Sweden-Number/dlls/wined3d/basetexture.c

528 lines
21 KiB
C

/*
* IWineD3DBaseTexture Implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, const struct wined3d_texture_ops *texture_ops,
UINT layer_count, UINT level_count, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device,
DWORD usage, const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops)
{
HRESULT hr;
hr = resource_init(&texture->resource, resource_type, device,
0, usage, format, pool, parent, parent_ops, resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x\n", hr);
return hr;
}
texture->baseTexture.texture_ops = texture_ops;
texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
if (!texture->baseTexture.sub_resources)
{
ERR("Failed to allocate sub-resource array.\n");
resource_cleanup(&texture->resource);
return E_OUTOFMEMORY;
}
texture->baseTexture.layer_count = layer_count;
texture->baseTexture.level_count = level_count;
texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
texture->baseTexture.LOD = 0;
texture->baseTexture.texture_rgb.dirty = TRUE;
texture->baseTexture.texture_srgb.dirty = TRUE;
texture->baseTexture.is_srgb = FALSE;
texture->baseTexture.pow2Matrix_identity = TRUE;
if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
{
texture->baseTexture.minMipLookup = minMipLookup;
texture->baseTexture.magLookup = magLookup;
}
else
{
texture->baseTexture.minMipLookup = minMipLookup_noFilter;
texture->baseTexture.magLookup = magLookup_noFilter;
}
return WINED3D_OK;
}
void basetexture_cleanup(IWineD3DBaseTextureImpl *texture)
{
basetexture_unload(texture);
HeapFree(GetProcessHeap(), 0, texture->baseTexture.sub_resources);
resource_cleanup(&texture->resource);
}
struct wined3d_resource *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx)
{
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
if (sub_resource_idx >= sub_count)
{
WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
return NULL;
}
return texture->baseTexture.sub_resources[sub_resource_idx];
}
/* A GL context is provided by the caller */
static void gltexture_delete(struct gl_texture *tex)
{
ENTER_GL();
glDeleteTextures(1, &tex->name);
LEAVE_GL();
tex->name = 0;
}
void basetexture_unload(IWineD3DBaseTextureImpl *texture)
{
IWineD3DDeviceImpl *device = texture->resource.device;
struct wined3d_context *context = NULL;
if (texture->baseTexture.texture_rgb.name || texture->baseTexture.texture_srgb.name)
{
context = context_acquire(device, NULL);
}
if (texture->baseTexture.texture_rgb.name)
gltexture_delete(&texture->baseTexture.texture_rgb);
if (texture->baseTexture.texture_srgb.name)
gltexture_delete(&texture->baseTexture.texture_srgb);
if (context) context_release(context);
basetexture_set_dirty(texture, TRUE);
resource_unload(&texture->resource);
}
DWORD basetexture_set_lod(IWineD3DBaseTextureImpl *texture, DWORD lod)
{
DWORD old = texture->baseTexture.LOD;
TRACE("texture %p, lod %u.\n", texture, lod);
/* The d3d9:texture test shows that SetLOD is ignored on non-managed
* textures. The call always returns 0, and GetLOD always returns 0. */
if (texture->resource.pool != WINED3DPOOL_MANAGED)
{
TRACE("Ignoring SetLOD on %s texture, returning 0.\n", debug_d3dpool(texture->resource.pool));
return 0;
}
if (lod >= texture->baseTexture.level_count)
lod = texture->baseTexture.level_count - 1;
if (texture->baseTexture.LOD != lod)
{
texture->baseTexture.LOD = lod;
texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
texture->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
if (texture->baseTexture.bindCount)
IWineD3DDeviceImpl_MarkStateDirty(texture->resource.device, STATE_SAMPLER(texture->baseTexture.sampler));
}
return old;
}
DWORD basetexture_get_lod(IWineD3DBaseTextureImpl *texture)
{
TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.LOD);
return texture->baseTexture.LOD;
}
DWORD basetexture_get_level_count(IWineD3DBaseTextureImpl *texture)
{
TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.level_count);
return texture->baseTexture.level_count;
}
HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTextureImpl *texture, WINED3DTEXTUREFILTERTYPE filter_type)
{
TRACE("texture %p, filter_type %s.\n", texture, debug_d3dtexturefiltertype(filter_type));
if (!(texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP))
{
WARN("Texture doesn't have AUTOGENMIPMAP usage.\n");
return WINED3DERR_INVALIDCALL;
}
if (texture->baseTexture.filterType != filter_type)
{
GLenum target = texture->baseTexture.target;
struct wined3d_context *context;
context = context_acquire(texture->resource.device, NULL);
ENTER_GL();
glBindTexture(target, texture->baseTexture.texture_rgb.name);
checkGLcall("glBindTexture");
switch (filter_type)
{
case WINED3DTEXF_NONE:
case WINED3DTEXF_POINT:
glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
break;
case WINED3DTEXF_LINEAR:
glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
break;
default:
WARN("Unexpected filter type %#x, setting to GL_NICEST.\n", filter_type);
glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
checkGLcall("glTexParameteri(target, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
break;
}
LEAVE_GL();
context_release(context);
}
texture->baseTexture.filterType = filter_type;
return WINED3D_OK;
}
WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTextureImpl *texture)
{
TRACE("texture %p.\n", texture);
return texture->baseTexture.filterType;
}
void basetexture_generate_mipmaps(IWineD3DBaseTextureImpl *texture)
{
/* TODO: Implement filters using GL_SGI_generate_mipmaps. */
FIXME("texture %p stub!\n", texture);
}
void basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty)
{
texture->baseTexture.texture_rgb.dirty = dirty;
texture->baseTexture.texture_srgb.dirty = dirty;
}
/* Context activation is done by the caller. */
HRESULT basetexture_bind(IWineD3DBaseTextureImpl *texture,
const struct wined3d_gl_info *gl_info, BOOL srgb, BOOL *set_surface_desc)
{
HRESULT hr = WINED3D_OK;
GLenum textureDimensions;
BOOL isNewTexture = FALSE;
struct gl_texture *gl_tex;
TRACE("texture %p, srgb %#x, set_surface_desc %p.\n", texture, srgb, set_surface_desc);
texture->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb);
textureDimensions = texture->baseTexture.target;
ENTER_GL();
/* Generate a texture name if we don't already have one */
if (!gl_tex->name)
{
*set_surface_desc = TRUE;
glGenTextures(1, &gl_tex->name);
checkGLcall("glGenTextures");
TRACE("Generated texture %d\n", gl_tex->name);
if (texture->resource.pool == WINED3DPOOL_DEFAULT)
{
/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp;
tmp = 0.9f;
glPrioritizeTextures(1, &gl_tex->name, &tmp);
}
/* Initialise the state of the texture object
to the openGL defaults, not the directx defaults */
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = TRUE;
else
gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
basetexture_set_dirty(texture, TRUE);
isNewTexture = TRUE;
if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
/* This means double binding the texture at creation, but keeps the code simpler all
* in all, and the run-time path free from additional checks
*/
glBindTexture(textureDimensions, gl_tex->name);
checkGLcall("glBindTexture");
glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
}
} else {
*set_surface_desc = FALSE;
}
/* Bind the texture */
if (gl_tex->name)
{
glBindTexture(textureDimensions, gl_tex->name);
checkGLcall("glBindTexture");
if (isNewTexture) {
/* For a new texture we have to set the textures levels after binding the texture.
