forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			440 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			440 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2013 Dolphin Emulator Project
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| // Licensed under GPLv2
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| // Refer to the license.txt file included.
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| 
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| // Fast image conversion using OpenGL shaders.
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| // This kind of stuff would be a LOT nicer with OpenCL.
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| 
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| #include "TextureConverter.h"
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| #include "TextureConversionShader.h"
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| #include "TextureCache.h"
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| #include "ProgramShaderCache.h"
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| #include "VertexShaderManager.h"
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| #include "FramebufferManager.h"
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| #include "Globals.h"
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| #include "VideoConfig.h"
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| #include "ImageWrite.h"
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| #include "Render.h"
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| #include "FileUtil.h"
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| #include "HW/Memmap.h"
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| #include "DriverDetails.h"
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| 
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| namespace OGL
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| {
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| 
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| namespace TextureConverter
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| {
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| 
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| using OGL::TextureCache;
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| 
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| static GLuint s_texConvFrameBuffer = 0;
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| static GLuint s_srcTexture = 0;			// for decoding from RAM
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| static GLuint s_srcTextureWidth = 0;
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| static GLuint s_srcTextureHeight = 0;
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| static GLuint s_dstTexture = 0;		// for encoding to RAM
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| 
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| const int renderBufferWidth = 1024;
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| const int renderBufferHeight = 1024;
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| 
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| static SHADER s_rgbToYuyvProgram;
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| static SHADER s_yuyvToRgbProgram;
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| 
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| // Not all slots are taken - but who cares.
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| const u32 NUM_ENCODING_PROGRAMS = 64;
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| static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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| 
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| static GLuint s_encode_VBO = 0;
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| static GLuint s_encode_VAO = 0;
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| static GLuint s_decode_VBO = 0;
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| static GLuint s_decode_VAO = 0;
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| static TargetRectangle s_cached_sourceRc;
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| static int s_cached_srcWidth = 0;
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| static int s_cached_srcHeight = 0;
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| 
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| static const char *VProgram =
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| 	"ATTRIN vec2 rawpos;\n"
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| 	"ATTRIN vec2 tex0;\n"
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| 	"VARYOUT vec2 uv0;\n"
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| 	"void main()\n"
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| 	"{\n"
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| 	"	uv0 = tex0;\n"
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| 	"	gl_Position = vec4(rawpos, 0.0, 1.0);\n"
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| 	"}\n";
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| 
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| void CreatePrograms()
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| {
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| 	// Output is BGRA because that is slightly faster than RGBA.
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| 	const char *FProgramRgbToYuyv =
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| 		"uniform sampler2DRect samp9;\n"
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| 		"VARYIN vec2 uv0;\n"
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| 		"COLOROUT(ocol0)\n"
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| 		"void main()\n"
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| 		"{\n"
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| 		"	vec3 c0 = texture2DRect(samp9, uv0).rgb;\n"
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| 		"	vec3 c1 = texture2DRect(samp9, uv0 + vec2(1.0, 0.0)).rgb;\n"
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| 		"	vec3 c01 = (c0 + c1) * 0.5;\n"
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| 		"	vec3 y_const = vec3(0.257,0.504,0.098);\n"
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| 		"	vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
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| 		"	vec3 v_const = vec3(0.439,-0.368,-0.071);\n"
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| 		"	vec4 const3 = vec4(0.0625,0.5,0.0625,0.5);\n"
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| 		"	ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
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| 		"}\n";
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| 
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| 	const char *FProgramYuyvToRgb =
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| 		"uniform sampler2DRect samp9;\n"
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| 		"VARYIN vec2 uv0;\n"
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| 		"COLOROUT(ocol0)\n"
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| 		"void main()\n"
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| 		"{\n"
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| 		"	vec4 c0 = texture2DRect(samp9, uv0).rgba;\n"
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| 		"	float f = step(0.5, fract(uv0.x));\n"
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| 		"	float y = mix(c0.b, c0.r, f);\n"
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| 		"	float yComp = 1.164 * (y - 0.0625);\n"
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| 		"	float uComp = c0.g - 0.5;\n"
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| 		"	float vComp = c0.a - 0.5;\n"
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| 		"	ocol0 = vec4(yComp + (1.596 * vComp),\n"
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| 		"		yComp - (0.813 * vComp) - (0.391 * uComp),\n"
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| 		"		yComp + (2.018 * uComp),\n"
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| 		"		1.0);\n"
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| 		"}\n";
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| 
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| 	ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgram, FProgramRgbToYuyv);
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| 	ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgram, FProgramYuyvToRgb);
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| }
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| 
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| SHADER &GetOrCreateEncodingShader(u32 format)
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| {
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| 	if (format > NUM_ENCODING_PROGRAMS)
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| 	{
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| 		PanicAlert("Unknown texture copy format: 0x%x\n", format);
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| 		return s_encodingPrograms[0];
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| 	}
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| 
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| 	if (s_encodingPrograms[format].glprogid == 0)
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| 	{
