source: trunk/src/gl/gl_device.cc @ 473

Last change on this file since 473 was 473, checked in by epyon, 10 years ago
  • rtti updates
  • device/context initial uniform buffer support
  • fixes
File size: 17.8 KB
RevLine 
[395]1// Copyright (C) 2012-2015 ChaosForge Ltd
2// http://chaosforge.org/
3//
4// This file is part of Nova libraries.
5// For conditions of distribution and use, see copying.txt file in root folder.
[38]6
7#include "nv/gl/gl_device.hh"
8
9#include "nv/gl/gl_window.hh"
[319]10#include "nv/core/logging.hh"
[90]11#include "nv/lib/sdl_image.hh"
[301]12#include "nv/gl/gl_enum.hh"
13#include "nv/lib/gl.hh"
[38]14
15using namespace nv;
16
17gl_device::gl_device()
18{
[466]19        m_shader_header.append( "#version 330\n" );
[316]20        for ( auto& i : get_uniform_factory() )
[438]21                m_shader_header.append( "uniform "+datatype_to_glsl_type( i.second->get_datatype() )+" "+ i.first +";\n" );
[316]22        for ( auto& i : get_link_uniform_factory() )
[438]23                m_shader_header.append( "uniform sampler2D "+i.first +";\n" );
[38]24}
25
[399]26program gl_device::create_program( string_view vs_source, string_view fs_source )
[38]27{
[303]28        program result = m_programs.create();
29        gl_program_info* info = m_programs.get( result );
30
[392]31        info->m_attribute_map   = new attribute_map;
32        info->m_engine_uniforms = new engine_uniform_list;
33        info->m_uniform_map     = new uniform_map;
34
[303]35        info->glid = glCreateProgram();
36        compile( info, vs_source, fs_source );
37        prepare_program( result );
38        return result;
[38]39}
40
[90]41// this is a temporary function that will be removed once we find a way to
42// pass binary file data around
[399]43image_data* gl_device::create_image_data( string_view filename )
[90]44{
45        load_sdl_image_library();
[361]46        SDL_Surface* image = IMG_Load( filename.data() );
[120]47        if (!image)
48        {
[365]49                NV_LOG_ERROR( "Image file ", filename, " not found!" );
[120]50                return nullptr;
51        }
[292]52        // TODO: BGR vs RGB, single channel
[461]53        pixel_format pformat = RGBA;
54        switch ( image->format->BytesPerPixel )
55        {
56        case 4: pformat = RGBA; break;
57        case 3: pformat = RGB; break;
58        case 1: pformat = RED; break;
59        default: NV_ASSERT( false, "BytesPerPixel != 4,3 or 1!" );
60        }
61        image_format format( pformat, UBYTE );
[406]62        image_data* data = new image_data( format, ivec2( image->w, image->h ), static_cast<nv::uint8*>( image->pixels ) );
[90]63        return data;
64}
65
[350]66// this is a temporary function that will be removed once we find a way to
67// pass binary file data around
68image_data* gl_device::create_image_data( const uint8* data, uint32 size )
69{
70        load_sdl_image_library();
[406]71        SDL_Surface* image = IMG_LoadTyped_RW( SDL_RWFromMem( const_cast<uint8*>( data ), int( size ) ), 1, "png" );
[350]72        if ( !image )
73        {
[365]74                NV_LOG_ERROR( "Image binary data cannot be loaded found!" );
[350]75                return nullptr;
76        }
77        // TODO: BGR vs RGB, single channel
[471]78        NV_ASSERT( image->format->BytesPerPixel > 2, "bytes per pixel > 2!" );
[350]79        image_format format( image->format->BytesPerPixel == 3 ? RGB : RGBA, UBYTE );
[406]80        image_data* idata = new image_data( format, ivec2( image->w, image->h ), static_cast<nv::uint8*>( image->pixels ) );
[350]81        return idata;
82}
[92]83
[350]84
[38]85gl_device::~gl_device()
86{
[302]87        while ( m_textures.size() > 0 )
88                release( m_textures.get_handle(0) );
89        while ( m_buffers.size() > 0 )
90                release( m_buffers.get_handle(0) );
[303]91        while ( m_programs.size() > 0 )
92                release( m_programs.get_handle(0) );
[38]93}
[301]94
[406]95nv::texture nv::gl_device::create_texture( texture_type type, ivec2 size, image_format aformat, sampler asampler, const void* data /*= nullptr */ )
[301]96{
[463]97        NV_ASSERT_ALWAYS( type != TEXTURE_3D && type != TEXTURE_2D_ARRAY, "2D texture type expected!" );
[301]98        unsigned glid = 0;
[331]99        unsigned gl_type = texture_type_to_enum( type );
[463]100
101        bool is_depth = aformat.format == DEPTH16 || aformat.format == DEPTH24 || aformat.format == DEPTH32;
102
[301]103        glGenTextures( 1, &glid );
104
[331]105        glBindTexture( gl_type, glid );
[301]106
107        // Detect if mipmapping was requested
[331]108        if ( gl_type == GL_TEXTURE_2D && asampler.filter_min != sampler::LINEAR && asampler.filter_min != sampler::NEAREST )
[301]109        {
[331]110                // TODO: This should not be done if we use framebuffers!
