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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h" | 5 #include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h" |
6 | 6 |
7 #include <algorithm> | 7 #include <algorithm> |
8 | 8 |
9 #include "base/basictypes.h" | 9 #include "base/basictypes.h" |
10 #include "gpu/command_buffer/service/gl_utils.h" | 10 #include "gpu/command_buffer/service/gl_utils.h" |
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160 return shader_ids[index][SAMPLER_2D]; | 160 return shader_ids[index][SAMPLER_2D]; |
161 case GL_TEXTURE_RECTANGLE_ARB: | 161 case GL_TEXTURE_RECTANGLE_ARB: |
162 return shader_ids[index][SAMPLER_RECTANGLE_ARB]; | 162 return shader_ids[index][SAMPLER_RECTANGLE_ARB]; |
163 case GL_TEXTURE_EXTERNAL_OES: | 163 case GL_TEXTURE_EXTERNAL_OES: |
164 return shader_ids[index][SAMPLER_EXTERNAL_OES]; | 164 return shader_ids[index][SAMPLER_EXTERNAL_OES]; |
165 default: | 165 default: |
166 break; | 166 break; |
167 } | 167 } |
168 | 168 |
169 NOTREACHED(); | 169 NOTREACHED(); |
170 return shader_ids[index][SAMPLER_2D]; | 170 return shader_ids[0][SAMPLER_2D]; |
171 } | 171 } |
172 | 172 |
173 void CompileShader(GLuint shader, const char* shader_source) { | 173 void CompileShader(GLuint shader, const char* shader_source) { |
174 glShaderSource(shader, 1, &shader_source, 0); | 174 glShaderSource(shader, 1, &shader_source, 0); |
175 glCompileShader(shader); | 175 glCompileShader(shader); |
176 #ifndef NDEBUG | 176 #ifndef NDEBUG |
177 GLint compile_status; | 177 GLint compile_status; |
178 glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status); | 178 glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status); |
179 if (GL_TRUE != compile_status) | 179 if (GL_TRUE != compile_status) |
180 DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure."; | 180 DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure."; |
181 #endif | 181 #endif |
182 } | 182 } |
183 | 183 |
184 void DeleteShader(GLuint shader) { | 184 void DeleteShader(GLuint shader) { |
185 if (shader) | 185 if (shader) |
186 glDeleteShader(shader); | 186 glDeleteShader(shader); |
187 } | 187 } |
188 | 188 |
189 } // namespace | 189 } // namespace |
190 | 190 |
191 namespace gpu { | 191 namespace gpu { |
192 | 192 |
193 CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager() | 193 CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager() |
194 : initialized_(false), | 194 : initialized_(false), |
195 vertex_shaders_(NUM_VERTEX_SHADERS, 0u), | 195 vertex_shaders_(NUM_VERTEX_SHADERS, 0u), |
196 fragment_shaders_(NUM_FRAGMENT_SHADERS, 0u), | 196 fragment_shaders_(NUM_FRAGMENT_SHADERS, 0u), |
197 buffer_id_(0u), | 197 buffer_id_(0u), |
198 framebuffer_(0u) {} | 198 framebuffer_(0u) {} |
199 | 199 |
200 CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {} | 200 CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() { |
201 DCHECK(!buffer_id_ && !framebuffer_); | |
202 } | |
201 | 203 |
202 void CopyTextureCHROMIUMResourceManager::Initialize( | 204 void CopyTextureCHROMIUMResourceManager::Initialize( |
203 const gles2::GLES2Decoder* decoder) { | 205 const gles2::GLES2Decoder* decoder) { |
204 COMPILE_ASSERT( | 206 COMPILE_ASSERT( |
205 kVertexPositionAttrib == 0u, | 207 kVertexPositionAttrib == 0u, |
206 Position_attribs_must_be_0); | 208 Position_attribs_must_be_0); |
209 DCHECK(!buffer_id_ && !framebuffer_ && programs_.empty()); | |
207 | 210 |
