wgpu: Split off srgb and msaa code from backend to a Surface enum

This commit is contained in:
Nathan Adams 2022-09-07 16:54:05 +02:00
parent 03f7719c49
commit 69aba474e1
3 changed files with 371 additions and 310 deletions

View File

@ -1,14 +1,15 @@
use crate::commands::CommandRenderer;
use crate::descriptors::DescriptorsTargetData;
use crate::frame::Frame;
use crate::surface::Surface;
use crate::target::RenderTargetFrame;
use crate::target::TextureTarget;
use crate::uniform_buffer::BufferStorage;
use crate::{
create_buffer_with_data, format_list, get_backend_names, BufferDimensions, ColorAdjustments,
Descriptors, Draw, DrawType, Error, Globals, GradientStorage, GradientUniforms, Mesh,
RegistryData, RenderTarget, SwapChainTarget, Texture, TextureOffscreen, TextureTransforms,
Transforms, UniformBuffer, Vertex,
create_buffer_with_data, format_list, get_backend_names, BufferDimensions, Descriptors, Draw,
DrawType, Error, Globals, GradientStorage, GradientUniforms, Mesh, RegistryData, RenderTarget,
SwapChainTarget, Texture, TextureOffscreen, TextureTransforms, Transforms, UniformBuffer,
Vertex,
};
use fnv::FnvHashMap;
use ruffle_render::backend::{RenderBackend, ShapeHandle, ViewportDimensions};
@ -29,10 +30,7 @@ pub struct WgpuRenderBackend<T: RenderTarget> {
globals: Globals,
uniform_buffers_storage: BufferStorage<Transforms>,
target: T,
frame_buffer_view: Option<wgpu::TextureView>,
depth_texture_view: wgpu::TextureView,
copy_srgb_view: Option<wgpu::TextureView>,
copy_srgb_bind_group: Option<(wgpu::BindGroup, wgpu::Buffer, wgpu::BindGroup)>,
surface: Surface,
meshes: Vec<Mesh>,
shape_tessellator: ShapeTessellator,
bitmap_registry: FnvHashMap<BitmapHandle, RegistryData>,
@ -143,121 +141,14 @@ impl<T: RenderTarget> WgpuRenderBackend<T> {
.into());
}
let extent = wgpu::Extent3d {
width: target.width(),
height: target.height(),
depth_or_array_layers: 1,
};
let frame_buffer_view = if descriptors.onscreen.msaa_sample_count > 1 {
let frame_buffer = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Framebuffer texture").as_deref(),
size: extent,
mip_level_count: 1,
sample_count: descriptors.onscreen.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: descriptors.frame_buffer_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
Some(frame_buffer.create_view(&Default::default()))
} else {
None
};
let depth_texture = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Depth texture").as_deref(),
size: extent,
mip_level_count: 1,
sample_count: descriptors.onscreen.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
let depth_texture_view = depth_texture.create_view(&Default::default());
let (copy_srgb_view, copy_srgb_bind_group) = if descriptors.frame_buffer_format
!= descriptors.surface_format
{
let copy_srgb_buffer = descriptors.device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Copy sRGB framebuffer texture").as_deref(),
size: extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: descriptors.frame_buffer_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
});
let copy_srgb_view = copy_srgb_buffer.create_view(&Default::default());
let copy_srgb_bind_group =
descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &descriptors.bind_layouts.bitmap,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &descriptors.quad.texture_transforms,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<TextureTransforms>() as u64,
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&copy_srgb_view),
},
],
label: create_debug_label!("Copy sRGB bind group").as_deref(),
});
let copy_srgb_transform = Transforms {
world_matrix: [
[extent.width as f32, 0.0, 0.0, 0.0],
[0.0, extent.height as f32, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
],
color_adjustments: ColorAdjustments {
mult_color: [1.0, 1.0, 1.0, 1.0],
add_color: [0.0, 0.0, 0.0, 0.0],
},
};
let copy_srgb_transforms_buffer = create_buffer_with_data(
&descriptors.device,
bytemuck::cast_slice(&[copy_srgb_transform]),
wgpu::BufferUsages::UNIFORM,
create_debug_label!("Copy sRGB transforms buffer"),
);
let copy_srgb_transforms_bind_group =
descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &descriptors.bind_layouts.transforms,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &copy_srgb_transforms_buffer,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<Transforms>() as u64
),
}),
}],
label: create_debug_label!("Copy sRGB transforms bind group").as_deref(),
});
(
Some(copy_srgb_view),
Some((
copy_srgb_bind_group,
copy_srgb_transforms_buffer,
copy_srgb_transforms_bind_group,
)),
)
} else {
(None, None)
};
let surface = Surface::new(
&descriptors,
descriptors.msaa_sample_count,
target.width(),
target.height(),
descriptors.surface_format,
descriptors.frame_buffer_format,
);
let mut globals = Globals::new(&descriptors.device, &descriptors.bind_layouts.globals);