111                glTexParameteri( gl_type, GL_GENERATE_MIPMAP, GL_TRUE);
[301]112        }
113
[331]114        if ( asampler.filter_max != sampler::NEAREST )
[301]115        {
[331]116                asampler.filter_max = sampler::LINEAR;
[301]117        }
118
[406]119        glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_min ) ) );
120        glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_max ) ) );
121        glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, GLint( nv::sampler_wrap_to_enum( asampler.wrap_s) ) );
122        glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, GLint( nv::sampler_wrap_to_enum( asampler.wrap_t) ) );
[301]123
[463]124        if ( is_depth )
125        {
[466]126                glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
127                glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
[463]128
[466]129                // This is to allow usage of shadow2DProj function in the shader
130                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE );
131                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
[463]132        }
133
134// #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
135// #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
136//
137//      float aniso = 0.0f;
138//      glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso );
139//      NV_LOG_INFO( "Anisotropy at ", aniso, " (", int( aniso ), " ) " );
140//      glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso );
141
[406]142        glTexImage2D( gl_type, 0, GLint( nv::image_format_to_internal_enum(aformat.format) ), size.x, size.y, 0, nv::image_format_to_enum(aformat.format), nv::datatype_to_gl_enum(aformat.type), data );
[331]143
144        glBindTexture( gl_type, 0 );
145
[301]146        texture result = m_textures.create();
147        gl_texture_info* info = m_textures.get( result );
[331]148        info->type     = type;
[323]149        info->format   = aformat;
150        info->tsampler = asampler;
[463]151        info->size     = ivec3( size.x, size.y, 1 );
[323]152        info->glid     = glid;
[301]153        return result;
154}
155
[463]156nv::texture nv::gl_device::create_texture( texture_type type, ivec3 size, image_format aformat, sampler asampler, const void* data /*= nullptr */ )
157{
158        NV_ASSERT_ALWAYS( type == TEXTURE_3D || type == TEXTURE_2D_ARRAY, "3D texture type expected!" );
159        unsigned glid = 0;
160        unsigned gl_type = texture_type_to_enum( type );
161
162        bool is_depth = aformat.format == DEPTH16 || aformat.format == DEPTH24 || aformat.format == DEPTH32;
163
164        glGenTextures( 1, &glid );
165        glBindTexture( gl_type, glid );
166
167        if ( asampler.filter_max != sampler::NEAREST )
168        {
169                asampler.filter_max = sampler::LINEAR;
170        }
171
172        glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_min ) ) );
173        glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_max ) ) );
174        glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, GLint( nv::sampler_wrap_to_enum( asampler.wrap_s ) ) );
175        glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, GLint( nv::sampler_wrap_to_enum( asampler.wrap_t ) ) );
176
[466]177        if ( is_depth )
178        {
179                glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
180                glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
181
182                // This is to allow usage of shadow2DProj function in the shader
183                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE );
184                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
185        }
186
[463]187        //glTexStorage3D( GL_TEXTURE_2D_ARRAY, mipLevelCount, GL_RGBA8, width, height, layerCount );
188        glTexImage3D( gl_type, 0, GLint( nv::image_format_to_internal_enum( aformat.format ) ), size.x, size.y, size.z, 0, nv::image_format_to_enum( aformat.format ), nv::datatype_to_gl_enum( aformat.type ), data );
189        glBindTexture( gl_type, 0 );
190
191        texture result = m_textures.create();
192        gl_texture_info* info = m_textures.get( result );
193        info->type = type;
194        info->format = aformat;
195        info->tsampler = asampler;
196        info->size = size;
197        info->glid = glid;
198        return result;
199}
200
201
202
[302]203void nv::gl_device::release( texture t )
[301]204{
205        gl_texture_info* info = m_textures.get( t );
206        if ( info )
207        {
[302]208                if ( info->glid != 0 )
209                {
210                        glDeleteTextures( 1, &(info->glid) );
211                }
[301]212                m_textures.destroy( t );
213        }
214}
215
[302]216void nv::gl_device::release( buffer b )
217{
