wined3d: Introduce texture_init() to handle most of the 2D texture initialization.
Henri Verbeet
hverbeet at codeweavers.com
Wed Jun 3 03:47:25 CDT 2009
---
dlls/wined3d/device.c | 151 +--------------------
dlls/wined3d/texture.c | 297 ++++++++++++++++++++++++++++++++--------
dlls/wined3d/wined3d_private.h | 4 +-
3 files changed, 248 insertions(+), 204 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 5c95f32..75d4c9c 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1083,73 +1083,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
WINED3DPOOL Pool, IWineD3DTexture **ppTexture, IUnknown *parent)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info);
IWineD3DTextureImpl *object;
- unsigned int i;
- UINT tmpW;
- UINT tmpH;
HRESULT hr;
- unsigned int pow2Width;
- unsigned int pow2Height;
TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
Format, debug_d3dformat(Format), Pool, ppTexture, parent);
- /* TODO: It should only be possible to create textures for formats
- that are reported as supported */
- if (WINED3DFMT_UNKNOWN >= Format) {
- WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
- return WINED3DERR_INVALIDCALL;
- }
-
- /* Non-power2 support */
- if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
- {
- pow2Width = Width;
- pow2Height = Height;
- }
- else
- {
- /* Find the nearest pow2 match */
- pow2Width = pow2Height = 1;
- while (pow2Width < Width) pow2Width <<= 1;
- while (pow2Height < Height) pow2Height <<= 1;
-
- if (pow2Width != Width || pow2Height != Height)
- {
- if (Levels > 1)
- {
- WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support\n");
- return WINED3DERR_INVALIDCALL;
- }
- Levels = 1;
- }
- }
-
- /* Calculate levels for mip mapping */
- if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
- {
- if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
- {
- WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (Levels > 1)
- {
- WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- Levels = 1;
- }
- else if (!Levels)
- {
- Levels = wined3d_log2i(max(Width, Height)) + 1;
- TRACE("Calculated levels = %d\n", Levels);
- }
-
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
@@ -1159,103 +1099,20 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
}
object->lpVtbl = &IWineD3DTexture_Vtbl;
- hr = basetexture_init((IWineD3DBaseTextureImpl *)object, Levels,
- WINED3DRTYPE_TEXTURE, This, 0, Usage, format_desc, Pool, parent);
+
+ hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent);
if (FAILED(hr))
{
- WARN("Failed to initialize basetexture, returning %#x\n", hr);
+ WARN("Failed to initialize texture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*ppTexture = NULL;
return hr;
}
- TRACE("(%p) : Created basetexture %p\n", This, object);
-
*ppTexture = (IWineD3DTexture *)object;
- if (object->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
- {
- object->baseTexture.minMipLookup = minMipLookup;
- object->baseTexture.magLookup = magLookup;
- } else {
- object->baseTexture.minMipLookup = minMipLookup_noFilter;
- object->baseTexture.magLookup = magLookup_noFilter;
- }
-
- /** FIXME: add support for real non-power-two if it's provided by the video card **/
- /* Precalculated scaling for 'faked' non power of two texture coords.
- Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
- is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
- doesn't work in combination with ARB_TEXTURE_RECTANGLE.
- */
- if(GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (Width != pow2Width || Height != pow2Height)) {
- object->baseTexture.pow2Matrix[0] = 1.0;
- object->baseTexture.pow2Matrix[5] = 1.0;
- object->baseTexture.pow2Matrix[10] = 1.0;
- object->baseTexture.pow2Matrix[15] = 1.0;
- object->target = GL_TEXTURE_2D;
- object->cond_np2 = TRUE;
- object->baseTexture.minMipLookup = minMipLookup_noFilter;
- } else if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
- (Width != pow2Width || Height != pow2Height) &&
- !((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
- {
- if ((Width != 1) || (Height != 1)) {
- object->baseTexture.pow2Matrix_identity = FALSE;
- }
-
- object->baseTexture.pow2Matrix[0] = (float)Width;
- object->baseTexture.pow2Matrix[5] = (float)Height;
- object->baseTexture.pow2Matrix[10] = 1.0;
- object->baseTexture.pow2Matrix[15] = 1.0;
- object->target = GL_TEXTURE_RECTANGLE_ARB;
- object->cond_np2 = TRUE;
- object->baseTexture.minMipLookup = minMipLookup_noFilter;
- } else {
- if ((Width != pow2Width) || (Height != pow2Height)) {
- object->baseTexture.pow2Matrix_identity = FALSE;
- object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
- object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
- } else {
- object->baseTexture.pow2Matrix[0] = 1.0;
- object->baseTexture.pow2Matrix[5] = 1.0;
- }
-
- object->baseTexture.pow2Matrix[10] = 1.0;
- object->baseTexture.pow2Matrix[15] = 1.0;
- object->target = GL_TEXTURE_2D;
- object->cond_np2 = FALSE;
- }
- TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
-
- /* Generate all the surfaces */
- tmpW = Width;
- tmpH = Height;
- for (i = 0; i < object->baseTexture.levels; i++)