globals.set_resolution(target.width(), target.height());
@ -270,10 +161,7 @@ impl<T: RenderTarget> WgpuRenderBackend<T> {
globals,
uniform_buffers_storage,
target,
frame_buffer_view,
depth_texture_view,
copy_srgb_view,
copy_srgb_bind_group,
surface,
meshes: Vec::new(),
shape_tessellator: ShapeTessellator::new(),
@ -589,131 +477,14 @@ impl<T: RenderTarget + 'static> RenderBackend for WgpuRenderBackend<T> {
1,
);
self.target.resize(&self.descriptors.device, width, height);
let size = wgpu::Extent3d {
self.surface = Surface::new(
&self.descriptors,
self.descriptors.msaa_sample_count,
width,
height,
depth_or_array_layers: 1,
};
self.frame_buffer_view = if self.descriptors.msaa_sample_count > 1 {
let frame_buffer = self
.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Framebuffer texture").as_deref(),
size,
mip_level_count: 1,
sample_count: self.descriptors.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: self.descriptors.frame_buffer_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
Some(frame_buffer.create_view(&Default::default()))
} else {
None
};
let depth_texture = self
.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Depth texture").as_deref(),
size,
mip_level_count: 1,
sample_count: self.descriptors.msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
self.depth_texture_view = depth_texture.create_view(&Default::default());
(self.copy_srgb_view, self.copy_srgb_bind_group) = if self.descriptors.frame_buffer_format
!= self.descriptors.surface_format
{
let copy_srgb_buffer =
self.descriptors
.device
.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Copy sRGB framebuffer texture").as_deref(),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.descriptors.frame_buffer_format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
});
let copy_srgb_view = copy_srgb_buffer.create_view(&Default::default());
let copy_srgb_bind_group =
self.descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.descriptors.bind_layouts.bitmap,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &self.descriptors.quad.texture_transforms,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<TextureTransforms>() as u64,
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&copy_srgb_view),
},
],
label: create_debug_label!("Copy sRGB bind group").as_deref(),
});
let copy_srgb_transform = Transforms {
world_matrix: [
[size.width as f32, 0.0, 0.0, 0.0],
[0.0, size.height as f32, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
],
color_adjustments: ColorAdjustments {
mult_color: [1.0, 1.0, 1.0, 1.0],
add_color: [0.0, 0.0, 0.0, 0.0],
},
};
let copy_srgb_transforms_buffer = create_buffer_with_data(
&self.descriptors.device,
bytemuck::cast_slice(&[copy_srgb_transform]),
wgpu::BufferUsages::UNIFORM,
create_debug_label!("Copy sRGB transforms buffer"),
);
let copy_srgb_transforms_bind_group =
self.descriptors
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.descriptors.bind_layouts.transforms,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &copy_srgb_transforms_buffer,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<Transforms>() as u64
),
}),
}],
label: create_debug_label!("Copy sRGB transforms bind group").as_deref(),
});
(
Some(copy_srgb_view),
Some((
copy_srgb_bind_group,
copy_srgb_transforms_buffer,
copy_srgb_transforms_bind_group,
)),
)
} else {
(None, None)
};
self.descriptors.surface_format,
self.descriptors.frame_buffer_format,
);
self.globals.set_resolution(width, height);
self.viewport_scale_factor = dimensions.scale_factor;
@ -793,17 +564,9 @@ impl<T: RenderTarget + 'static> RenderBackend for WgpuRenderBackend<T> {
self.globals
.update_uniform(&self.descriptors.device, &mut draw_encoder);
// Use intermediate render targets when resolving MSAA or copying from linear-to-sRGB texture.
let (color_view, resolve_target) = match (&self.frame_buffer_view, &self.copy_srgb_view) {
(None, None) => (frame_output.view(), None),
(None, Some(copy)) => (copy, None),
(Some(frame_buffer), None) => (frame_buffer, Some(frame_output.view())),
(Some(frame_buffer), Some(copy)) => (frame_buffer, Some(copy)),
};
let mut render_pass = draw_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color_view,
view: self.surface.view(&frame_output),
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: f64::from(clear.r) / 255.0,
@ -813,10 +576,10 @@ impl<T: RenderTarget + 'static> RenderBackend for WgpuRenderBackend<T> {
}),
store: true,
},
resolve_target,
resolve_target: self.surface.resolve_target(&frame_output),
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture_view,
view: self.surface.depth(),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: false,
@ -846,55 +609,13 @@ impl<T: RenderTarget + 'static> RenderBackend for WgpuRenderBackend<T> {
));
frame.finish();
// If we have an sRGB surface, copy from our linear intermediate buffer to the sRGB surface.
