175c3ce806
- GL2Extensions, Program and Program.cpp Features: - Support for fragment output binding. (e.g. You can now specify in the fragment shader varying out vec3 fragOut; fragOut = vec3(1,0,1); to write to the fragOut variable. In your program you call glBindFragDataLocation(program, 1, "fragOut") to bind the fragOut variable with the MRT 1 - GL_COLOR_ATTACHMENT1_EXT) - new methods Program::add/removeBindFragDataLocation Program::getFragDataBindingList "
395 lines
19 KiB
C++
395 lines
19 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
|
|
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
|
|
* Copyright (C) 2004-2005 Nathan Cournia
|
|
* Copyright (C) 2007 Art Tevs
|
|
*
|
|
* This application is open source and may be redistributed and/or modified
|
|
* freely and without restriction, both in commericial and non commericial
|
|
* applications, as long as this copyright notice is maintained.
|
|
*
|
|
* This application is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
*/
|
|
|
|
/* file: include/osg/GL2Extensions
|
|
* author: Mike Weiblen 2005-05-05
|
|
*/
|
|
|
|
#ifndef OSG_GL2EXTENSIONS
|
|
#define OSG_GL2EXTENSIONS 1
|
|
|
|
#include <osg/Referenced>
|
|
#include <osg/GL>
|
|
|
|
#include <string>
|
|
|
|
#ifndef GL_VERSION_2_1 //[
|
|
#define GL_VERSION_2_1 1
|
|
|
|
#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0
|
|
#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1
|
|
#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3
|
|
#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4
|
|
|
|
#endif //]
|
|
|
|
|
|
#ifndef GL_VERSION_2_0 //[
|
|
#define GL_VERSION_2_0 1
|
|
typedef char GLchar;
|
|
#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
|
|
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
|
|
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
|
|
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
|
|
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
|
|
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
|
|
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
|
|
#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
|
|
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
|
|
#define GL_STENCIL_BACK_FUNC 0x8800
|
|
#define GL_STENCIL_BACK_FAIL 0x8801
|
|
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
|
|
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
|
|
#define GL_MAX_DRAW_BUFFERS 0x8824
|
|
#define GL_DRAW_BUFFER0 0x8825
|
|
#define GL_DRAW_BUFFER1 0x8826
|
|
#define GL_DRAW_BUFFER2 0x8827
|
|
#define GL_DRAW_BUFFER3 0x8828
|
|
#define GL_DRAW_BUFFER4 0x8829
|
|
#define GL_DRAW_BUFFER5 0x882A
|
|
#define GL_DRAW_BUFFER6 0x882B
|
|
#define GL_DRAW_BUFFER7 0x882C
|
|
#define GL_DRAW_BUFFER8 0x882D
|
|
#define GL_DRAW_BUFFER9 0x882E
|
|
#define GL_DRAW_BUFFER10 0x882F
|
|
#define GL_DRAW_BUFFER11 0x8830
|
|
#define GL_DRAW_BUFFER12 0x8831
|
|
#define GL_DRAW_BUFFER13 0x8832
|
|
#define GL_DRAW_BUFFER14 0x8833
|
|
#define GL_DRAW_BUFFER15 0x8834
|
|
#define GL_BLEND_EQUATION_ALPHA 0x883D
|
|
#define GL_POINT_SPRITE 0x8861
|
|
#define GL_COORD_REPLACE 0x8862
|
|
#define GL_MAX_VERTEX_ATTRIBS 0x8869
|
|
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
|
|
#define GL_MAX_TEXTURE_COORDS 0x8871
|
|
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
|
|
#define GL_FRAGMENT_SHADER 0x8B30
|
|
#define GL_VERTEX_SHADER 0x8B31
|
|
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
|
|
