Sweden-Number/dlls/d3d8/vshaderdeclaration.c

544 lines
19 KiB
C

/*
* vertex shaders declaration implementation
*
* Copyright 2002 Raphael Junqueira
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include <math.h>
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/**
* DirectX9 SDK download
* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
*
* Exploring D3DX
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
*
* Using Vertex Shaders
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
*
* Dx9 New
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
*
* Dx9 Shaders
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
*
* Dx9 D3DX
* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
*
* FVF
* http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
*
* NVIDIA: DX8 Vertex Shader to NV Vertex Program
* http://developer.nvidia.com/view.asp?IO=vstovp
*
* NVIDIA: Memory Management with VAR
* http://developer.nvidia.com/view.asp?IO=var_memory_management
*/
/** Vertex Shader Declaration data types tokens */
static CONST char* VertexShaderDeclDataTypes [] = {
"D3DVSDT_FLOAT1",
"D3DVSDT_FLOAT2",
"D3DVSDT_FLOAT3",
"D3DVSDT_FLOAT4",
"D3DVSDT_D3DCOLOR",
"D3DVSDT_UBYTE4",
"D3DVSDT_SHORT2",
"D3DVSDT_SHORT4",
NULL
};
static CONST char* VertexShaderDeclRegister [] = {
"D3DVSDE_POSITION",
"D3DVSDE_BLENDWEIGHT",
"D3DVSDE_BLENDINDICES",
"D3DVSDE_NORMAL",
"D3DVSDE_PSIZE",
"D3DVSDE_DIFFUSE",
"D3DVSDE_SPECULAR",
"D3DVSDE_TEXCOORD0",
"D3DVSDE_TEXCOORD1",
"D3DVSDE_TEXCOORD2",
"D3DVSDE_TEXCOORD3",
"D3DVSDE_TEXCOORD4",
"D3DVSDE_TEXCOORD5",
"D3DVSDE_TEXCOORD6",
"D3DVSDE_TEXCOORD7",
"D3DVSDE_POSITION2",
"D3DVSDE_NORMAL2",
NULL
};
/** todo check decl validity */
inline static DWORD Direct3DVextexShaderDeclarationImpl_ParseToken(const DWORD* pToken) {
const DWORD token = *pToken;
DWORD tokenlen = 1;
switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
case D3DVSD_TOKEN_NOP:
TRACE(" 0x%08lx NOP()\n", token);
break;
case D3DVSD_TOKEN_STREAM:
if (token & D3DVSD_STREAMTESSMASK) {
TRACE(" 0x%08lx STREAM_TESS()\n", token);
} else {
TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
}
break;
case D3DVSD_TOKEN_STREAMDATA:
if (token & 0x10000000) {
TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
} else {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSD_TOKEN_TESSELLATOR:
if (token & 0x10000000) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
} else {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSD_TOKEN_CONSTMEM:
{
DWORD i;
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count);
++pToken;
for (i = 0; i < count; ++i) {
TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
constaddress,
*pToken,
*(pToken + 1),
*(pToken + 2),
*(pToken + 3));
pToken += 4;
++constaddress;
}
tokenlen = count + 1;
}
break;
case D3DVSD_TOKEN_EXT:
{
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo);
/* todo ... print extension */
tokenlen = count + 1;
}
break;
case D3DVSD_TOKEN_END:
TRACE(" 0x%08lx END()\n", token);
break;
default:
TRACE(" 0x%08lx UNKNOWN\n", token);
/* argg error */
}
return tokenlen;
}
HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(IDirect3DDevice8Impl* This, CONST DWORD* pDeclaration8, IDirect3DVertexShaderDeclarationImpl** ppVertexShaderDecl) {
/** parser data */
const DWORD* pToken = pDeclaration8;
DWORD fvf = 0;
DWORD len = 0;
DWORD stream = 0;
DWORD token;
DWORD tokenlen;
DWORD tokentype;
DWORD tex = D3DFVF_TEX0;
/** TRUE if declaration can be matched by a fvf */
IDirect3DVertexShaderDeclarationImpl* object;
BOOL invalid_fvf = FALSE;
TRACE("(%p) : pDeclaration8(%p)\n", This, pDeclaration8);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderDeclarationImpl));
/*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
object->device = This; /* FIXME: AddRef(This) */
object->ref = 1;
while (D3DVSD_END() != *pToken) {
token = *pToken;
tokenlen = Direct3DVextexShaderDeclarationImpl_ParseToken(pToken);
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
/** FVF generation block */
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
/**
* how really works streams,
* in DolphinVS dx8 dsk sample they seems to decal reg numbers !!!