let copy_encoder = if let Some((copy_srgb_bind_group, _, copy_srgb_transforms)) =
&self.copy_srgb_bind_group
{
debug_assert!(self.copy_srgb_view.is_some());
let mut copy_encoder =
self.descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: create_debug_label!("Frame copy command encoder").as_deref(),
});
let mut srgb_render_pass =
copy_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: frame_output.view(),
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: true,
},
resolve_target: None,
})],
depth_stencil_attachment: None,
label: None,
});
srgb_render_pass.set_bind_group(0, self.globals.bind_group(), &[]);
srgb_render_pass.set_bind_group(1, copy_srgb_transforms, &[0]);
let mut srgb_frame = Frame::new(
&self.descriptors.onscreen.pipelines,
&self.descriptors,
UniformBuffer::new(&mut self.uniform_buffers_storage),
srgb_render_pass,
&mut uniform_encoder,
);
srgb_frame.prep_srgb_copy(copy_srgb_bind_group);
srgb_frame.draw(
self.descriptors.quad.vertices.slice(..),
self.descriptors.quad.indices.slice(..),
6,
);
drop(srgb_frame);
Some(copy_encoder.finish())
} else {
None
};
let copy_encoder = self.surface.copy_srgb(
&frame_output,
&self.descriptors,
&self.globals,
&mut self.uniform_buffers_storage,
&mut uniform_encoder,
);
let mut command_buffers = vec![uniform_encoder.finish(), draw_encoder.finish()];
if let Some(copy_encoder) = copy_encoder {

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@ -31,6 +31,7 @@ pub mod descriptors;
mod frame;
mod layouts;
mod shaders;
mod surface;
pub struct RegistryData {
bitmap: Bitmap,

339
render/wgpu/src/surface.rs Normal file
View File

@ -0,0 +1,339 @@
use crate::descriptors::Quad;
use crate::frame::Frame;
use crate::layouts::BindLayouts;
use crate::surface::Surface::{Direct, DirectSrgb, Resolve, ResolveSrgb};
use crate::target::RenderTargetFrame;
use crate::uniform_buffer::BufferStorage;
use crate::{
create_buffer_with_data, ColorAdjustments, Descriptors, Globals, TextureTransforms, Transforms,
UniformBuffer,
};
#[derive(Debug)]
pub struct FrameBuffer {
view: wgpu::TextureView,
}
impl FrameBuffer {
pub fn new(
device: &wgpu::Device,
msaa_sample_count: u32,
width: u32,
height: u32,
format: wgpu::TextureFormat,
) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Framebuffer texture").as_deref(),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
let view = texture.create_view(&Default::default());
Self { view }
}
}
#[derive(Debug)]
pub struct DepthTexture {
view: wgpu::TextureView,
}
impl DepthTexture {
pub fn new(device: &wgpu::Device, msaa_sample_count: u32, width: u32, height: u32) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Depth texture").as_deref(),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: msaa_sample_count,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth24PlusStencil8,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
});
let view = texture.create_view(&Default::default());
Self { view }
}
}
#[derive(Debug)]
pub struct Srgb {
view: wgpu::TextureView,
bind_group: wgpu::BindGroup,
_transforms_buffer: wgpu::Buffer,
transforms_bind_group: wgpu::BindGroup,
}
impl Srgb {
pub fn new(
device: &wgpu::Device,
layouts: &BindLayouts,
quad: &Quad,
format: wgpu::TextureFormat,
width: u32,
height: u32,
) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: create_debug_label!("Copy sRGB framebuffer texture").as_deref(),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
});
let view = texture.create_view(&Default::default());
let bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layouts.bitmap,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &quad.texture_transforms,
offset: 0,
size: wgpu::BufferSize::new(
std::mem::size_of::<TextureTransforms>() as u64
),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&view),
},
],
label: create_debug_label!("Copy sRGB bind group").as_deref(),
});
let transform = Transforms {
world_matrix: [
[width as f32, 0.0, 0.0, 0.0],
[0.0, height as f32, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
],
color_adjustments: ColorAdjustments {
mult_color: [1.0, 1.0, 1.0, 1.0],
add_color: [0.0, 0.0, 0.0, 0.0],
},
};
