Add Renderer class and move functionality from Display

Trac #21727

Conflicts:

	src/libGLESv2/Texture.cpp
	src/libGLESv2/libGLESv2.vcxproj

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1329 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer.cpp b/src/libGLESv2/renderer/Renderer.cpp
new file mode 100644
index 0000000..c21b64f
--- /dev/null
+++ b/src/libGLESv2/renderer/Renderer.cpp
@@ -0,0 +1,611 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer.cpp: Implements a back-end specific class that hides the details of the
+// implementation-specific renderer.
+
+#include "libGLESv2/renderer/Renderer.h"
+#include "common/debug.h"
+#include "libGLESv2/utilities.h"
+
+// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
+#define REF_RAST 0
+
+// The "Debug This Pixel..." feature in PIX often fails when using the
+// D3D9Ex interfaces.  In order to get debug pixel to work on a Vista/Win 7
+// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
+#if !defined(ANGLE_ENABLE_D3D9EX)
+// Enables use of the IDirect3D9Ex interface, when available
+#define ANGLE_ENABLE_D3D9EX 1
+#endif // !defined(ANGLE_ENABLE_D3D9EX)
+
+namespace renderer
+{
+
+Renderer::Renderer(HMODULE hModule, HDC hDc): mDc(hDc)
+{
+    mD3d9Module = hModule;
+
+    mD3d9 = NULL;
+    mD3d9Ex = NULL;
+    mDevice = NULL;
+    mDeviceEx = NULL;
+    mDeviceWindow = NULL;
+
+    mAdapter = D3DADAPTER_DEFAULT;
+
+    #if REF_RAST == 1 || defined(FORCE_REF_RAST)
+        mDeviceType = D3DDEVTYPE_REF;
+    #else
+        mDeviceType = D3DDEVTYPE_HAL;
+    #endif
+
+    mDeviceLost = false;
+}
+
+Renderer::~Renderer()
+{
+    if (mDevice)
+    {
+        // If the device is lost, reset it first to prevent leaving the driver in an unstable state
+        if (testDeviceLost())
+        {
+            resetDevice();
+        }
+
+        mDevice->Release();
+        mDevice = NULL;
+    }
+
+    if (mDeviceEx)
+    {
+        mDeviceEx->Release();
+        mDeviceEx = NULL;
+    }
+
+    if (mD3d9)
+    {
+        mD3d9->Release();
+        mD3d9 = NULL;
+    }
+
+    if (mDeviceWindow)
+    {
+        DestroyWindow(mDeviceWindow);
+        mDeviceWindow = NULL;
+    }
+
+    if (mD3d9Ex)
+    {
+        mD3d9Ex->Release();
+        mD3d9Ex = NULL;
+    }
+
+    if (mD3d9Module)
+    {
+        mD3d9Module = NULL;
+    }
+
+}
+
+EGLint Renderer::initialize()
+{
+    typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
+    Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
+
+    // Use Direct3D9Ex if available. Among other things, this version is less
+    // inclined to report a lost context, for example when the user switches
+    // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
+    if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
+    {
+        ASSERT(mD3d9Ex);
+        mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
+        ASSERT(mD3d9);
+    }
+    else
+    {
+        mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
+    }
+
+    if (!mD3d9)
+    {
+        ERR("Could not create D3D9 device - aborting!\n");
+        return EGL_NOT_INITIALIZED;
+    }
+    if (mDc != NULL)
+    {
+    //  UNIMPLEMENTED();   // FIXME: Determine which adapter index the device context corresponds to
+    }
+
+    HRESULT result;
+
+    // Give up on getting device caps after about one second.
+    for (int i = 0; i < 10; ++i)
+    {
+        result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
+        if (SUCCEEDED(result))
+        {
+            break;
+        }
+        else if (result == D3DERR_NOTAVAILABLE)
+        {
+            Sleep(100);   // Give the driver some time to initialize/recover
+        }
+        else if (FAILED(result))   // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
+        {
+            ERR("failed to get device caps (0x%x)\n", result);
+            return EGL_NOT_INITIALIZED;
+        }
+    }
+
+    if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
+    {
+        ERR("Renderer does not support PS 2.0. aborting!\n");
+        return EGL_NOT_INITIALIZED;
+    }
+
+    // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
+    // This is required by Texture2D::convertToRenderTarget.
+    if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
+    {
+        ERR("Renderer does not support stretctrect from textures!\n");
+        return EGL_NOT_INITIALIZED;
+    }
+
+    mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
+
+    // ATI cards on XP have problems with non-power-of-two textures.