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
|
|
#define GL_MAX_VARYING_FLOATS 0x8B4B
|
|
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
|
|
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
|
|
#define GL_SHADER_TYPE 0x8B4F
|
|
#define GL_FLOAT_VEC2 0x8B50
|
|
#define GL_FLOAT_VEC3 0x8B51
|
|
#define GL_FLOAT_VEC4 0x8B52
|
|
#define GL_INT_VEC2 0x8B53
|
|
#define GL_INT_VEC3 0x8B54
|
|
#define GL_INT_VEC4 0x8B55
|
|
#define GL_BOOL 0x8B56
|
|
#define GL_BOOL_VEC2 0x8B57
|
|
#define GL_BOOL_VEC3 0x8B58
|
|
#define GL_BOOL_VEC4 0x8B59
|
|
#define GL_FLOAT_MAT2 0x8B5A
|
|
#define GL_FLOAT_MAT3 0x8B5B
|
|
#define GL_FLOAT_MAT4 0x8B5C
|
|
#define GL_SAMPLER_1D 0x8B5D
|
|
#define GL_SAMPLER_2D 0x8B5E
|
|
#define GL_SAMPLER_3D 0x8B5F
|
|
#define GL_SAMPLER_CUBE 0x8B60
|
|
#define GL_SAMPLER_1D_SHADOW 0x8B61
|
|
#define GL_SAMPLER_2D_SHADOW 0x8B62
|
|
#define GL_DELETE_STATUS 0x8B80
|
|
#define GL_COMPILE_STATUS 0x8B81
|
|
#define GL_LINK_STATUS 0x8B82
|
|
#define GL_VALIDATE_STATUS 0x8B83
|
|
#define GL_INFO_LOG_LENGTH 0x8B84
|
|
#define GL_ATTACHED_SHADERS 0x8B85
|
|
#define GL_ACTIVE_UNIFORMS 0x8B86
|
|
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
|
|
#define GL_SHADER_SOURCE_LENGTH 0x8B88
|
|
#define GL_ACTIVE_ATTRIBUTES 0x8B89
|
|
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
|
|
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
|
|
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
|
|
#define GL_CURRENT_PROGRAM 0x8B8D
|
|
#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
|
|
#define GL_LOWER_LEFT 0x8CA1
|
|
#define GL_UPPER_LEFT 0x8CA2
|
|
#define GL_STENCIL_BACK_REF 0x8CA3
|
|
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
|
|
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
|
|
#endif //]
|
|
|
|
namespace osg {
|
|
|
|
class OSG_EXPORT GL2Extensions : public osg::Referenced
|
|
{
|
|
public:
|
|
GL2Extensions(unsigned int contextID);
|
|
GL2Extensions(const GL2Extensions& rhs);
|
|
|
|
void lowestCommonDenominator(const GL2Extensions& rhs);
|
|
|
|
void setupGL2Extensions(unsigned int contextID);
|
|
|
|
/** Does the GL driver support OpenGL Shading Language? */
|
|
bool isGlslSupported() const;
|
|
|
|
float getGlVersion() const { return _glVersion; }
|
|
float getLanguageVersion() const { return _glslLanguageVersion; }
|
|
|
|
void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
|
|
bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }
|
|
|
|
void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
|
|
bool isVertexShaderSupported() const { return _isVertexShaderSupported; }
|
|
|
|
void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
|
|
bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }
|
|
|
|
void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
|
|
bool isLanguage100Supported() const { return _isLanguage100Supported; }
|
|
|
|
/** Function to call to get the extension of a specified context.
|
|
* If the Exentsion object for that context has not yet been created then
|
|
* and the 'createIfNotInitalized' flag been set to false then returns NULL.
|
|
* If 'createIfNotInitalized' is true then the Extensions object is
|
|
* automatically created. However, in this case the extension object
|
|
* only be created with the graphics context associated with ContextID..*/
|
|
static GL2Extensions* Get(unsigned int contextID,bool createIfNotInitalized);
|
|
|
|
/** allows users to override the extensions across graphics contexts.