let transforms_buffer = create_buffer_with_data(
&device,
bytemuck::cast_slice(&[transform]),
wgpu::BufferUsages::UNIFORM,
create_debug_label!("Copy sRGB transforms buffer"),
);
let transforms_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layouts.transforms,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &transforms_buffer,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<Transforms>() as u64),
}),
}],
label: create_debug_label!("Copy sRGB transforms bind group").as_deref(),
});
Self {
view,
bind_group,
_transforms_buffer: transforms_buffer,
transforms_bind_group,
}
}
pub fn copy_srgb(
&self,
view: &wgpu::TextureView,
descriptors: &Descriptors,
globals: &Globals,
uniform_buffers_storage: &mut BufferStorage<Transforms>,
uniform_encoder: &mut wgpu::CommandEncoder,
) -> wgpu::CommandBuffer {
let mut copy_encoder =
descriptors
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: create_debug_label!("Frame copy command encoder").as_deref(),
});
let mut srgb_render_pass = copy_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: true,
},
resolve_target: None,
})],
depth_stencil_attachment: None,
label: None,
});
srgb_render_pass.set_bind_group(0, globals.bind_group(), &[]);
srgb_render_pass.set_bind_group(1, &self.transforms_bind_group, &[0]);
let mut srgb_frame = Frame::new(
&descriptors.onscreen.pipelines,
&descriptors,
UniformBuffer::new(uniform_buffers_storage),
srgb_render_pass,
uniform_encoder,
);
srgb_frame.prep_srgb_copy(&self.bind_group);
srgb_frame.draw(
descriptors.quad.vertices.slice(..),
descriptors.quad.indices.slice(..),
6,
);
drop(srgb_frame);
copy_encoder.finish()
}
}
#[derive(Debug)]
pub enum Surface {
Direct {
depth: DepthTexture,
},
DirectSrgb {
srgb: Srgb,
depth: DepthTexture,
},
Resolve {
frame_buffer: FrameBuffer,
depth: DepthTexture,
},
ResolveSrgb {
frame_buffer: FrameBuffer,
srgb: Srgb,
depth: DepthTexture,
},
}
impl Surface {
pub fn new(
descriptors: &Descriptors,
msaa_sample_count: u32,
width: u32,
height: u32,
surface_format: wgpu::TextureFormat,
frame_buffer_format: wgpu::TextureFormat,
) -> Self {
let frame_buffer = if msaa_sample_count > 1 {
Some(FrameBuffer::new(
&descriptors.device,
msaa_sample_count,
width,
height,
frame_buffer_format,
))
} else {
None
};
let srgb = if surface_format != frame_buffer_format {
Some(Srgb::new(
&descriptors.device,
&descriptors.bind_layouts,
&descriptors.quad,
frame_buffer_format,
width,
height,
))
} else {
None
};
let depth = DepthTexture::new(&descriptors.device, msaa_sample_count, width, height);
match (frame_buffer, srgb) {
(Some(frame_buffer), None) => Resolve {
frame_buffer,
depth,
},
(None, None) => Direct { depth },
(Some(frame_buffer), Some(srgb)) => ResolveSrgb {
frame_buffer,
depth,
srgb,
},
(None, Some(srgb)) => DirectSrgb { depth, srgb },
}
}
pub fn view<'a, T: RenderTargetFrame>(&'a self, frame: &'a T) -> &wgpu::TextureView {
match self {
Direct { .. } => frame.view(),
DirectSrgb { srgb, .. } => &srgb.view,
Resolve { frame_buffer, .. } => &frame_buffer.view,
ResolveSrgb { frame_buffer, .. } => &frame_buffer.view,
}
}
pub fn resolve_target<'a, T: RenderTargetFrame>(
&'a self,
frame: &'a T,
) -> Option<&wgpu::TextureView> {
match self {
Direct { .. } => None,
DirectSrgb { .. } => None,
Resolve { .. } => Some(&frame.view()),
ResolveSrgb { srgb, .. } => Some(&srgb.view),
}
}
pub fn depth(&self) -> &wgpu::TextureView {
match self {
Direct { depth, .. } => &depth.view,
DirectSrgb { depth, .. } => &depth.view,
Resolve { depth, .. } => &depth.view,
ResolveSrgb { depth, .. } => &depth.view,
}
}
pub fn copy_srgb<T: RenderTargetFrame>(
&self,
frame: &T,
descriptors: &Descriptors,
globals: &Globals,
uniform_buffers_storage: &mut BufferStorage<Transforms>,
uniform_encoder: &mut wgpu::CommandEncoder,
) -> Option<wgpu::CommandBuffer> {
match self {
Direct { .. } => None,
DirectSrgb { srgb, .. } => Some(srgb.copy_srgb(
frame.view(),
descriptors,
globals,
uniform_buffers_storage,
uniform_encoder,
)),
Resolve { .. } => None,
ResolveSrgb { srgb, .. } => Some(srgb.copy_srgb(
frame.view(),
descriptors,
globals,
uniform_buffers_storage,
uniform_encoder,
)),
}
}
}