- {
- /* use the callback to create the texture surface */
- hr = IWineD3DDeviceParent_CreateSurface(This->device_parent, parent, tmpW, tmpH, Format,
- Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i]);
- if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
- FIXME("Failed to create surface %p\n", object);
- /* clean up */
- object->surfaces[i] = NULL;
- IWineD3DTexture_Release((IWineD3DTexture *)object);
-
- *ppTexture = NULL;
- return hr;
- }
-
- IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
- TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
- surface_set_texture_target(object->surfaces[i], object->target);
- /* calculate the next mipmap level */
- tmpW = max(1, tmpW >> 1);
- tmpH = max(1, tmpH >> 1);
- }
- object->baseTexture.internal_preload = texture_internal_preload;
+ TRACE("(%p) : Created texture %p\n", This, object);
- TRACE("(%p) : Created texture %p\n", This, object);
return WINED3D_OK;
}
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 5e50e26..05e29bb 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -25,7 +25,80 @@
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
+#define GLINFO_LOCATION (*gl_info)
+
+static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
+{
+ /* Override the IWineD3DResource PreLoad method. */
+ IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+ unsigned int i;
+ BOOL srgb_mode;
+ BOOL *dirty;
+
+ TRACE("(%p) : About to load texture.\n", This);
+
+ switch (srgb)
+ {
+ case SRGB_RGB:
+ srgb_mode = FALSE;
+ break;
+
+ case SRGB_BOTH:
+ texture_internal_preload(iface, SRGB_RGB);
+ /* Fallthrough */
+
+ case SRGB_SRGB:
+ srgb_mode = TRUE;
+ break;
+
+ default:
+ srgb_mode = This->baseTexture.is_srgb;
+ break;
+ }
+ dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
+
+ if (!device->isInDraw)
+ {
+ /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture,
+ * thus no danger of recursive calls. */
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ }
+
+ if (This->resource.format_desc->format == WINED3DFMT_P8
+ || This->resource.format_desc->format == WINED3DFMT_A8P8)
+ {
+ for (i = 0; i < This->baseTexture.levels; ++i)
+ {
+ if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i]))
+ {
+ TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
+ /* TODO: This is not necessarily needed with hw palettized texture support. */
+ IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
+ /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
+ IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
+ }
+ }
+ }
+
+ /* If the texture is marked dirty or the srgb sampler setting has changed
+ * since the last load then reload the surfaces. */
+ if (*dirty)
+ {
+ for (i = 0; i < This->baseTexture.levels; ++i)
+ {
+ IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
+ }
+ }
+ else
+ {
+ TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
+ }
+
+ /* No longer dirty. */
+ *dirty = FALSE;
+}
static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
{
@@ -51,9 +124,176 @@ static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN su
basetexture_cleanup((IWineD3DBaseTexture *)This);
}
+HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
+{
+ const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+ const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
+ UINT pow2_width, pow2_height;
+ UINT tmp_w, tmp_h;
+ unsigned int i;
+ HRESULT hr;
+
+ /* TODO: It should only be possible to create textures for formats
+ * that are reported as supported. */
+ if (WINED3DFMT_UNKNOWN >= format)
+ {
+ WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ /* Non-power2 support. */
+ if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
+ {
+ pow2_width = width;
+ pow2_height = height;
+ }
+ else
+ {
+ /* Find the nearest pow2 match. */
+ pow2_width = pow2_height = 1;
+ while (pow2_width < width) pow2_width <<= 1;
+ while (pow2_height < height) pow2_height <<= 1;
+
+ if (pow2_width != width || pow2_height != height)
+ {
+ if (levels > 1)
+ {
+ WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+ levels = 1;
+ }
+ }
+
+ /* Calculate levels for mip mapping. */
+ if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
+ {
+ if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
+ {
+ WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ if (levels > 1)
+ {
+ WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ levels = 1;
+ }
+ else if (!levels)
+ {
+ levels = wined3d_log2i(max(width, height)) + 1;
+ TRACE("Calculated levels = %u.\n", levels);
+ }
+
+ hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
+ WINED3DRTYPE_TEXTURE, device, 0, usage, format_desc, pool, parent);
+ if (FAILED(hr))
+ {
+ WARN("Failed to initialize basetexture, returning %#x.\n", hr);
+ return hr;
+ }
+
+ if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
+ {
+ texture->baseTexture.minMipLookup = minMipLookup;
+ texture->baseTexture.magLookup = magLookup;
+ }
+ else
+ {
+ texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+ texture->baseTexture.magLookup = magLookup_noFilter;
+ }
+
+ /* Precalculated scaling for 'faked' non power of two texture coords.
+ * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
+ * is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
+ * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
+ if (GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (width != pow2_width || height != pow2_height))
+ {
+ texture->baseTexture.pow2Matrix[0] = 1.0;
+ texture->baseTexture.pow2Matrix[5] = 1.0;
+ texture->baseTexture.pow2Matrix[10] = 1.0;
+ texture->baseTexture.pow2Matrix[15] = 1.0;
+ texture->target = GL_TEXTURE_2D;
+ texture->cond_np2 = TRUE;
+ texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+ }
+ else if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE) && (width != pow2_width || height != pow2_height)
+ && !((format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
+ && (wined3d_settings.rendertargetlock_mode == RTL_READTEX
+ || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
+ {
+ if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
+
+ texture->baseTexture.pow2Matrix[0] = (float)width;
+ texture->baseTexture.pow2Matrix[5] = (float)height;
+ texture->baseTexture.pow2Matrix[10] = 1.0;
+ texture->baseTexture.pow2Matrix[15] = 1.0;
+ texture->target = GL_TEXTURE_RECTANGLE_ARB;
+ texture->cond_np2 = TRUE;
+ texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+ }
+ else
+ {
+ if ((width != pow2_width) || (height != pow2_height))
+ {
+ texture->baseTexture.pow2Matrix_identity = FALSE;
+ texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
+ texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
+ }
+ else
+ {
+ texture->baseTexture.pow2Matrix[0] = 1.0;
+ texture->baseTexture.pow2Matrix[5] = 1.0;
+ }
+
+ texture->baseTexture.pow2Matrix[10] = 1.0;
+ texture->baseTexture.pow2Matrix[15] = 1.0;
+ texture->target = GL_TEXTURE_2D;
+ texture->cond_np2 = FALSE;
+ }
+ TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
+
+ /* Generate all the surfaces. */
+ tmp_w = width;
+ tmp_h = height;
+ for (i = 0; i < texture->baseTexture.levels; ++i)
+ {
+ /* Use the callback to create the texture surface. */
+ hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
+ usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
+ if (FAILED(hr) || ((IWineD3DSurfaceImpl *)texture->surfaces[i])->Flags & SFLAG_OVERSIZE)
+ {
+ FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
+ texture->surfaces[i] = NULL;
+ texture_cleanup(texture, D3DCB_DefaultDestroySurface);
+ return hr;
+ }
+
+ IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
+ TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
+ surface_set_texture_target(texture->surfaces[i], texture->target);
+ /* Calculate the next mipmap level. */
+ tmp_w = max(1, tmp_w >> 1);
+ tmp_h = max(1, tmp_h >> 1);
+ }
+ texture->baseTexture.internal_preload = texture_internal_preload;
+
+ return WINED3D_OK;
+}
+
+#undef GLINFO_LOCATION
+
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
+
+#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
@@ -116,61 +356,6 @@ static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
return resource_get_priority((IWineD3DResource *)iface);
}
-void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
-
- /* Override the IWineD3DResource PreLoad method */
- unsigned int i;
- IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
- BOOL srgb_mode;
- BOOL *dirty;
-
- TRACE("(%p) : About to load texture\n", This);
-
- switch(srgb) {
- case SRGB_RGB: srgb_mode = FALSE; break;
- case SRGB_BOTH: texture_internal_preload(iface, SRGB_RGB);
- case SRGB_SRGB: srgb_mode = TRUE; break;
- /* DONTKNOW, and shut up the compiler */
- default: srgb_mode = This->baseTexture.is_srgb; break;
- }
- dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
-
- if(!device->isInDraw) {
- /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
- * recursive calls
- */
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
- }
-
- if (This->resource.format_desc->format == WINED3DFMT_P8
- || This->resource.format_desc->format == WINED3DFMT_A8P8)
- {
- for (i = 0; i < This->baseTexture.levels; i++) {
- if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
- TRACE("Reloading surface because the d3d8/9 palette was changed\n");
- /* TODO: This is not necessarily needed with hw palettized texture support */
- IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
- /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
- IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
- }
- }
- }
- /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
- if (*dirty) {
- for (i = 0; i < This->baseTexture.levels; i++) {
- IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
- }
- } else {
- TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
- }
-
- /* No longer dirty */
- *dirty = FALSE;
-
- return ;
-}
-
static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 42c769c..a3bb0ce 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1712,7 +1712,6 @@ typedef struct IWineD3DBaseTextureClass
void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
} IWineD3DBaseTextureClass;
-void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
@@ -1767,6 +1766,9 @@ typedef struct IWineD3DTextureImpl
extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
+HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
+
/*****************************************************************************
* IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
--
1.6.0.6
--------------000002000905020204070806--
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