208 // Initialize all of the GPU resources required to perform the copy. | 211 // Initialize all of the GPU resources required to perform the copy. |
209 glGenBuffersARB(1, &buffer_id_); | 212 glGenBuffersARB(1, &buffer_id_); |
210 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); | 213 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
211 const GLfloat kQuadVertices[] = {-1.0f, -1.0f, | 214 const GLfloat kQuadVertices[] = {-1.0f, -1.0f, |
212 1.0f, -1.0f, | 215 1.0f, -1.0f, |
213 1.0f, 1.0f, | 216 1.0f, 1.0f, |
214 -1.0f, 1.0f}; | 217 -1.0f, 1.0f}; |
215 glBufferData( | 218 glBufferData( |
216 GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW); | 219 GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW); |
217 | 220 |
218 glGenFramebuffersEXT(1, &framebuffer_); | 221 glGenFramebuffersEXT(1, &framebuffer_); |
219 | 222 |
220 decoder->RestoreBufferBindings(); | 223 decoder->RestoreBufferBindings(); |
221 | 224 |
222 initialized_ = true; | 225 initialized_ = true; |
223 } | 226 } |
224 | 227 |
225 void CopyTextureCHROMIUMResourceManager::Destroy() { | 228 void CopyTextureCHROMIUMResourceManager::Destroy() { |
226 if (!initialized_) | 229 if (!initialized_) |
227 return; | 230 return; |
228 | 231 |
229 glDeleteFramebuffersEXT(1, &framebuffer_); | 232 glDeleteFramebuffersEXT(1, &framebuffer_); |
233 framebuffer_ = 0; | |
230 | 234 |
231 std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader); | 235 std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader); |
232 std::for_each( | 236 std::for_each( |
233 fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader); | 237 fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader); |
234 | 238 |
235 for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end(); | 239 for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end(); |
236 ++it) { | 240 ++it) { |
237 const ProgramInfo& info = it->second; | 241 const ProgramInfo& info = it->second; |
238 glDeleteProgram(info.program); | 242 glDeleteProgram(info.program); |
239 } | 243 } |
240 | 244 |
241 glDeleteBuffersARB(1, &buffer_id_); | 245 glDeleteBuffersARB(1, &buffer_id_); |
246 buffer_id_ = 0; | |
242 } | 247 } |
243 | 248 |
244 void CopyTextureCHROMIUMResourceManager::DoCopyTexture( | 249 void CopyTextureCHROMIUMResourceManager::DoCopyTexture( |
245 const gles2::GLES2Decoder* decoder, | 250 const gles2::GLES2Decoder* decoder, |
246 GLenum source_target, | 251 GLenum source_target, |
247 GLenum dest_target, | |
248 GLuint source_id, | 252 GLuint source_id, |
249 GLuint dest_id, | 253 GLuint dest_id, |
250 GLint level, | 254 GLint level, |
255 GLenum internal_format, | |
251 GLsizei width, | 256 GLsizei width, |
252 GLsizei height, | 257 GLsizei height, |
253 bool flip_y, | 258 bool flip_y, |
254 bool premultiply_alpha, | 259 bool premultiply_alpha, |
255 bool unpremultiply_alpha) { | 260 bool unpremultiply_alpha) { |
261 bool just_alpha = (!premultiply_alpha && !unpremultiply_alpha) || | |
262 (premultiply_alpha && unpremultiply_alpha); | |
reveman
2014/07/09 19:45:08
I think it would be cleaner and easier to read if
dshwang
2014/07/10 15:19:46
That's cool. Done.
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263 if (source_target == GL_TEXTURE_2D && !flip_y && just_alpha) { | |
264 DoFastCopyTexture(decoder, | |
265 source_id, | |
266 dest_id, | |
267 level, | |
268 internal_format, | |
269 width, | |
270 height); | |
reveman
2014/07/09 19:45:08
are you missing a "return" statement here?
dshwang
2014/07/10 15:19:46
Oops, sorry. Done.
