mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-22 22:25:37 +01:00
607 lines
18 KiB
C++
607 lines
18 KiB
C++
//--------------------------------------------------------------------------------------
|
|
// File: BasicPostProcess.cpp
|
|
//
|
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
|
// Licensed under the MIT License.
|
|
//
|
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
#include "pch.h"
|
|
#include "PostProcess.h"
|
|
|
|
#include "BufferHelpers.h"
|
|
#include "CommonStates.h"
|
|
#include "DirectXHelpers.h"
|
|
#include "AlignedNew.h"
|
|
#include "DemandCreate.h"
|
|
#include "SharedResourcePool.h"
|
|
|
|
using namespace DirectX;
|
|
|
|
using Microsoft::WRL::ComPtr;
|
|
|
|
namespace
|
|
{
|
|
constexpr int c_MaxSamples = 16;
|
|
|
|
constexpr int Dirty_ConstantBuffer = 0x01;
|
|
constexpr int Dirty_Parameters = 0x02;
|
|
|
|
// Constant buffer layout. Must match the shader!
|
|
__declspec(align(16)) struct PostProcessConstants
|
|
{
|
|
XMVECTOR sampleOffsets[c_MaxSamples];
|
|
XMVECTOR sampleWeights[c_MaxSamples];
|
|
};
|
|
|
|
static_assert((sizeof(PostProcessConstants) % 16) == 0, "CB size not padded correctly");
|
|
|
|
// 2-parameter Gaussian distribution given standard deviation (rho)
|
|
inline float GaussianDistribution(float x, float y, float rho) noexcept
|
|
{
|
|
return expf(-(x * x + y * y) / (2 * rho * rho)) / sqrtf(2 * XM_PI * rho * rho);
|
|
}
|
|
}
|
|
|
|
// Include the precompiled shader code.
|
|
namespace
|
|
{
|
|
#if defined(_XBOX_ONE) && defined(_TITLE)
|
|
#include "Shaders/Compiled/XboxOnePostProcess_VSQuad.inc"
|
|
|
|
#include "Shaders/Compiled/XboxOnePostProcess_PSCopy.inc"
|
|
#include "Shaders/Compiled/XboxOnePostProcess_PSMonochrome.inc"
|
|
#include "Shaders/Compiled/XboxOnePostProcess_PSSepia.inc"
|
|
#include "Shaders/Compiled/XboxOnePostProcess_PSDownScale2x2.inc"
|
|
#include "Shaders/Compiled/XboxOnePostProcess_PSDownScale4x4.inc"
|
|
#include "Shaders/Compiled/XboxOnePostProcess_PSGaussianBlur5x5.inc"
|
|
#include "Shaders/Compiled/XboxOnePostProcess_PSBloomExtract.inc"
|
|
#include "Shaders/Compiled/XboxOnePostProcess_PSBloomBlur.inc"
|
|
#else
|
|
#include "Shaders/Compiled/PostProcess_VSQuad.inc"
|
|
|
|
#include "Shaders/Compiled/PostProcess_PSCopy.inc"
|
|
#include "Shaders/Compiled/PostProcess_PSMonochrome.inc"
|
|
#include "Shaders/Compiled/PostProcess_PSSepia.inc"
|
|
#include "Shaders/Compiled/PostProcess_PSDownScale2x2.inc"
|
|
#include "Shaders/Compiled/PostProcess_PSDownScale4x4.inc"
|
|
#include "Shaders/Compiled/PostProcess_PSGaussianBlur5x5.inc"
|
|
#include "Shaders/Compiled/PostProcess_PSBloomExtract.inc"
|
|
#include "Shaders/Compiled/PostProcess_PSBloomBlur.inc"
|
|
#endif
|
|
}
|
|
|
|
namespace
|
|
{
|
|
struct ShaderBytecode
|
|
{
|
|
void const* code;
|
|
size_t length;
|
|
};
|
|
|
|
const ShaderBytecode pixelShaders[] =
|
|
{
|
|
{ PostProcess_PSCopy, sizeof(PostProcess_PSCopy) },
|
|
{ PostProcess_PSMonochrome, sizeof(PostProcess_PSMonochrome) },
|
|
{ PostProcess_PSSepia, sizeof(PostProcess_PSSepia) },
|
|
{ PostProcess_PSDownScale2x2, sizeof(PostProcess_PSDownScale2x2) },
|
|
{ PostProcess_PSDownScale4x4, sizeof(PostProcess_PSDownScale4x4) },
|
|
{ PostProcess_PSGaussianBlur5x5, sizeof(PostProcess_PSGaussianBlur5x5) },
|
|
{ PostProcess_PSBloomExtract, sizeof(PostProcess_PSBloomExtract) },
|
|
{ PostProcess_PSBloomBlur, sizeof(PostProcess_PSBloomBlur) },
|
|
};
|
|
|
|
static_assert(_countof(pixelShaders) == BasicPostProcess::Effect_Max, "array/max mismatch");
|
|
|
|
// Factory for lazily instantiating shaders.