|
|
* typically used when you have different extensions supported across graphics pipes
|
|
* but need to ensure that they all use the same low common denominator extensions.*/
|
|
static void Set(unsigned int contextID, GL2Extensions* extensions);
|
|
|
|
|
|
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const;
|
|
void glDrawBuffers(GLsizei n, const GLenum *bufs) const;
|
|
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const;
|
|
void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const;
|
|
void glStencilMaskSeparate(GLenum face, GLuint mask) const;
|
|
void glAttachShader(GLuint program, GLuint shader) const;
|
|
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const;
|
|
void glCompileShader(GLuint shader) const;
|
|
GLuint glCreateProgram(void) const;
|
|
GLuint glCreateShader(GLenum type) const;
|
|
void glDeleteProgram(GLuint program) const;
|
|
void glDeleteShader(GLuint shader) const;
|
|
void glDetachShader(GLuint program, GLuint shader) const;
|
|
void glDisableVertexAttribArray(GLuint index) const;
|
|
void glEnableVertexAttribArray(GLuint index) const;
|
|
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
|
|
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
|
|
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const;
|
|
GLint glGetAttribLocation(GLuint program, const GLchar *name) const;
|
|
void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const;
|
|
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
|
|
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const;
|
|
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
|
|
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const;
|
|
GLint glGetUniformLocation(GLuint program, const GLchar *name) const;
|
|
void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const;
|
|
void glGetUniformiv(GLuint program, GLint location, GLint *params) const;
|
|
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const;
|
|
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const;
|
|
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const;
|
|
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const;
|
|
GLboolean glIsProgram(GLuint program) const;
|
|
GLboolean glIsShader(GLuint shader) const;
|
|
void glLinkProgram(GLuint program) const;
|
|
void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const;
|
|
void glUseProgram(GLuint program) const;
|
|
void glUniform1f(GLint location, GLfloat v0) const;
|
|
void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
|
|
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
|
|
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
|
|
void glUniform1i(GLint location, GLint v0) const;
|
|
void glUniform2i(GLint location, GLint v0, GLint v1) const;
|
|
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
|
|
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
|
|
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
|
|
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
|
|
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
|
|
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
|
|
void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
|
|
void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
|
|
void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
|
|
void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
|
|
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
|
|
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
|
|
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
|
|
void glValidateProgram(GLuint program) const;
|
|
void glVertexAttrib1d(GLuint index, GLdouble x) const;
|
|
void glVertexAttrib1dv(GLuint index, const GLdouble *v) const;
|
|
void glVertexAttrib1f(GLuint index, GLfloat x) const;
|
|
void glVertexAttrib1fv(GLuint index, const GLfloat *v) const;
|
|
void glVertexAttrib1s(GLuint index, GLshort x) const;
|
|
void glVertexAttrib1sv(GLuint index, const GLshort *v) const;
|
|
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const;
|
|
void glVertexAttrib2dv(GLuint index, const GLdouble *v) const;
|
|
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const;
|
|
void glVertexAttrib2fv(GLuint index, const GLfloat *v) const;
|
|
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const;
|
|
void glVertexAttrib2sv(GLuint index, const GLshort *v) const;
|
|
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const;
|
|
void glVertexAttrib3dv(GLuint index, const GLdouble *v) const;
|
|
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const;
|
|
void glVertexAttrib3fv(GLuint index, const GLfloat *v) const;
|
|
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const;
|
|
void glVertexAttrib3sv(GLuint index, const GLshort *v) const;
|
|
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const;
|
|
void glVertexAttrib4Niv(GLuint index, const GLint *v) const;
|
|
void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const;
