenum fromType, bool normalized, int size, template <class T> class PreferenceRule>
struct Converter
: gl::VertexDataConverter<typename GLToCType<fromType>::type,
WidenRule<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type, size>,
ConversionRule<fromType,
normalized,
PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>,
DefaultVertexValues<typename D3DToCType<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>::type, normalized > >
{
private:
enum { d3dtype = PreferenceRule< VertexTypeMapping<fromType, normalized> >::type };
enum { d3dsize = WidenRule<d3dtype, size>::finalWidth };
public:
enum { capflag = VertexTypeFlags<d3dtype, d3dsize>::capflag };
enum { declflag = VertexTypeFlags<d3dtype, d3dsize>::declflag };
};
} }
namespace gl namespace gl
...@@ -79,6 +219,8 @@ Dx9BackEnd::Dx9BackEnd(IDirect3DDevice9 *d3ddevice) ...@@ -79,6 +219,8 @@ Dx9BackEnd::Dx9BackEnd(IDirect3DDevice9 *d3ddevice)
// Instancing is mandatory for all HW with SM3 vertex shaders, but avoid hardware where it does not work. // Instancing is mandatory for all HW with SM3 vertex shaders, but avoid hardware where it does not work.
mUseInstancingForStrideZero = (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) && ident.VendorId != 0x8086); mUseInstancingForStrideZero = (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) && ident.VendorId != 0x8086);
checkVertexCaps(caps.DeclTypes);
} }
Dx9BackEnd::~Dx9BackEnd() Dx9BackEnd::~Dx9BackEnd()
...@@ -94,6 +236,61 @@ bool Dx9BackEnd::supportIntIndices() ...@@ -94,6 +236,61 @@ bool Dx9BackEnd::supportIntIndices()
return (caps.MaxVertexIndex >= (1 << 16)); return (caps.MaxVertexIndex >= (1 << 16));
} }
// Initialise a TranslationInfo
#define TRANSLATION(type, norm, size, preferred) \
{ \
{ \
Converter<type, norm, size, preferred>::identity, \
Converter<type, norm, size, preferred>::finalSize, \
Converter<type, norm, size, preferred>::convertArray, \
}, \
static_cast<D3DDECLTYPE>(Converter<type, norm, size, preferred>::declflag) \
}
#define TRANSLATION_FOR_TYPE_NORM_SIZE(type, norm, size) \
{ \
Converter<type, norm, size, UsePreferred>::capflag, \
TRANSLATION(type, norm, size, UsePreferred), \
TRANSLATION(type, norm, size, UseFallback) \
}
#define TRANSLATIONS_FOR_TYPE(type) \
{ \
{ TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
{ TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 4) }, \
}
const Dx9BackEnd::TranslationDescription Dx9BackEnd::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = // [GL types as enumerated by typeIndex()][normalized][size-1]
{
TRANSLATIONS_FOR_TYPE(GL_BYTE),
TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_BYTE),
TRANSLATIONS_FOR_TYPE(GL_SHORT),
TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_SHORT),
TRANSLATIONS_FOR_TYPE(GL_FIXED),
TRANSLATIONS_FOR_TYPE(GL_FLOAT)
};
void Dx9BackEnd::checkVertexCaps(DWORD declTypes)
{
for (unsigned int i = 0; i < NUM_GL_VERTEX_ATTRIB_TYPES; i++)
{
for (unsigned int j = 0; j < 2; j++)
{
for (unsigned int k = 0; k < 4; k++)
{
if (mPossibleTranslations[i][j][k].capsFlag == 0 || (declTypes & mPossibleTranslations[i][j][k].capsFlag) != 0)
{
mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].preferredConversion;
}
else
{
mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].fallbackConversion;
}
}
}
}
}
TranslatedVertexBuffer *Dx9BackEnd::createVertexBuffer(std::size_t size) TranslatedVertexBuffer *Dx9BackEnd::createVertexBuffer(std::size_t size)
{ {
return new Dx9VertexBuffer(mDevice, size); return new Dx9VertexBuffer(mDevice, size);
...@@ -116,97 +313,30 @@ TranslatedIndexBuffer *Dx9BackEnd::createIndexBuffer(std::size_t size, GLenum ty ...@@ -116,97 +313,30 @@ TranslatedIndexBuffer *Dx9BackEnd::createIndexBuffer(std::size_t size, GLenum ty
return new Dx9IndexBuffer(mDevice, size, type); return new Dx9IndexBuffer(mDevice, size, type);
} }
// Mapping from OpenGL-ES vertex attrib type to D3D decl type: // This is used to index mAttributeTypes and mPossibleTranslations.
// unsigned int Dx9BackEnd::typeIndex(GLenum type) const
// BYTE Translate to SHORT, expand to x2,x4 as needed.
// BYTE-norm Translate to FLOAT since it can't be exactly represented as SHORT-norm.
// UNSIGNED_BYTE x4 only. x1,x2,x3=>x4
// UNSIGNED_BYTE-norm x4 only, x1,x2,x3=>x4
// SHORT x2,x4 supported. x1=>x2, x3=>x4
// SHORT-norm x2,x4 supported. x1=>x2, x3=>x4
// UNSIGNED_SHORT unsupported, translate to float
// UNSIGNED_SHORT-norm x2,x4 supported. x1=>x2, x3=>x4
// FIXED (not in WebGL) Translate to float.
// FLOAT Fully supported.