* In theory this is all we should ever have to do, but because ATI's drivers are broken, we
* also need to set the texture dimensions before the texture is set
* Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
* relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
* (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
*/
if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
{
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", texture->baseTexture.level_count - 1);
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count - 1);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, texture->baseTexture.level_count)");
}
if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
/* Cubemaps are always set to clamp, regardless of the sampler state. */
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
}
} else { /* this only happened if we've run out of openGL textures */
WARN("This texture doesn't have an openGL texture assigned to it\n");
hr = WINED3DERR_INVALIDCALL;
}
LEAVE_GL();
return hr;
}
/* GL locking is done by the caller */
static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
{
GLint gl_wrap;
if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
{
FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
return;
}
if (target == GL_TEXTURE_CUBE_MAP_ARB
|| (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
{
/* Cubemaps are always set to clamp, regardless of the sampler state. */
gl_wrap = GL_CLAMP_TO_EDGE;
}
else
{
gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
}
TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
glTexParameteri(target, param, gl_wrap);
checkGLcall("glTexParameteri(target, param, gl_wrap)");
}
/* GL locking is done by the caller (state handler) */
void basetexture_apply_state_changes(IWineD3DBaseTextureImpl *texture,
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
const struct wined3d_gl_info *gl_info)
{
BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2((IWineD3DBaseTexture *)texture);
GLenum textureDimensions = texture->baseTexture.target;
DWORD state;
DWORD aniso;
struct gl_texture *gl_tex;
TRACE("texture %p, samplerStates %p\n", texture, samplerStates);
gl_tex = basetexture_get_gl_texture(texture, gl_info, texture->baseTexture.is_srgb);
/* This function relies on the correct texture being bound and loaded. */
if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
state = samplerStates[WINED3DSAMP_ADDRESSU];
apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
}
if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
state = samplerStates[WINED3DSAMP_ADDRESSV];
apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
}
if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
state = samplerStates[WINED3DSAMP_ADDRESSW];
apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
}
if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
float col[4];
state = samplerStates[WINED3DSAMP_BORDERCOLOR];
D3DCOLORTOGLFLOAT4(state, col);
TRACE("Setting border color for %u to %x\n", textureDimensions, state);
glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
}
if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
GLint glValue;
state = samplerStates[WINED3DSAMP_MAGFILTER];
if (state > WINED3DTEXF_ANISOTROPIC) {
FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
}
glValue = wined3d_gl_mag_filter(texture->baseTexture.magLookup,
min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
}
if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
GLint glValue;
gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
|| gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
{
FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
gl_tex->states[WINED3DTEXSTA_MINFILTER],
gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
}
glValue = wined3d_gl_min_mip_filter(texture->baseTexture.minMipLookup,
min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
samplerStates[WINED3DSAMP_MINFILTER],
samplerStates[WINED3DSAMP_MIPFILTER], glValue);
glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
if (!cond_np2)
{
if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
glValue = texture->baseTexture.LOD;
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= texture->baseTexture.level_count)
glValue = texture->baseTexture.level_count - 1;
else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < texture->baseTexture.LOD)
/* baseTexture.LOD is already clamped in the setter */
glValue = texture->baseTexture.LOD;
else
glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
/* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
* GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
* So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
*/
glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
}
}
if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
&& gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
&& gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
|| cond_np2)
{
aniso = 1;
}
else
{
aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
}
if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
{
if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
{
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
}
else
{
WARN("Anisotropic filtering not supported.\n");
}
gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
}
/* These should always be the same unless EXT_texture_sRGB_decode is supported. */
if (samplerStates[WINED3DSAMP_SRGBTEXTURE] != gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE])
{
glTexParameteri(textureDimensions, GL_TEXTURE_SRGB_DECODE_EXT,
samplerStates[WINED3DSAMP_SRGBTEXTURE] ? GL_DECODE_EXT : GL_SKIP_DECODE_EXT);
checkGLcall("glTexParameteri(GL_TEXTURE_SRGB_DECODE_EXT)");
}
if (!(texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
!= !gl_tex->states[WINED3DTEXSTA_SHADOW])
{
if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
{
glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
}
else
{
glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
}
}
}