|
|
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const;
|
|
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const;
|
|
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const;
|
|
void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const;
|
|
void glVertexAttrib4bv(GLuint index, const GLbyte *v) const;
|
|
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const;
|
|
void glVertexAttrib4dv(GLuint index, const GLdouble *v) const;
|
|
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const;
|
|
void glVertexAttrib4fv(GLuint index, const GLfloat *v) const;
|
|
void glVertexAttrib4iv(GLuint index, const GLint *v) const;
|
|
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const;
|
|
void glVertexAttrib4sv(GLuint index, const GLshort *v) const;
|
|
void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const;
|
|
void glVertexAttrib4uiv(GLuint index, const GLuint *v) const;
|
|
void glVertexAttrib4usv(GLuint index, const GLushort *v) const;
|
|
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const;
|
|
|
|
// C++-friendly convenience wrapper methods
|
|
GLuint getCurrentProgram() const;
|
|
bool getProgramInfoLog( GLuint program, std::string& result ) const;
|
|
bool getShaderInfoLog( GLuint shader, std::string& result ) const;
|
|
bool getAttribLocation( const char* attribName, GLuint& slot ) const;
|
|
bool getFragDataLocation( const char* fragDataName, GLuint& slot) const;
|
|
|
|
//EXT_gpu_shader4 to support frag data binding
|
|
void glBindFragDataLocation(GLuint program, GLuint colorNumber, const GLchar *name) const;
|
|
GLint glGetFragDataLocation(GLuint program, const GLchar *name) const;
|
|
|
|
protected:
|
|
~GL2Extensions() {}
|
|
|
|
float _glVersion;
|
|
float _glslLanguageVersion;
|
|
|
|
bool _isShaderObjectsSupported;
|
|
bool _isVertexShaderSupported;
|
|
bool _isFragmentShaderSupported;
|
|
bool _isLanguage100Supported;
|
|
|
|
void* _glBlendEquationSeparate;
|
|
void* _glDrawBuffers;
|
|
void* _glStencilOpSeparate;
|
|
void* _glStencilFuncSeparate;
|
|
void* _glStencilMaskSeparate;
|
|
void* _glAttachShader;
|
|
void* _glBindAttribLocation;
|
|
void* _glCompileShader;
|
|
void* _glCreateProgram;
|
|
void* _glCreateShader;
|
|
void* _glDeleteProgram;
|
|
void* _glDeleteShader;
|
|
void* _glDetachShader;
|
|
void* _glDisableVertexAttribArray;
|
|
void* _glEnableVertexAttribArray;
|
|
void* _glGetActiveAttrib;
|
|
void* _glGetActiveUniform;
|
|
void* _glGetAttachedShaders;
|
|
void* _glGetAttribLocation;
|
|
void* _glGetProgramiv;
|
|
void* _glGetProgramInfoLog;
|
|
void* _glGetShaderiv;
|
|
void* _glGetShaderInfoLog;
|
|
void* _glGetShaderSource;
|
|
void* _glGetUniformLocation;
|
|
void* _glGetUniformfv;
|
|
void* _glGetUniformiv;
|
|
void* _glGetVertexAttribdv;
|
|
void* _glGetVertexAttribfv;
|
|
void* _glGetVertexAttribiv;
|
|
void* _glGetVertexAttribPointerv;
|
|
void* _glIsProgram;
|
|
void* _glIsShader;
|
|
void* _glLinkProgram;
|
|
void* _glShaderSource;
|
|
void* _glUseProgram;
|
|
void* _glUniform1f;
|
|
void* _glUniform2f;
|
|
void* _glUniform3f;
|
|
void* _glUniform4f;
|
|
void* _glUniform1i;
|
|
void* _glUniform2i;
|
|
void* _glUniform3i;
|
|
void* _glUniform4i;
|
|
void* _glUniform1fv;
|
|
void* _glUniform2fv;
|
|
void* _glUniform3fv;
|
|
void* _glUniform4fv;
|
|
void* _glUniform1iv;
|
|
void* _glUniform2iv;
|
|
void* _glUniform3iv;
|
|
void* _glUniform4iv;
|
|
void* _glUniformMatrix2fv;
|
|
void* _glUniformMatrix3fv;
|
|
void* _glUniformMatrix4fv;
|
|
void* _glValidateProgram;
|
|
void* _glVertexAttrib1d;
|
|
void* _glVertexAttrib1dv;
|
|
void* _glVertexAttrib1f;
|
|
void* _glVertexAttrib1fv;
|
|
void* _glVertexAttrib1s;
|
|
void* _glVertexAttrib1sv;
|
|
void* _glVertexAttrib2d;
|
|
void* _glVertexAttrib2dv;
|
|
void* _glVertexAttrib2f;
|
|
void* _glVertexAttrib2fv;
|
|
void* _glVertexAttrib2s;
|
|
void* _glVertexAttrib2sv;
|
|
void* _glVertexAttrib3d;
|
|
void* _glVertexAttrib3dv;
|
|
void* _glVertexAttrib3f;
|
|
void* _glVertexAttrib3fv;
|
|
void* _glVertexAttrib3s;
|
|
void* _glVertexAttrib3sv;
|
|
void* _glVertexAttrib4Nbv;
|
|
void* _glVertexAttrib4Niv;
|
|
void* _glVertexAttrib4Nsv;
|
|
void* _glVertexAttrib4Nub;
|
|
void* _glVertexAttrib4Nubv;
|
|
void* _glVertexAttrib4Nuiv;
|
|
void* _glVertexAttrib4Nusv;
|
|
void* _glVertexAttrib4bv;
|
|
void* _glVertexAttrib4d;
|
|
void* _glVertexAttrib4dv;
|
|
void* _glVertexAttrib4f;
|
|
void* _glVertexAttrib4fv;
|
|
void* _glVertexAttrib4iv;
|
|
void* _glVertexAttrib4s;
|
|
void* _glVertexAttrib4sv;
|
|
void* _glVertexAttrib4ubv;
|
|
void* _glVertexAttrib4uiv;
|
|
void* _glVertexAttrib4usv;
|
|
void* _glVertexAttribPointer;
|
|
|
|
void* _glGetInfoLogARB;
|
|
void* _glGetObjectParameterivARB;
|
|
void* _glDeleteObjectARB;
|
|
void* _glGetHandleARB;
|
|
|
|
void* _glBindFragDataLocation;
|
|
void* _glGetFragDataLocation;
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
/*EOF*/
|