218        gl_buffer_info* info = m_buffers.get( b );
219        if ( info )
220        {
221                if ( info->glid != 0 )
222                {
223                        glDeleteBuffers( 1, &(info->glid) );
224                }
225                m_buffers.destroy( b );
226        }
227}
228
[303]229const texture_info* nv::gl_device::get_texture_info( texture t ) const
[301]230{
231        return m_textures.get( t );
232}
233
[302]234nv::buffer nv::gl_device::create_buffer( buffer_type type, buffer_hint hint, size_t size, const void* source /*= nullptr */ )
235{
236        unsigned glid   = 0;
237        unsigned glenum = buffer_type_to_enum( type );
238        glGenBuffers( 1, &glid );
239
240        glBindBuffer( glenum, glid );
[406]241        glBufferData( glenum, GLsizeiptr( size ), source, buffer_hint_to_enum( hint ) );
[302]242        glBindBuffer( glenum, 0 );
243
244        buffer result = m_buffers.create();
245        gl_buffer_info* info = m_buffers.get( result );
246        info->type = type;
247        info->hint = hint;
248        info->size = size;
249        info->glid = glid;
250        return result;
251}
252
[303]253const buffer_info* nv::gl_device::get_buffer_info( buffer t ) const
[302]254{
255        return m_buffers.get( t );
256}
[303]257
258void nv::gl_device::release( program p )
259{
260        gl_program_info* info = m_programs.get( p );
261        if ( info )
262        {
[392]263                for ( auto& i : *info->m_uniform_map )
[303]264                        delete i.second;
265
266                glDetachShader( info->glid, info->glidv );
267                glDetachShader( info->glid, info->glidf );
268                glDeleteShader( info->glidv );
269                glDeleteShader( info->glidf );
270                glDeleteProgram( info->glid );
271
[392]272                delete info->m_attribute_map;
273                delete info->m_engine_uniforms;
274                delete info->m_uniform_map;
275
[303]276                m_programs.destroy( p );
277        }
278}
279
280void nv::gl_device::prepare_program( program p )
281{
282        gl_program_info* info = m_programs.get( p );
283        if ( info )
284        {
285                auto& map  = get_uniform_factory();
286                auto& lmap = get_link_uniform_factory();
287
[392]288                for ( auto& i : *info->m_uniform_map )
[303]289                {
[439]290                        auto j = lmap.find( i.first );
[303]291                        if ( j != lmap.end() )
292                        {
293                                j->second->set( i.second );
294                        }                       
295
[439]296                        auto k = map.find( i.first );
[303]297                        if ( k != map.end() )
298                        {
[392]299                                info->m_engine_uniforms->push_back( k->second->create( i.second ) );
[303]300                        }                               
301                }
302        }
303}
304
[439]305uniform_base* nv::gl_device::get_uniform( program p, const string_view& name, bool fatal /*= true */ ) const
[303]306{
307        const gl_program_info* info = m_programs.get( p );
308        {
[392]309                nv::uniform_map::const_iterator i = info->m_uniform_map->find( name );
310                if ( i != info->m_uniform_map->end() )
[303]311                {
312                        return i->second;
313                }
314                if ( fatal )
315                {
[439]316                        NV_LOG_CRITICAL( "gl_device : uniform '", name, "' not found in program!" );
[403]317                        NV_ABORT( "gl_device : uniform not found!" );
[303]318                }
319        }
320        return nullptr;
321}
322
[439]323int nv::gl_device::get_attribute_location( program p, const string_view& name, bool fatal /*= true */ ) const
[303]324{
325        const gl_program_info* info = m_programs.get( p );
326        if ( info )
327        {
[392]328                attribute_map::const_iterator i = info->m_attribute_map->find( name );
329                if ( i != info->m_attribute_map->end() )
[303]330                {
331                        return i->second.location;
332                }
333                if ( fatal )
334                {
[439]335                        NV_LOG_CRITICAL( "gl_device : attribute '", name, "' not found in program!" );
[403]336                        NV_ABORT( "gl_device : attribute not found!" );
[303]337                }
338        }
339        return -1;
340}
341
[473]342int nv::gl_device::get_block_location( program p, const string_view& name, bool fatal /*= true */ ) const
343{
344        return -1;
345}
346
[399]347bool nv::gl_device::compile( gl_program_info* p, string_view vertex_program, string_view fragment_program )
[303]348{