+    mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
+        !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
+        !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
+        !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
+
+    static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
+    static const TCHAR className[] = TEXT("STATIC");
+
+    mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
+
+    D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
+    DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
+
+    result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
+    if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
+    {
+        return EGL_BAD_ALLOC;
+    }
+
+    if (FAILED(result))
+    {
+        result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
+
+        if (FAILED(result))
+        {
+            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
+            return EGL_BAD_ALLOC;
+        }
+    }
+
+    if (mD3d9Ex)
+    {
+        result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
+        ASSERT(SUCCEEDED(result));
+    }
+
+    initializeDevice();
+
+    return EGL_SUCCESS;
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+void Renderer::initializeDevice()
+{
+    // Permanent non-default states
+    mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
+    mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
+
+    if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
+    {
+        mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
+    }
+    else
+    {
+        mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000);   // 1.0f
+    }
+
+    mSceneStarted = false;
+}
+
+D3DPRESENT_PARAMETERS Renderer::getDefaultPresentParameters()
+{
+    D3DPRESENT_PARAMETERS presentParameters = {0};
+
+    // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
+    presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
+    presentParameters.BackBufferCount = 1;
+    presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
+    presentParameters.BackBufferWidth = 1;
+    presentParameters.BackBufferHeight = 1;
+    presentParameters.EnableAutoDepthStencil = FALSE;
+    presentParameters.Flags = 0;
+    presentParameters.hDeviceWindow = mDeviceWindow;
+    presentParameters.MultiSampleQuality = 0;
+    presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
+    presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+    presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+    presentParameters.Windowed = TRUE;
+
+    return presentParameters;
+}
+
+void Renderer::startScene()
+{
+    if (!mSceneStarted)
+    {
+        long result = mDevice->BeginScene();
+        if (SUCCEEDED(result)) {
+            // This is defensive checking against the device being
+            // lost at unexpected times.
+            mSceneStarted = true;
+        }
+    }
+}
+
+void Renderer::endScene()
+{
+    if (mSceneStarted)
+    {
+        // EndScene can fail if the device was lost, for example due
+        // to a TDR during a draw call.
+        mDevice->EndScene();
+        mSceneStarted = false;
+    }
+}
+
+void Renderer::markDeviceLost()
+{
+    mDeviceLost = true;
+}
+
+bool Renderer::isDeviceLost()
+{
+    return mDeviceLost;
+}
+
+bool Renderer::testDeviceLost()
+{
+    bool isLost = false;
+
+    if (mDeviceEx)
+    {
+        isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
+    }
+    else if (mDevice)
+    {
+        isLost = FAILED(mDevice->TestCooperativeLevel());
+    }
+    else
+    {
+        // No device yet, so no reset required
+    }
+
+    if (isLost)
+    {
+        // ensure we note the device loss --
+        // we'll probably get this done again by markDeviceLost
+        // but best to remember it!
+        // Note that we don't want to clear the device loss status here
+        // -- this needs to be done by resetDevice
+        mDeviceLost = true;
+    }
+
+    return isLost;
+}
+
+bool Renderer::testDeviceResettable()
+{
+    HRESULT status = D3D_OK;
+
+    if (mDeviceEx)
+    {
+        status = mDeviceEx->CheckDeviceState(NULL);
+    }
+    else if (mDevice)
+    {
+        status = mDevice->TestCooperativeLevel();
+    }
+
+    switch (status)
+    {
+      case D3DERR_DEVICENOTRESET:
+      case D3DERR_DEVICEHUNG:
+        return true;
+      default:
+        return false;
+    }
+}
+
+bool Renderer::resetDevice()
+{
+    D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
+
+    HRESULT result = D3D_OK;
+    bool lost = testDeviceLost();
+    int attempts = 3;
+
+    while (lost && attempts > 0)
+    {
+        if (mDeviceEx)
+        {
+            Sleep(500);   // Give the graphics driver some CPU time
+            result = mDeviceEx->ResetEx(&presentParameters, NULL);
+        }
+        else
+        {
+            result = mDevice->TestCooperativeLevel();
+            while (result == D3DERR_DEVICELOST)
+            {
+                Sleep(100);   // Give the graphics driver some CPU time
+                result = mDevice->TestCooperativeLevel();
+            }
+
+            if (result == D3DERR_DEVICENOTRESET)
+            {
+                result = mDevice->Reset(&presentParameters);
+            }
+        }
+
+        lost = testDeviceLost();
+        attempts --;
+    }
+
+    if (FAILED(result))
+    {
+        ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
+        return false;
+    }
+
+    // reset device defaults
+    initializeDevice();
+    mDeviceLost = false;
+
+    return true;
+}
+
+void Renderer::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
+{
+    for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
+    {
+        HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
+                                                           TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
+
+        multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
+    }
+}
+
+bool Renderer::getDXT1TextureSupport()
+{
+    D3DDISPLAYMODE currentDisplayMode;
+    mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+    return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
+}
+
+bool Renderer::getDXT3TextureSupport()
+{
+    D3DDISPLAYMODE currentDisplayMode;
+    mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+    return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