|
|
class DeviceResources
|
|
{
|
|
public:
|
|
DeviceResources(_In_ ID3D11Device* device)
|
|
: stateObjects(device),
|
|
mDevice(device),
|
|
mVertexShader{},
|
|
mPixelShaders{},
|
|
mMutex{}
|
|
{ }
|
|
|
|
// Gets or lazily creates the vertex shader.
|
|
ID3D11VertexShader* GetVertexShader()
|
|
{
|
|
return DemandCreate(mVertexShader, mMutex, [&](ID3D11VertexShader** pResult) -> HRESULT
|
|
{
|
|
HRESULT hr = mDevice->CreateVertexShader(PostProcess_VSQuad, sizeof(PostProcess_VSQuad), nullptr, pResult);
|
|
|
|
if (SUCCEEDED(hr))
|
|
SetDebugObjectName(*pResult, "BasicPostProcess");
|
|
|
|
return hr;
|
|
});
|
|
}
|
|
|
|
// Gets or lazily creates the specified pixel shader.
|
|
ID3D11PixelShader* GetPixelShader(unsigned int shaderIndex)
|
|
{
|
|
assert(shaderIndex < BasicPostProcess::Effect_Max);
|
|
_Analysis_assume_(shaderIndex < BasicPostProcess::Effect_Max);
|
|
|
|
return DemandCreate(mPixelShaders[shaderIndex], mMutex, [&](ID3D11PixelShader** pResult) -> HRESULT
|
|
{
|
|
HRESULT hr = mDevice->CreatePixelShader(pixelShaders[shaderIndex].code, pixelShaders[shaderIndex].length, nullptr, pResult);
|
|
|
|
if (SUCCEEDED(hr))
|
|
SetDebugObjectName(*pResult, "BasicPostProcess");
|
|
|
|
return hr;
|
|
});
|
|
}
|
|
|
|
CommonStates stateObjects;
|
|
|
|
protected:
|
|
ComPtr<ID3D11Device> mDevice;
|
|
ComPtr<ID3D11VertexShader> mVertexShader;
|
|
ComPtr<ID3D11PixelShader> mPixelShaders[BasicPostProcess::Effect_Max];
|
|
std::mutex mMutex;
|
|
};
|
|
}
|
|
|
|
class BasicPostProcess::Impl : public AlignedNew<PostProcessConstants>
|
|
{
|
|
public:
|
|
Impl(_In_ ID3D11Device* device);
|
|
|
|
void Process(_In_ ID3D11DeviceContext* deviceContext, std::function<void __cdecl()>& setCustomState);
|
|
|
|
void SetConstants(bool value = true) noexcept { mUseConstants = value; mDirtyFlags = INT_MAX; }
|
|
void SetDirtyFlag() noexcept { mDirtyFlags = INT_MAX; }
|
|
|
|
// Fields.
|
|
PostProcessConstants constants;
|
|
BasicPostProcess::Effect fx;
|
|
ComPtr<ID3D11ShaderResourceView> texture;
|
|
unsigned texWidth;
|
|
unsigned texHeight;
|
|
float guassianMultiplier;
|
|
float bloomSize;
|
|
float bloomBrightness;
|
|
float bloomThreshold;
|
|
bool bloomHorizontal;
|
|
|
|
private:
|
|
bool mUseConstants;
|
|
int mDirtyFlags;
|
|
|
|
void DownScale2x2();
|
|
void DownScale4x4();
|
|
void GaussianBlur5x5(float multiplier);
|
|
void Bloom(bool horizontal, float size, float brightness);
|
|
|
|
ConstantBuffer<PostProcessConstants> mConstantBuffer;
|
|
|
|
// Per-device resources.