| |
271 } | |
272 | |
256 // Use default transform matrix if no transform passed in. | 273 // Use default transform matrix if no transform passed in. |
257 const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, | 274 const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, |
258 0.0f, 1.0f, 0.0f, 0.0f, | 275 0.0f, 1.0f, 0.0f, 0.0f, |
259 0.0f, 0.0f, 1.0f, 0.0f, | 276 0.0f, 0.0f, 1.0f, 0.0f, |
260 0.0f, 0.0f, 0.0f, 1.0f}; | 277 0.0f, 0.0f, 0.0f, 1.0f}; |
261 DoCopyTextureWithTransform(decoder, source_target, dest_target, source_id, | 278 DoCopyTextureWithTransform(decoder, source_target, source_id, dest_id, |
262 dest_id, level, width, height, flip_y, premultiply_alpha, | 279 level, internal_format, width, height, flip_y, premultiply_alpha, |
263 unpremultiply_alpha, default_matrix); | 280 unpremultiply_alpha, default_matrix); |
264 } | 281 } |
265 | 282 |
283 void CopyTextureCHROMIUMResourceManager::DoFastCopyTexture( | |
284 const gles2::GLES2Decoder* decoder, | |
285 GLuint source_id, | |
286 GLuint dest_id, | |
287 GLint level, | |
288 GLenum internal_format, | |
289 GLsizei width, | |
290 GLsizei height) { | |
291 if (BindFramebufferTexture2D(source_id, 0 /* level */)) { | |
292 glBindTexture(GL_TEXTURE_2D, dest_id); | |
293 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
294 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
297 glCopyTexImage2D(GL_TEXTURE_2D, | |
298 level, | |
299 internal_format, | |
300 0 /* x */, | |
301 0 /* y */, | |
302 width, | |
303 height, | |
304 0 /* border */); | |
305 } | |
306 | |
307 decoder->RestoreTextureState(source_id); | |
308 decoder->RestoreTextureState(dest_id); | |
309 decoder->RestoreTextureUnitBindings(0); | |
310 decoder->RestoreActiveTexture(); | |
311 decoder->RestoreFramebufferBindings(); | |
312 } | |
313 | |
314 bool CopyTextureCHROMIUMResourceManager::BindFramebufferTexture2D( | |
315 GLuint texture_id, | |
316 GLint level) { | |
317 glActiveTexture(GL_TEXTURE0); | |
318 glBindTexture(GL_TEXTURE_2D, texture_id); | |
319 // NVidia drivers require texture settings to be a certain way | |
320 // or they won't report FRAMEBUFFER_COMPLETE. | |
321 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
322 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
323 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
324 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
325 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_); | |
326 glFramebufferTexture2DEXT( | |
327 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, level); | |
328 | |
329 #ifndef NDEBUG | |
330 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); | |
331 if (GL_FRAMEBUFFER_COMPLETE != fb_status) { | |
332 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer."; | |
333 return false; | |
334 } | |
335 #endif | |
336 return true; | |
337 } | |
338 | |
266 void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( | 339 void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
267 const gles2::GLES2Decoder* decoder, | 340 const gles2::GLES2Decoder* decoder, |
268 GLenum source_target, | 341 GLenum source_target, |
269 GLenum dest_target, | |
270 GLuint source_id, | 342 GLuint source_id, |
271 GLuint dest_id, | 343 GLuint dest_id, |
272 GLint level, | 344 GLint level, |
345 GLenum internal_format, | |
273 GLsizei width, | 346 GLsizei width, |
274 GLsizei height, | 347 GLsizei height, |
275 bool flip_y, | 348 bool flip_y, |
276 bool premultiply_alpha, | 349 bool premultiply_alpha, |
277 bool unpremultiply_alpha, | 350 bool unpremultiply_alpha, |
278 const GLfloat transform_matrix[16]) { | 351 const GLfloat transform_matrix[16]) { |
279 DCHECK(source_target == GL_TEXTURE_2D || | 352 DCHECK(source_target == GL_TEXTURE_2D || |
280 source_target == GL_TEXTURE_RECTANGLE_ARB || | 353 source_target == GL_TEXTURE_RECTANGLE_ARB || |
281 source_target == GL_TEXTURE_EXTERNAL_OES); | 354 source_target == GL_TEXTURE_EXTERNAL_OES); |
282 if (!initialized_) { | 355 if (!initialized_) { |
283 DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager."; | 356 DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager."; |
284 return; | 357 return; |
285 } | 358 } |
286 | 359 |
287 VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y); | 360 VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y); |
288 DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size()); | 361 DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size()); |
289 GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id]; | |
290 if (!*vertex_shader) { | |
291 *vertex_shader = glCreateShader(GL_VERTEX_SHADER); | |
292 CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]); | |
293 } | |
reveman
2014/07/09 19:45:08
do you need to move this code?
dshwang
2014/07/10 15:19:46
Not really, but it's good to move, because we can
reveman
2014/07/10 18:13:18
That's fine. I just wanted to know if there was so
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294 | |
295 FragmentShaderId fragment_shader_id = GetFragmentShaderId( | 362 FragmentShaderId fragment_shader_id = GetFragmentShaderId( |
296 premultiply_alpha, unpremultiply_alpha, source_target); | 363 premultiply_alpha, unpremultiply_alpha, source_target); |
297 DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size()); | 364 DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size()); |
298 GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id]; | |
299 if (!*fragment_shader) { | |
300 *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | |
301 CompileShader(*fragment_shader, fragment_shader_source[fragment_shader_id]); | |
302 } | |
reveman
2014/07/09 19:45:07
do you need to move this code?
dshwang
2014/07/10 15:19:46
Ditto.