+}
+
+bool Renderer::getDXT5TextureSupport()
+{
+    D3DDISPLAYMODE currentDisplayMode;
+    mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+    return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
+}
+
+// we use INTZ for depth textures in Direct3D9
+// we also want NULL texture support to ensure the we can make depth-only FBOs
+// see http://aras-p.info/texts/D3D9GPUHacks.html
+bool Renderer::getDepthTextureSupport() const
+{
+    D3DDISPLAYMODE currentDisplayMode;
+    mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+    bool intz = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+                                                   D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ));
+    bool null = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+                                                   D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
+
+    return intz && null;
+}
+
+bool Renderer::getFloat32TextureSupport(bool *filtering, bool *renderable)
+{
+    D3DDISPLAYMODE currentDisplayMode;
+    mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+    *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, 
+                                                    D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
+                 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+                                                    D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
+
+    *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+                                                     D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F))&&
+                  SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+                                                     D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
+
+    if (!*filtering && !*renderable)
+    {
+        return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+                                                  D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
+               SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+                                                  D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
+    }
+    else
+    {
+        return true;
+    }
+}
+
+bool Renderer::getFloat16TextureSupport(bool *filtering, bool *renderable)
+{
+    D3DDISPLAYMODE currentDisplayMode;
+    mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+    *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, 
+                                                    D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
+                 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+                                                    D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
+
+    *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, 
+                                                    D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
+                 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+                                                    D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
+
+    if (!*filtering && !*renderable)
+    {
+        return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+                                                  D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
+               SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+                                                  D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
+    }
+    else
+    {
+        return true;
+    }
+}
+
+bool Renderer::getLuminanceTextureSupport()
+{
+    D3DDISPLAYMODE currentDisplayMode;
+    mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+    return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
+}
+
+bool Renderer::getLuminanceAlphaTextureSupport()
+{
+    D3DDISPLAYMODE currentDisplayMode;
+    mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+    return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
+}
+
+float Renderer::getTextureFilterAnisotropySupport() const
+{
+    // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
+    if ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2))
+    {
+        return mDeviceCaps.MaxAnisotropy;
+    }
+    return 1.0f;
+}
+
+bool Renderer::getEventQuerySupport()
+{
+#if 0 // D3D9_REPLACE
+    IDirect3DQuery9 *query = allocateEventQuery();
+    if (query)
+    {
+        freeEventQuery(query);
+        return true;
+    }
+    else
+    {
+        return false;
+    }
+#endif
+    return true;
+}
+
+// Only Direct3D 10 ready devices support all the necessary vertex texture formats.
+// We test this using D3D9 by checking support for the R16F format.
+bool Renderer::getVertexTextureSupport() const
+{
+    if (!mDevice || mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0))
+    {
+        return false;
+    }
+
+    D3DDISPLAYMODE currentDisplayMode;
+    mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+    HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F);
+
+    return SUCCEEDED(result);
+}
+
+bool Renderer::getNonPower2TextureSupport() const
+{
+    return mSupportsNonPower2Textures;
+}
+
+bool Renderer::getOcclusionQuerySupport() const
+{
+    if (!mDevice)
+    {
+        return false;
+    }
+
+    IDirect3DQuery9 *query = NULL;
+    HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query);
+    if (SUCCEEDED(result) && query)
+    {
+        query->Release();
+        return true;
+    }
+    else
+    {
+        return false;
+    }
+}
+
+bool Renderer::getInstancingSupport() const
+{
+    return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
+}
+
+
+D3DPOOL Renderer::getBufferPool(DWORD usage) const
+{
+    if (mD3d9Ex != NULL)
+    {
+        return D3DPOOL_DEFAULT;
+    }
+    else
+    {
+        if (!(usage & D3DUSAGE_DYNAMIC))
+        {
+            return D3DPOOL_MANAGED;
+        }
+    }
+
+    return D3DPOOL_DEFAULT;
+}
+
+D3DPOOL Renderer::getTexturePool(DWORD usage) const
+{
+    if (mD3d9Ex != NULL)
+    {
+        return D3DPOOL_DEFAULT;
+    }
+    else
+    {
+        if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
+        {
+            return D3DPOOL_MANAGED;
+        }
+    }
+
+    return D3DPOOL_DEFAULT;
+}
+
+}
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