|
|
std::shared_ptr<DeviceResources> mDeviceResources;
|
|
|
|
static SharedResourcePool<ID3D11Device*, DeviceResources> deviceResourcesPool;
|
|
};
|
|
|
|
|
|
// Global pool of per-device BasicPostProcess resources.
|
|
SharedResourcePool<ID3D11Device*, DeviceResources> BasicPostProcess::Impl::deviceResourcesPool;
|
|
|
|
|
|
// Constructor.
|
|
BasicPostProcess::Impl::Impl(_In_ ID3D11Device* device)
|
|
: constants{},
|
|
fx(BasicPostProcess::Copy),
|
|
texWidth(0),
|
|
texHeight(0),
|
|
guassianMultiplier(1.f),
|
|
bloomSize(1.f),
|
|
bloomBrightness(1.f),
|
|
bloomThreshold(0.25f),
|
|
bloomHorizontal(true),
|
|
mUseConstants(false),
|
|
mDirtyFlags(INT_MAX),
|
|
mConstantBuffer(device),
|
|
mDeviceResources(deviceResourcesPool.DemandCreate(device))
|
|
{
|
|
if (device->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
|
|
{
|
|
throw std::exception("BasicPostProcess requires Feature Level 10.0 or later");
|
|
}
|
|
|
|
SetDebugObjectName(mConstantBuffer.GetBuffer(), "BasicPostProcess");
|
|
}
|
|
|
|
|
|
// Sets our state onto the D3D device.
|
|
void BasicPostProcess::Impl::Process(
|
|
_In_ ID3D11DeviceContext* deviceContext,
|
|
std::function<void __cdecl()>& setCustomState)
|
|
{
|
|
// Set the texture.
|
|
ID3D11ShaderResourceView* textures[1] = { texture.Get() };
|
|
deviceContext->PSSetShaderResources(0, 1, textures);
|
|
|
|
auto sampler = mDeviceResources->stateObjects.LinearClamp();
|
|
deviceContext->PSSetSamplers(0, 1, &sampler);
|
|
|
|
// Set state objects.
|
|
deviceContext->OMSetBlendState(mDeviceResources->stateObjects.Opaque(), nullptr, 0xffffffff);
|
|
deviceContext->OMSetDepthStencilState(mDeviceResources->stateObjects.DepthNone(), 0);
|
|
deviceContext->RSSetState(mDeviceResources->stateObjects.CullNone());
|
|
|
|
// Set shaders.
|
|
auto vertexShader = mDeviceResources->GetVertexShader();
|
|
auto pixelShader = mDeviceResources->GetPixelShader(fx);
|
|
|
|
deviceContext->VSSetShader(vertexShader, nullptr, 0);
|
|
deviceContext->PSSetShader(pixelShader, nullptr, 0);
|
|
|
|
// Set constants.