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| 		const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_OPENGL);
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| 
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| #if defined(_DEBUG) || defined(DEBUGFAST)
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| 		if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
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| 		{
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| 			static int counter = 0;
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| 			char szTemp[MAX_PATH];
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| 			sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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| 
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| 			SaveData(szTemp, shader);
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| 		}
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| #endif
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| 
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| 		ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
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| 	}
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| 	return s_encodingPrograms[format];
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| }
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| 
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| void Init()
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| {
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| 	glGenFramebuffers(1, &s_texConvFrameBuffer);
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| 
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| 	glGenBuffers(1, &s_encode_VBO );
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| 	glGenVertexArrays(1, &s_encode_VAO );
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| 	glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
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| 	glBindVertexArray( s_encode_VAO );
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| 	glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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| 	glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
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| 	glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
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| 	glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
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| 	s_cached_sourceRc.top = -1;
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| 	s_cached_sourceRc.bottom = -1;
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| 	s_cached_sourceRc.left = -1;
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| 	s_cached_sourceRc.right = -1;
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| 
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| 	glGenBuffers(1, &s_decode_VBO );
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| 	glGenVertexArrays(1, &s_decode_VAO );
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| 	glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
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| 	glBindVertexArray( s_decode_VAO );
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| 	s_cached_srcWidth = -1;
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| 	s_cached_srcHeight = -1;
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| 	glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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| 	glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL);
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| 	glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
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| 	glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
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| 
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| 	s_srcTextureWidth = 0;
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| 	s_srcTextureHeight = 0;
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| 
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| 	glActiveTexture(GL_TEXTURE0 + 9);
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| 	glGenTextures(1, &s_srcTexture);
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| 	glBindTexture(getFbType(), s_srcTexture);
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| 	glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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| 
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| 	glGenTextures(1, &s_dstTexture);
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| 	glBindTexture(GL_TEXTURE_2D, s_dstTexture);
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| 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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| 	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, renderBufferWidth, renderBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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| 	
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| 	CreatePrograms();
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| }
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| 
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| void Shutdown()
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| {
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| 	glDeleteTextures(1, &s_srcTexture);
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| 	glDeleteTextures(1, &s_dstTexture);
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| 	glDeleteFramebuffers(1, &s_texConvFrameBuffer);
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| 	glDeleteBuffers(1, &s_encode_VBO );
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| 	glDeleteVertexArrays(1, &s_encode_VAO );
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| 	glDeleteBuffers(1, &s_decode_VBO );
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| 	glDeleteVertexArrays(1, &s_decode_VAO );
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| 
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| 	s_rgbToYuyvProgram.Destroy();
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| 	s_yuyvToRgbProgram.Destroy();
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| 
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| 	for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
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| 		s_encodingPrograms[i].Destroy();
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| 
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| 	s_srcTexture = 0;
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| 	s_dstTexture = 0;
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| 	s_texConvFrameBuffer = 0;
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| }
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| 
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| void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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| 						u8* destAddr, int dstWidth, int dstHeight, int readStride,
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| 							bool toTexture, bool linearFilter)
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| {
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| 
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| 
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| 	// switch to texture converter frame buffer
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| 	// attach render buffer as color destination
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| 	FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
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| 
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| 	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, s_dstTexture, 0);
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| 	GL_REPORT_ERRORD();
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| 
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| 	// set source texture
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| 	glActiveTexture(GL_TEXTURE0+9);
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| 	glBindTexture(getFbType(), srcTexture);
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| 
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| 	if (linearFilter)
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| 	{
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| 		glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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| 		glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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| 	}
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| 	else
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| 	{
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| 		glTexParameteri(getFbType(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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| 		glTexParameteri(getFbType(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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| 	}
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| 
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| 	GL_REPORT_ERRORD();
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| 
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| 	glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