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303 | 365 |
304 ProgramMapKey key(vertex_shader_id, fragment_shader_id); | 366 ProgramMapKey key(vertex_shader_id, fragment_shader_id); |
305 ProgramInfo* info = &programs_[key]; | 367 ProgramInfo* info = &programs_[key]; |
306 // Create program if necessary. | 368 // Create program if necessary. |
307 if (!info->program) { | 369 if (!info->program) { |
308 info->program = glCreateProgram(); | 370 info->program = glCreateProgram(); |
371 GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id]; | |
372 if (!*vertex_shader) { | |
373 *vertex_shader = glCreateShader(GL_VERTEX_SHADER); | |
374 CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]); | |
375 } | |
309 glAttachShader(info->program, *vertex_shader); | 376 glAttachShader(info->program, *vertex_shader); |
377 GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id]; | |
378 if (!*fragment_shader) { | |
379 *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | |
380 CompileShader(*fragment_shader, | |
381 fragment_shader_source[fragment_shader_id]); | |
382 } | |
310 glAttachShader(info->program, *fragment_shader); | 383 glAttachShader(info->program, *fragment_shader); |
311 glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position"); | 384 glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position"); |
312 glLinkProgram(info->program); | 385 glLinkProgram(info->program); |
313 #ifndef NDEBUG | 386 #ifndef NDEBUG |
314 GLint linked; | 387 GLint linked; |
315 glGetProgramiv(info->program, GL_LINK_STATUS, &linked); | 388 glGetProgramiv(info->program, GL_LINK_STATUS, &linked); |
316 if (!linked) | 389 if (!linked) |
317 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure."; | 390 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure."; |
318 #endif | 391 #endif |
319 info->matrix_handle = glGetUniformLocation(info->program, "u_matrix"); | 392 info->matrix_handle = glGetUniformLocation(info->program, "u_matrix"); |
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330 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader."; | 403 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader."; |
331 return; | 404 return; |
332 } | 405 } |
333 #endif | 406 #endif |
334 | 407 |
335 glUniformMatrix4fv(info->matrix_handle, 1, GL_FALSE, transform_matrix); | 408 glUniformMatrix4fv(info->matrix_handle, 1, GL_FALSE, transform_matrix); |
336 if (source_target == GL_TEXTURE_RECTANGLE_ARB) | 409 if (source_target == GL_TEXTURE_RECTANGLE_ARB) |
337 glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f); | 410 glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f); |
338 else | 411 else |
339 glUniform2f(info->half_size_handle, 0.5f, 0.5f); | 412 glUniform2f(info->half_size_handle, 0.5f, 0.5f); |
340 glActiveTexture(GL_TEXTURE0); | |
341 glBindTexture(GL_TEXTURE_2D, dest_id); | |
342 // NVidia drivers require texture settings to be a certain way | |
343 // or they won't report FRAMEBUFFER_COMPLETE. | |
344 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
345 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
346 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
348 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_); | |
349 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dest_target, | |
350 dest_id, level); | |
351 | 413 |
352 #ifndef NDEBUG | 414 if (BindFramebufferTexture2D(dest_id, level)) { |
353 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); | |
354 if (GL_FRAMEBUFFER_COMPLETE != fb_status) { | |
355 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer."; | |
356 } else | |
357 #endif | |
358 { | |
359 decoder->ClearAllAttributes(); | 415 decoder->ClearAllAttributes(); |
360 glEnableVertexAttribArray(kVertexPositionAttrib); | 416 glEnableVertexAttribArray(kVertexPositionAttrib); |
361 | 417 |
362 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); | 418 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
363 glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); | 419 glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); |
364 | 420 |
365 glUniform1i(info->sampler_handle, 0); | 421 glUniform1i(info->sampler_handle, 0); |
366 | 422 |
367 glBindTexture(source_target, source_id); | 423 glBindTexture(source_target, source_id); |
368 glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 424 glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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387 decoder->RestoreTextureState(dest_id); | 443 decoder->RestoreTextureState(dest_id); |
388 decoder->RestoreTextureUnitBindings(0); | 444 decoder->RestoreTextureUnitBindings(0); |
389 decoder->RestoreActiveTexture(); | 445 decoder->RestoreActiveTexture(); |
390 decoder->RestoreProgramBindings(); | 446 decoder->RestoreProgramBindings(); |
391 decoder->RestoreBufferBindings(); | 447 decoder->RestoreBufferBindings(); |
392 decoder->RestoreFramebufferBindings(); | 448 decoder->RestoreFramebufferBindings(); |
393 decoder->RestoreGlobalState(); | 449 decoder->RestoreGlobalState(); |
394 } | 450 } |
395 | 451 |
396 } // namespace gpu | 452 } // namespace gpu |
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