|
|
if (mUseConstants)
|
|
{
|
|
if (mDirtyFlags & Dirty_Parameters)
|
|
{
|
|
mDirtyFlags &= ~Dirty_Parameters;
|
|
mDirtyFlags |= Dirty_ConstantBuffer;
|
|
|
|
switch (fx)
|
|
{
|
|
case DownScale_2x2:
|
|
DownScale2x2();
|
|
break;
|
|
|
|
case DownScale_4x4:
|
|
DownScale4x4();
|
|
break;
|
|
|
|
case GaussianBlur_5x5:
|
|
GaussianBlur5x5(guassianMultiplier);
|
|
break;
|
|
|
|
case BloomExtract:
|
|
constants.sampleWeights[0] = XMVectorReplicate(bloomThreshold);
|
|
break;
|
|
|
|
case BloomBlur:
|
|
Bloom(bloomHorizontal, bloomSize, bloomBrightness);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
#if defined(_XBOX_ONE) && defined(_TITLE)
|
|
void *grfxMemory;
|
|
mConstantBuffer.SetData(deviceContext, constants, &grfxMemory);
|
|
|
|
Microsoft::WRL::ComPtr<ID3D11DeviceContextX> deviceContextX;
|
|
ThrowIfFailed(deviceContext->QueryInterface(IID_GRAPHICS_PPV_ARGS(deviceContextX.GetAddressOf())));
|
|
|
|
auto buffer = mConstantBuffer.GetBuffer();
|
|
|
|
deviceContextX->PSSetPlacementConstantBuffer(0, buffer, grfxMemory);
|
|
#else
|
|
if (mDirtyFlags & Dirty_ConstantBuffer)
|
|
{
|
|
mDirtyFlags &= ~Dirty_ConstantBuffer;
|
|
mConstantBuffer.SetData(deviceContext, constants);
|
|
}
|
|
|
|
// Set the constant buffer.
|
|
auto buffer = mConstantBuffer.GetBuffer();
|
|
|
|
deviceContext->PSSetConstantBuffers(0, 1, &buffer);
|
|
#endif
|
|
}
|
|
|
|
if (setCustomState)
|
|
{
|
|
setCustomState();
|
|
}
|
|
|
|
// Draw quad.
|
|
deviceContext->IASetInputLayout(nullptr);
|
|
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
deviceContext->Draw(3, 0);
|
|
}
|
|
|
|
|
|
void BasicPostProcess::Impl::DownScale2x2()
|
|
{
|
|
mUseConstants = true;
|
|
|
|
if (!texWidth || !texHeight)
|
|
{
|
|
throw std::exception("Call SetSourceTexture before setting post-process effect");
|
|
}
|
|
|
|
float tu = 1.0f / float(texWidth);
|
|
float tv = 1.0f / float(texHeight);
|
|
|
|
// Sample from the 4 surrounding points. Since the center point will be in the exact
|
|
// center of 4 texels, a 0.5f offset is needed to specify a texel center.
|
|
auto ptr = reinterpret_cast<XMFLOAT4*>(constants.sampleOffsets);
|
|
for (int y = 0; y < 2; ++y)
|
|
{
|
|
for (int x = 0; x < 2; ++x)
|
|
{
|
|
ptr->x = (float(x) - 0.5f) * tu;
|
|
ptr->y = (float(y) - 0.5f) * tv;
|
|
++ptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void BasicPostProcess::Impl::DownScale4x4()
|
|
{
|
|
mUseConstants = true;
|
|
|
|
if (!texWidth || !texHeight)
|
|
{
|
|
throw std::exception("Call SetSourceTexture before setting post-process effect");
|
|
}
|
|
|
|
float tu = 1.0f / float(texWidth);
|
|
float tv = 1.0f / float(texHeight);
|
|
|
|
// Sample from the 16 surrounding points. Since the center point will be in the
|
|
// exact center of 16 texels, a 1.5f offset is needed to specify a texel center.
|
|
auto ptr = reinterpret_cast<XMFLOAT4*>(constants.sampleOffsets);
|
|
for (int y = 0; y < 4; ++y)
|
|
{
|
|
for (int x = 0; x < 4; ++x)
|
|
{
|
|
ptr->x = (float(x) - 1.5f) * tu;
|
|
ptr->y = (float(y) - 1.5f) * tv;
|
|
++ptr;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void BasicPostProcess::Impl::GaussianBlur5x5(float multiplier)
|
|
{
|
|
mUseConstants = true;
|
|
|
|
if (!texWidth || !texHeight)
|
|
{
|
|
throw std::exception("Call SetSourceTexture before setting post-process effect");
|
|
}
|
|
|
|
float tu = 1.0f / float(texWidth);
|
|
float tv = 1.0f / float(texHeight);
|
|
|
|
float totalWeight = 0.0f;
|
|
size_t index = 0;
|
|
auto offsets = reinterpret_cast<XMFLOAT4*>(constants.sampleOffsets);
|
|
auto weights = constants.sampleWeights;
|
|
for (int x = -2; x <= 2; ++x)
|
|
{
|
|
for (int y = -2; y <= 2; ++y)
|
|
{
|
|
// Exclude pixels with a block distance greater than 2. This will
|
|
// create a kernel which approximates a 5x5 kernel using only 13
|
|
// sample points instead of 25; this is necessary since 2.0 shaders
|
|
// only support 16 texture grabs.