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| 
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| 	GL_REPORT_ERRORD();
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| 	if(!(s_cached_sourceRc == sourceRc)) {
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| 		GLfloat vertices[] = {
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| 			-1.f, -1.f, 
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| 			(float)sourceRc.left, (float)sourceRc.top,
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| 			-1.f, 1.f,
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| 			(float)sourceRc.left, (float)sourceRc.bottom,
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| 			1.f, -1.f,
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| 			(float)sourceRc.right, (float)sourceRc.top,
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| 			1.f, 1.f,
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| 			(float)sourceRc.right, (float)sourceRc.bottom
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| 		};
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| 		glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
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| 		glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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| 		
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| 		s_cached_sourceRc = sourceRc;
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| 	} 
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| 
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| 	glBindVertexArray( s_encode_VAO );
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| 	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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| 	
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| 	GL_REPORT_ERRORD();
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| 
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| 	// .. and then read back the results.
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| 	// TODO: make this less slow.
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| 
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| 	int writeStride = bpmem.copyMipMapStrideChannels * 32;
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| 
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| 	if (writeStride != readStride && toTexture)
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| 	{
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| 		// writing to a texture of a different size
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| 
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| 		int readHeight = readStride / dstWidth;
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| 		readHeight /= 4; // 4 bytes per pixel
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| 
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| 		int readStart = 0;
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| 		int readLoops = dstHeight / readHeight;
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| 		for (int i = 0; i < readLoops; i++)
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| 		{
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| 			glReadPixels(0, readStart, (GLsizei)dstWidth, (GLsizei)readHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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| 			readStart += readHeight;
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| 			destAddr += writeStride;
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| 		}
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| 	}
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| 	else
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| 		glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
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| 
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| 	GL_REPORT_ERRORD();
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| 
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| }
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| 
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| int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
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| {
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| 	u32 format = copyfmt;
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| 
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| 	if (bFromZBuffer)
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| 	{
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| 		format |= _GX_TF_ZTF;
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| 		if (copyfmt == 11)
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| 			format = GX_TF_Z16;
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| 		else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
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| 			format |= _GX_TF_CTF;
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| 	}
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| 	else
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| 		if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
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| 			format |= _GX_TF_CTF;
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| 
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| 	SHADER& texconv_shader = GetOrCreateEncodingShader(format);
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| 
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| 	u8 *dest_ptr = Memory::GetPointer(address);
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| 
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| 	int width = (source.right - source.left) >> bScaleByHalf;
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| 	int height = (source.bottom - source.top) >> bScaleByHalf;
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| 
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| 	int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
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| 
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| 	u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
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| 	u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;	
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| 	u16 samples = TextureConversionShader::GetEncodedSampleCount(format);	
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| 
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| 	// only copy on cache line boundaries
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| 	// extra pixels are copied but not displayed in the resulting texture
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| 	s32 expandedWidth = (width + blkW) & (~blkW);
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| 	s32 expandedHeight = (height + blkH) & (~blkH);
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| 		
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| 	float sampleStride = bScaleByHalf ? 2.f : 1.f;
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| 	
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| 	float params[] = {
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| 		Renderer::EFBToScaledXf(sampleStride), Renderer::EFBToScaledYf(sampleStride),
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| 		0.0f, 0.0f,
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| 		(float)expandedWidth, (float)Renderer::EFBToScaledY(expandedHeight)-1,
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| 		(float)Renderer::EFBToScaledX(source.left), (float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight)
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| 	};
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| 
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| 	texconv_shader.Bind();
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| 	glUniform4fv(texconv_shader.UniformLocations[0], 2, params);
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| 
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| 	TargetRectangle scaledSource;
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| 	scaledSource.top = 0;
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| 	scaledSource.bottom = expandedHeight;
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| 	scaledSource.left = 0;
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| 	scaledSource.right = expandedWidth / samples;
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| 	int cacheBytes = 32;
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| 	if ((format & 0x0f) == 6)
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| 		cacheBytes = 64;
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| 
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| 	int readStride = (expandedWidth * cacheBytes) /
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| 		TexDecoder_GetBlockWidthInTexels(format);
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| 	EncodeToRamUsingShader(source_texture, scaledSource,
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| 		dest_ptr, expandedWidth / samples, expandedHeight, readStride,
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| 		true, bScaleByHalf > 0 && !bFromZBuffer);
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| 	return size_in_bytes; // TODO: D3D11 is calculating this value differently!