FormatConverter Dx9BackEnd::getFormatConverter(GLenum type, std::size_t size, bool normalize)
{ {
// FIXME: This should be rewritten to use C99 exact-sized types.
switch (type) switch (type)
{ {
case GL_BYTE: case GL_BYTE: return 0;
if (normalize) case GL_UNSIGNED_BYTE: return 1;
{ case GL_SHORT: return 2;
return FormatConverterFactory<char, NoWiden, Normalize<char> >::getFormatConverter(size); case GL_UNSIGNED_SHORT: return 3;
} case GL_FIXED: return 4;
else case GL_FLOAT: return 5;
{
return FormatConverterFactory<char, WidenToEven, Cast<char, short> >::getFormatConverter(size); default: UNREACHABLE(); return 5;
}
case GL_UNSIGNED_BYTE:
if (normalize)
{
return FormatConverterFactory<unsigned char, WidenToFour, Identity<unsigned char>, NormalizedDefaultValues<unsigned char> >::getFormatConverter(size);
}
else
{
return FormatConverterFactory<unsigned char, WidenToFour, Identity<unsigned char> >::getFormatConverter(size);
}
case GL_SHORT:
if (normalize)
{
return FormatConverterFactory<short, WidenToEven, Identity<short>, NormalizedDefaultValues<short> >::getFormatConverter(size);
}
else
{
return FormatConverterFactory<short, WidenToEven, Identity<short> >::getFormatConverter(size);
}
case GL_UNSIGNED_SHORT:
if (normalize)
{
return FormatConverterFactory<unsigned short, WidenToEven, Identity<unsigned short>, NormalizedDefaultValues<unsigned short> >::getFormatConverter(size);
}
else
{
return FormatConverterFactory<unsigned short, NoWiden, Cast<unsigned short, float> >::getFormatConverter(size);
}
case GL_FIXED:
return FormatConverterFactory<int, NoWiden, FixedToFloat<int, 16> >::getFormatConverter(size);
case GL_FLOAT:
return FormatConverterFactory<float, NoWiden, Identity<float> >::getFormatConverter(size);
default: UNREACHABLE(); return FormatConverterFactory<float, NoWiden, Identity<float> >::getFormatConverter(1);
} }
} }
D3DDECLTYPE Dx9BackEnd::mapAttributeType(GLenum type, std::size_t size, bool normalized) const FormatConverter Dx9BackEnd::getFormatConverter(GLenum type, std::size_t size, bool normalize)
{ {
static const D3DDECLTYPE byteTypes[2][4] = { { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4 }, { D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT4 } }; return mAttributeTypes[typeIndex(type)][normalize][size-1].formatConverter;
static const D3DDECLTYPE shortTypes[2][4] = { { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4 }, { D3DDECLTYPE_SHORT2N, D3DDECLTYPE_SHORT2N, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_SHORT4N } }; }
static const D3DDECLTYPE ushortTypes[2][4] = { { D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT4 }, { D3DDECLTYPE_USHORT2N, D3DDECLTYPE_USHORT2N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_USHORT4N } };
static const D3DDECLTYPE floatTypes[4] = { D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT4 };
switch (type) D3DDECLTYPE Dx9BackEnd::mapAttributeType(GLenum type, std::size_t size, bool normalize) const
{ {
case GL_BYTE: return byteTypes[normalized][size-1]; return mAttributeTypes[typeIndex(type)][normalize][size-1].d3dDeclType;
case GL_UNSIGNED_BYTE: return normalized ? D3DDECLTYPE_UBYTE4N : D3DDECLTYPE_UBYTE4;
case GL_SHORT: return shortTypes[normalized][size-1];
case GL_UNSIGNED_SHORT: return ushortTypes[normalized][size-1];
case GL_FIXED:
case GL_FLOAT:
return floatTypes[size-1];
default:
UNREACHABLE();
return D3DDECLTYPE_FLOAT1;
}
} }
bool Dx9BackEnd::validateStream(GLenum type, std::size_t size, std::size_t stride, std::size_t offset) const bool Dx9BackEnd::validateStream(GLenum type, std::size_t size, std::size_t stride, std::size_t offset) const
......
...@@ -51,6 +51,30 @@ class Dx9BackEnd : public BufferBackEnd ...@@ -51,6 +51,30 @@ class Dx9BackEnd : public BufferBackEnd
StreamFrequency mStreamFrequency[MAX_VERTEX_ATTRIBS+1]; StreamFrequency mStreamFrequency[MAX_VERTEX_ATTRIBS+1];
struct TranslationInfo
{
FormatConverter formatConverter;
D3DDECLTYPE d3dDeclType;
};
enum { NUM_GL_VERTEX_ATTRIB_TYPES = 6 };
TranslationInfo mAttributeTypes[NUM_GL_VERTEX_ATTRIB_TYPES][2][4]; // [GL types as enumerated by typeIndex()][normalized][size-1]
struct TranslationDescription
{
DWORD capsFlag;
TranslationInfo preferredConversion;
TranslationInfo fallbackConversion;
};
// This table is used to generate mAttributeTypes.
static const TranslationDescription mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4]; // [GL types as enumerated by typeIndex()][normalized][size-1]
void checkVertexCaps(DWORD declTypes);
unsigned int typeIndex(GLenum type) const;
class Dx9VertexBuffer : public TranslatedVertexBuffer class Dx9VertexBuffer : public TranslatedVertexBuffer
{ {
public: public:
......
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