349        if (!compile( GL_VERTEX_SHADER,   vertex_program, p->glidv ))   { return false; }
350        if (!compile( GL_FRAGMENT_SHADER, fragment_program, p->glidf )) { return false; }
351
352        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::POSITION   ), "nv_position"  );
353        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TEXCOORD   ), "nv_texcoord"  );
354        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::NORMAL     ), "nv_normal"    );
355        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::COLOR      ), "nv_color"     );
356        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TANGENT    ), "nv_tangent"   );
357        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEINDEX  ), "nv_boneindex" );
358        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEWEIGHT ), "nv_boneweight");
359
360        glAttachShader( p->glid, p->glidf );
361        glAttachShader( p->glid, p->glidv );
362        glLinkProgram( p->glid );
363
364        const uint32 buffer_size = 2048;
365        char buffer[ buffer_size ] = { 0 };
366        int length;
367        int status;
368
369        glGetProgramiv( p->glid, GL_LINK_STATUS, &status );
370        glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
371
[365]372        NV_LOG_INFO( "Program #", p->glid, (status == GL_FALSE ? " failed to compile!" : " compiled successfully.") );
[303]373
374        if ( length > 0 )
375        {
[466]376                NV_LOG_INFO( "Program #", p->glid, " log: ", string_view( buffer, size_t( length ) ) );
[303]377        }
378
379        if ( status == GL_FALSE )
380        {
381                return false;
382        }
383
384        glValidateProgram( p->glid );
385        glGetProgramiv( p->glid, GL_VALIDATE_STATUS, &status );
386
387        if ( status == GL_FALSE )
388        {
389                glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
[365]390                NV_LOG_ERROR( "Program #", p->glid, " validation error : ", buffer );
[303]391                return false;
392        }
393        load_attributes( p );
394        load_uniforms( p );
395        return true;
396}
397
398void nv::gl_device::update_uniforms( gl_program_info* p )
399{
[392]400        for ( auto& i : *p->m_uniform_map )
[303]401        {
[392]402                uniform_base* ubase = i.second;
[303]403                if ( ubase->is_dirty() )
404                {
405                        int uloc = ubase->get_location();
406                        switch( ubase->get_type() )
407                        {
[406]408                        case FLOAT          : glUniform1fv( uloc, ubase->get_length(), static_cast< uniform< enum_to_type< FLOAT >::type >*>( ubase )->get_value() ); break;
409                        case INT            : glUniform1iv( uloc, ubase->get_length(), static_cast< uniform< enum_to_type< INT >::type >*>( ubase )->get_value() ); break;
410                        case FLOAT_VECTOR_2 : glUniform2fv( uloc, ubase->get_length(), reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_VECTOR_2 >::type >*>( ubase )->get_value())); break;
411                        case FLOAT_VECTOR_3 : glUniform3fv( uloc, ubase->get_length(), reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_VECTOR_3 >::type >*>( ubase )->get_value())); break;
412                        case FLOAT_VECTOR_4 : glUniform4fv( uloc, ubase->get_length(), reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_VECTOR_4 >::type >*>( ubase )->get_value())); break;
413                        case INT_VECTOR_2   : glUniform2iv( uloc, ubase->get_length(), reinterpret_cast<const GLint*>( static_cast< uniform< enum_to_type< INT_VECTOR_2 >::type >*>( ubase )->get_value())); break;
414                        case INT_VECTOR_3   : glUniform3iv( uloc, ubase->get_length(), reinterpret_cast<const GLint*>( static_cast< uniform< enum_to_type< INT_VECTOR_3 >::type >*>( ubase )->get_value())); break;
415                        case INT_VECTOR_4   : glUniform4iv( uloc, ubase->get_length(), reinterpret_cast<const GLint*>( static_cast< uniform< enum_to_type< INT_VECTOR_4 >::type >*>( ubase )->get_value())); break;
416                        case FLOAT_MATRIX_2 : glUniformMatrix2fv( uloc, ubase->get_length(), GL_FALSE, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_MATRIX_2 >::type >*>( ubase )->get_value())); break;
417                        case FLOAT_MATRIX_3 : glUniformMatrix3fv( uloc, ubase->get_length(), GL_FALSE, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_MATRIX_3 >::type >*>( ubase )->get_value())); break;
418                        case FLOAT_MATRIX_4 : glUniformMatrix4fv( uloc, ubase->get_length(), GL_FALSE, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_MATRIX_4 >::type >*>( ubase )->get_value())); break;
[303]419                        default : break; // error?