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| 
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| }
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| 
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| void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
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| {
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| 	g_renderer->ResetAPIState();
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| 	
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| 	s_rgbToYuyvProgram.Bind();
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| 		
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| 	EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
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| 	FramebufferManager::SetFramebuffer(0);
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| 	VertexShaderManager::SetViewportChanged();
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| 	TextureCache::DisableStage(0);
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| 	g_renderer->RestoreAPIState();
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| 	GL_REPORT_ERRORD();
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| }
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| 
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| 
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| // Should be scale free.
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| void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
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| {
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| 	u8* srcAddr = Memory::GetPointer(xfbAddr);
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| 	if (!srcAddr)
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| 	{
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| 		WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
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| 		return;
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| 	}
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| 
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| 	int srcFmtWidth = srcWidth / 2;
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| 
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| 	g_renderer->ResetAPIState(); // reset any game specific settings
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| 
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| 	// switch to texture converter frame buffer
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| 	// attach destTexture as color destination
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| 	FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
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| 	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
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| 
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| 	GL_REPORT_FBO_ERROR();
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| 
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| 	// activate source texture
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| 	// set srcAddr as data for source texture
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| 	glActiveTexture(GL_TEXTURE0+9);
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| 	glBindTexture(getFbType(), s_srcTexture);
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| 
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| 	// TODO: make this less slow.  (How?)
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| 	if ((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
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| 	{
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| 		glTexSubImage2D(getFbType(), 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
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| 				GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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| 	}
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| 	else
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| 	{
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| 		glTexImage2D(getFbType(), 0, GL_RGBA, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
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| 				0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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| 		s_srcTextureWidth = (GLsizei)srcFmtWidth;
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| 		s_srcTextureHeight = (GLsizei)srcHeight;
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| 	}
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| 
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| 	glViewport(0, 0, srcWidth, srcHeight);
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| 	s_yuyvToRgbProgram.Bind();
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| 
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| 	GL_REPORT_ERRORD();
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| 	
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| 	if(s_cached_srcHeight != srcHeight || s_cached_srcWidth != srcWidth) {
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| 		GLfloat vertices[] = {
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| 			1.f, -1.f,
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| 			(float)srcFmtWidth, (float)srcHeight,
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| 			1.f, 1.f,
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| 			(float)srcFmtWidth, 0.f,
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| 			-1.f, -1.f,
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| 			0.f, (float)srcHeight,
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| 			-1.f, 1.f,
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| 			0.f, 0.f
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| 		};
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| 		
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| 		glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
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| 		glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*4, vertices, GL_STREAM_DRAW);
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| 		
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| 		s_cached_srcHeight = srcHeight;
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| 		s_cached_srcWidth = srcWidth;
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| 	}
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| 	
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| 	glBindVertexArray( s_decode_VAO );
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| 	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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| 	
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| 	GL_REPORT_ERRORD();
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| 
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| 	VertexShaderManager::SetViewportChanged();
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| 
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| 	FramebufferManager::SetFramebuffer(0);
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| 
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| 	g_renderer->RestoreAPIState();
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| 	GL_REPORT_ERRORD();
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| }
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| 
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| }  // namespace
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| 
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| }  // namespace OGL
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