*/
stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
if (stream > 0) {
/** fvf cannot map mutliple streams, so invalid fvf computing */
invalid_fvf = TRUE;
}
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT) - stream;
switch (reg) {
case D3DVSDE_POSITION:
switch (type) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break;
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break;
default:
/** errooooorr mismatched use of a register, invalid fvf computing */
invalid_fvf = TRUE;
TRACE("Mismatched use in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_BLENDWEIGHT:
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break;
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break;
default:
/** errooooorr mismatched use of a register, invalid fvf computing */
invalid_fvf = TRUE;
TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_BLENDINDICES: /* seem to be B5 as said in MSDN Dx9SDK ?? */
switch (type) {
case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
default:
/** errooooorr mismatched use of a register, invalid fvf computing */
invalid_fvf = TRUE;
TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_NORMAL: /* TODO: only FLOAT3 supported ... another choice possible ? */
switch (type) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break;
default:
/** errooooorr mismatched use of a register, invalid fvf computing */
invalid_fvf = TRUE;
TRACE("Mismatched use in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_PSIZE: /* TODO: only FLOAT1 supported ... another choice possible ? */
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break;
default:
/** errooooorr mismatched use of a register, invalid fvf computing */
invalid_fvf = TRUE;
TRACE("Mismatched use in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_DIFFUSE: /* TODO: only D3DCOLOR supported */
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break;
default:
/** errooooorr mismatched use of a register, invalid fvf computing */
invalid_fvf = TRUE;
TRACE("Mismatched use in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
case D3DVSDE_SPECULAR: /* TODO: only D3DCOLOR supported */
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break;
default:
/** errooooorr mismatched use of a register, invalid fvf computing */
invalid_fvf = TRUE;
TRACE("Mismatched use in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
}
break;
/**
* TODO: for TEX* only FLOAT2 supported
* by default using texture type info
*/
case D3DVSDE_TEXCOORD0: tex = max(tex, D3DFVF_TEX1); break;
case D3DVSDE_TEXCOORD1: tex = max(tex, D3DFVF_TEX2); break;
case D3DVSDE_TEXCOORD2: tex = max(tex, D3DFVF_TEX3); break;
case D3DVSDE_TEXCOORD3: tex = max(tex, D3DFVF_TEX4); break;
case D3DVSDE_TEXCOORD4: tex = max(tex, D3DFVF_TEX5); break;
case D3DVSDE_TEXCOORD5: tex = max(tex, D3DFVF_TEX6); break;
case D3DVSDE_TEXCOORD6: tex = max(tex, D3DFVF_TEX7); break;
case D3DVSDE_TEXCOORD7: tex = max(tex, D3DFVF_TEX8); break;
case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token);
break;
}
/*TRACE("VertexShader declaration define %x as current FVF\n", fvf);*/
}
len += tokenlen;
pToken += tokenlen;
}
if (tex > 0) {
/*TRACE("VertexShader declaration define %x as texture level\n", tex);*/
fvf |= tex;
}
/* here D3DVSD_END() */
len += Direct3DVextexShaderDeclarationImpl_ParseToken(pToken);
/* copy fvf if valid */
if (FALSE == invalid_fvf)
object->fvf = fvf;
else
object->fvf = 0;
/* compute size */
object->declaration8Length = len * sizeof(DWORD);
/* copy the declaration */
object->pDeclaration8 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->declaration8Length);
memcpy(object->pDeclaration8, pDeclaration8, object->declaration8Length);
/* returns */
*ppVertexShaderDecl = object;
return D3D_OK;
}
HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* This,
IDirect3DVertexShaderImpl* vshader,
const void* vertexFirstStream,
DWORD StartVertexIndex,
DWORD idxDecal) {
/** parser data */
const DWORD* pToken = This->UpdateStateBlock->vertexShaderDecl->pDeclaration8;
DWORD stream = 0;
DWORD token;
/*DWORD tokenlen;*/
DWORD tokentype;
/** for input readers */
const char* curPos = NULL;
FLOAT x, y, z, w;
SHORT u, v, r, t;
DWORD dw;
/*TRACE("(%p) - This:%p - stream:%p, startIdx=%lu, idxDecal=%lu\n", vshader, This, vertexFirstStream, StartVertexIndex, idxDecal);*/
while (D3DVSD_END() != *pToken) {
token = *pToken;
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
/** FVF generation block */
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
IDirect3DVertexBuffer8* pVB;
const char* startVtx = NULL;
int skip = 0;
++pToken;
/**
* how really works streams,
* in DolphinVS dx8 dsk sample use it !!!