|
|
if (fabsf(float(x)) + fabsf(float(y)) > 2.0f)
|
|
continue;
|
|
|
|
// Get the unscaled Gaussian intensity for this offset
|
|
offsets[index].x = float(x) * tu;
|
|
offsets[index].y = float(y) * tv;
|
|
offsets[index].z = 0.0f;
|
|
offsets[index].w = 0.0f;
|
|
|
|
float g = GaussianDistribution(float(x), float(y), 1.0f);
|
|
weights[index] = XMVectorReplicate(g);
|
|
|
|
totalWeight += XMVectorGetX(weights[index]);
|
|
|
|
++index;
|
|
}
|
|
}
|
|
|
|
// Divide the current weight by the total weight of all the samples; Gaussian
|
|
// blur kernels add to 1.0f to ensure that the intensity of the image isn't
|
|
// changed when the blur occurs. An optional multiplier variable is used to
|
|
// add or remove image intensity during the blur.
|
|
XMVECTOR vtw = XMVectorReplicate(totalWeight);
|
|
XMVECTOR vm = XMVectorReplicate(multiplier);
|
|
for (size_t i = 0; i < index; ++i)
|
|
{
|
|
weights[i] = XMVectorDivide(weights[i], vtw);
|
|
weights[i] = XMVectorMultiply(weights[i], vm);
|
|
}
|
|
}
|
|
|
|
|
|
void BasicPostProcess::Impl::Bloom(bool horizontal, float size, float brightness)
|
|
{
|
|
mUseConstants = true;
|
|
|
|
if (!texWidth || !texHeight)
|
|
{
|
|
throw std::exception("Call SetSourceTexture before setting post-process effect");
|
|
}
|
|
|
|
float tu = 0.f;
|
|
float tv = 0.f;
|
|
if (horizontal)
|
|
{
|
|
tu = 1.f / float(texWidth);
|
|
}
|
|
else
|
|
{
|
|
tv = 1.f / float(texHeight);
|
|
}
|
|
|
|
auto weights = reinterpret_cast<XMFLOAT4*>(constants.sampleWeights);
|
|
auto offsets = reinterpret_cast<XMFLOAT4*>(constants.sampleOffsets);
|
|
|
|
// Fill the center texel
|
|
float weight = brightness * GaussianDistribution(0, 0, size);
|
|
weights[0] = XMFLOAT4(weight, weight, weight, 1.0f);
|
|
offsets[0].x = offsets[0].y = offsets[0].z = offsets[0].w = 0.f;
|
|
|
|
// Fill the first half
|
|
for (int i = 1; i < 8; ++i)
|
|
{
|
|
// Get the Gaussian intensity for this offset
|
|
weight = brightness * GaussianDistribution(float(i), 0, size);
|
|
weights[i] = XMFLOAT4(weight, weight, weight, 1.0f);
|
|
offsets[i] = XMFLOAT4(float(i) * tu, float(i) * tv, 0.f, 0.f);
|
|
}
|
|
|
|
// Mirror to the second half
|
|
for (int i = 8; i < 15; i++)
|
|
{
|
|
weights[i] = weights[i - 7];
|
|
offsets[i] = XMFLOAT4(-offsets[i - 7].x, -offsets[i - 7].y, 0.f, 0.f);
|
|
}
|
|
}
|
|
|
|
|
|
// Public constructor.
|
|
BasicPostProcess::BasicPostProcess(_In_ ID3D11Device* device)
|
|
: pImpl(std::make_unique<Impl>(device))
|
|
{
|
|
}
|
|
|
|
|
|
// Move constructor.
|
|
BasicPostProcess::BasicPostProcess(BasicPostProcess&& moveFrom) noexcept
|
|
: pImpl(std::move(moveFrom.pImpl))
|
|
{
|
|
}
|
|
|
|
|
|
// Move assignment.