420                        }
421                        ubase->clean();
422                }
423        }
424}
425
426void nv::gl_device::load_attributes( gl_program_info* p )
427{
428        int params;
429        glGetProgramiv( p->glid, GL_ACTIVE_ATTRIBUTES, &params );
430
[406]431        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]432        {
433                int attr_nlen;
434                int attr_len;
435                unsigned attr_type;
436                char name_buffer[128];
437
438                glGetActiveAttrib( p->glid, i, 128, &attr_nlen, &attr_len, &attr_type, name_buffer );
439
[439]440                string_view name( name_buffer, size_t( attr_nlen ) );
[303]441
442                // skip built-ins
443                if ( name.substr(0,3) == "gl_" ) continue;
444
[439]445                int attr_loc = glGetAttribLocation( p->glid, name.data() );
[303]446
[392]447                attribute& attr = (*p->m_attribute_map)[ name ];
[303]448                attr.location = attr_loc;
449                attr.type     = gl_enum_to_datatype( attr_type );
450                attr.length   = attr_len;
451        }
452}
453
454void nv::gl_device::load_uniforms( gl_program_info* p )
455{
456        int params;
[473]457        int bparams;
[303]458        glGetProgramiv( p->glid, GL_ACTIVE_UNIFORMS, &params );
[473]459        glGetProgramiv( p->glid, GL_ACTIVE_UNIFORM_BLOCKS, &bparams );
[303]460
[406]461        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]462        {
463                int uni_nlen;
464                int uni_len;
465                unsigned uni_type;
466                char name_buffer[128];
467
468                glGetActiveUniform( p->glid, i, 128, &uni_nlen, &uni_len, &uni_type, name_buffer );
469
[439]470                string_view name( name_buffer, size_t( uni_nlen ) );
[303]471
472                // skip built-ins
473                if ( name.substr(0,3) == "gl_" ) continue;
474
[439]475                int uni_loc = glGetUniformLocation( p->glid, name.data() );
[303]476                datatype utype = gl_enum_to_datatype( uni_type );
477
478                // check for array
[439]479                size_t arrchar = name.find( '[' );
480                if ( arrchar != string_view::npos )
[303]481                {
482                        name = name.substr( 0, arrchar );
483                }
484
[439]485                uniform_base* u = uniform_base::create( utype, uni_loc, uni_len );
[303]486                NV_ASSERT( u, "Unknown uniform type!" );
[392]487                (*p->m_uniform_map)[ name ] = u;
[303]488        }
[473]489
490        for ( unsigned i = 0; i < unsigned( bparams ); ++i )
491        {
492                int uni_len;
493                char name_buffer[128];
494
495                glGetActiveUniformBlockName( p->glid, i, 128, &uni_len, name_buffer );
496                NV_LOG_INFO( string_view( name_buffer, size_t( uni_len ) ) );
497        }
[303]498}
499
[399]500bool nv::gl_device::compile( uint32 sh_type, string_view shader_code, unsigned& glid )
[303]501{
502        glid = glCreateShader( sh_type );
503
[361]504        const char* pc = shader_code.data();
[406]505        int l = int( shader_code.length() );
[303]506
[361]507        glShaderSource( glid, 1, &pc, &l );
[303]508        glCompileShader( glid );
509
510        const uint32 buffer_size = 1024;
511        char buffer[ buffer_size ] = { 0 };
512        int length;
513        int compile_ok = GL_FALSE;
514        glGetShaderiv(glid, GL_COMPILE_STATUS, &compile_ok);
515        glGetShaderInfoLog( glid, buffer_size, &length, buffer );
516
517        if ( length > 0 )
518        {
519                if ( compile_ok == 0 )
520                {
[406]521                        NV_LOG_ERROR( "Shader #", glid, " error: ", string_view( buffer, size_t( length ) ) );
[303]522                }
523                else
524                {
[406]525                        NV_LOG_INFO( "Shader #", glid, " compiled successfully: ", string_view( buffer, size_t( length ) ) );
[303]526                }
527        }
528        else
529        {
[365]530                NV_LOG_INFO( "Shader #", glid, " compiled successfully." );
[303]531        }
532        return compile_ok != 0;
533
534}
535
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