*/
stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
if (0 == stream) {
skip = This->StateBlock->stream_stride[0];
startVtx = (const char*) vertexFirstStream + (StartVertexIndex * skip);
curPos = startVtx + idxDecal;
/*TRACE(" using stream[%lu] with %lu decal => curPos %p\n", stream, idxDecal, curPos);*/
} else {
skip = This->StateBlock->stream_stride[stream];
pVB = This->StateBlock->stream_source[stream];
if (NULL == pVB) {
ERR("using unitialised stream[%lu]\n", stream);
return D3DERR_INVALIDCALL;
} else {
startVtx = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (StartVertexIndex * skip);
/** do we need to decal if we use idxBuffer */
curPos = startVtx + idxDecal;
/*TRACE(" using stream[%lu] with %lu decal\n", stream, idxDecal);*/
}
}
} else if (D3DVSD_TOKEN_CONSTMEM == tokentype) {
/** Const decl */
DWORD i;
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
++pToken;
for (i = 0; i < count; ++i) {
vshader->data->C[constaddress + i].x = *(float*)pToken;
vshader->data->C[constaddress + i].y = *(float*)(pToken + 1);
vshader->data->C[constaddress + i].z = *(float*)(pToken + 2);
vshader->data->C[constaddress + i].w = *(float*)(pToken + 3);
pToken += 4;
}
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 != (0x10000000 & tokentype)) {
/** skip datas */
DWORD skipCount = ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
curPos = curPos + skipCount * sizeof(DWORD);
++pToken;
} else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
++pToken;
switch (type) {
case D3DVSDT_FLOAT1:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = 0.0f;
vshader->input.V[reg].z = 0.0f;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_FLOAT2:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
y = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = y;
vshader->input.V[reg].z = 0.0f;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_FLOAT3:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
y = *(float*) curPos;
curPos = curPos + sizeof(float);
z = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = y;
vshader->input.V[reg].z = z;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_FLOAT4:
x = *(float*) curPos;
curPos = curPos + sizeof(float);
y = *(float*) curPos;
curPos = curPos + sizeof(float);
z = *(float*) curPos;
curPos = curPos + sizeof(float);
w = *(float*) curPos;
curPos = curPos + sizeof(float);
/**/
vshader->input.V[reg].x = x;
vshader->input.V[reg].y = y;
vshader->input.V[reg].z = z;
vshader->input.V[reg].w = w;
break;
case D3DVSDT_D3DCOLOR:
dw = *(DWORD*) curPos;
curPos = curPos + sizeof(DWORD);
/**/
vshader->input.V[reg].x = (float) (((dw >> 16) & 0xFF) / 255.0f);
vshader->input.V[reg].y = (float) (((dw >> 8) & 0xFF) / 255.0f);
vshader->input.V[reg].z = (float) (((dw >> 0) & 0xFF) / 255.0f);
vshader->input.V[reg].w = (float) (((dw >> 24) & 0xFF) / 255.0f);
break;
case D3DVSDT_SHORT2:
u = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
v = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
/**/
vshader->input.V[reg].x = (float) u;
vshader->input.V[reg].y = (float) v;
vshader->input.V[reg].z = 0.0f;
vshader->input.V[reg].w = 1.0f;
break;
case D3DVSDT_SHORT4:
u = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
v = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
r = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
t = *(SHORT*) curPos;
curPos = curPos + sizeof(SHORT);
/**/
vshader->input.V[reg].x = (float) u;
vshader->input.V[reg].y = (float) v;
vshader->input.V[reg].z = (float) r;
vshader->input.V[reg].w = (float) t;
break;
case D3DVSDT_UBYTE4:
dw = *(DWORD*) curPos;
curPos = curPos + sizeof(DWORD);
/**/
vshader->input.V[reg].x = (float) ((dw & 0x000F) >> 0);
vshader->input.V[reg].y = (float) ((dw & 0x00F0) >> 8);
vshader->input.V[reg].z = (float) ((dw & 0x0F00) >> 16);
vshader->input.V[reg].w = (float) ((dw & 0xF000) >> 24);
break;
default: /** errooooorr what to do ? */
ERR("Error in VertexShader declaration of %s register: unsupported type %s\n", VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
}
}
}
/* here D3DVSD_END() */
return D3D_OK;
}
HRESULT WINAPI IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(IDirect3DVertexShaderDeclarationImpl* This, DWORD* pData, UINT* pSizeOfData) {
if (NULL == pData) {
*pSizeOfData = This->declaration8Length;
return D3D_OK;
}
if (*pSizeOfData < This->declaration8Length) {
*pSizeOfData = This->declaration8Length;
return D3DERR_MOREDATA;
}
TRACE("(%p) : GetVertexShaderDeclaration copying to %p\n", This, pData);
memcpy(pData, This->pDeclaration8, This->declaration8Length);
return D3D_OK;
}