|
|
BasicPostProcess& BasicPostProcess::operator= (BasicPostProcess&& moveFrom) noexcept
|
|
{
|
|
pImpl = std::move(moveFrom.pImpl);
|
|
return *this;
|
|
}
|
|
|
|
|
|
// Public destructor.
|
|
BasicPostProcess::~BasicPostProcess()
|
|
{
|
|
}
|
|
|
|
|
|
// IPostProcess methods.
|
|
void BasicPostProcess::Process(
|
|
_In_ ID3D11DeviceContext* deviceContext,
|
|
_In_opt_ std::function<void __cdecl()> setCustomState)
|
|
{
|
|
pImpl->Process(deviceContext, setCustomState);
|
|
}
|
|
|
|
|
|
// Shader control.
|
|
void BasicPostProcess::SetEffect(Effect fx)
|
|
{
|
|
if (fx >= Effect_Max)
|
|
throw std::out_of_range("Effect not defined");
|
|
|
|
pImpl->fx = fx;
|
|
|
|
switch (fx)
|
|
{
|
|
case Copy:
|
|
case Monochrome:
|
|
case Sepia:
|
|
// These shaders don't use the constant buffer
|
|
pImpl->SetConstants(false);
|
|
break;
|
|
|
|
default:
|
|
pImpl->SetConstants(true);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
// Properties
|
|
void BasicPostProcess::SetSourceTexture(_In_opt_ ID3D11ShaderResourceView* value)
|
|
{
|
|
pImpl->texture = value;
|
|
|
|
if (value)
|
|
{
|
|
ComPtr<ID3D11Resource> res;
|
|
value->GetResource(res.GetAddressOf());
|
|
|
|
D3D11_RESOURCE_DIMENSION resType = D3D11_RESOURCE_DIMENSION_UNKNOWN;
|
|
res->GetType(&resType);
|
|
|
|
switch (resType)
|
|
{
|
|
case D3D11_RESOURCE_DIMENSION_TEXTURE1D:
|
|
{
|
|
ComPtr<ID3D11Texture1D> tex;
|
|
ThrowIfFailed(res.As(&tex));
|
|
|
|
D3D11_TEXTURE1D_DESC desc = {};
|
|
tex->GetDesc(&desc);
|
|
pImpl->texWidth = desc.Width;
|
|
pImpl->texHeight = 1;
|
|
break;
|
|
}
|
|
|
|
case D3D11_RESOURCE_DIMENSION_TEXTURE2D:
|
|
{
|
|
ComPtr<ID3D11Texture2D> tex;
|
|
ThrowIfFailed(res.As(&tex));
|
|
|
|
D3D11_TEXTURE2D_DESC desc = {};
|
|
tex->GetDesc(&desc);
|
|
pImpl->texWidth = desc.Width;
|
|
pImpl->texHeight = desc.Height;
|
|
break;
|
|
}
|
|
|
|
case D3D11_RESOURCE_DIMENSION_UNKNOWN:
|
|
case D3D11_RESOURCE_DIMENSION_BUFFER:
|
|
case D3D11_RESOURCE_DIMENSION_TEXTURE3D:
|
|
default:
|
|
throw std::exception("Unsupported texture type");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pImpl->texWidth = pImpl->texHeight = 0;
|
|
}
|
|
}
|
|
|
|
|
|
void BasicPostProcess::SetGaussianParameter(float multiplier)
|
|
{
|
|
pImpl->guassianMultiplier = multiplier;
|
|
pImpl->SetDirtyFlag();
|
|
}
|
|
|
|
|
|
void BasicPostProcess::SetBloomExtractParameter(float threshold)
|
|
{
|
|
pImpl->bloomThreshold = threshold;
|
|
pImpl->SetDirtyFlag();
|
|
}
|
|
|
|
|
|
void BasicPostProcess::SetBloomBlurParameters(bool horizontal, float size, float brightness)
|
|
{
|
|
pImpl->bloomSize = size;
|
|
pImpl->bloomBrightness = brightness;
|
|
pImpl->bloomHorizontal = horizontal;
|
|
pImpl->SetDirtyFlag();
|
|
}
|