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vkd3d-shader/tpf: Support relative addressing for indexable temps in SM4.
For relative addressing, the vkd3d_shader_registers must point to another vkd3d_shader_src_param. For now, use the sm4_instruction to save them, since the only purpose of this struct is to be used as paramter for write_sm4_instruction.
This commit is contained in:
parent
281796c526
commit
0ef25ad137
Notes:
Alexandre Julliard
2023-11-07 22:39:54 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/435
@ -3635,6 +3635,9 @@ struct sm4_instruction
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uint32_t idx[3];
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unsigned int idx_count;
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struct vkd3d_shader_src_param idx_srcs[7];
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unsigned int idx_src_count;
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};
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static void sm4_register_from_node(struct vkd3d_shader_register *reg, uint32_t *writemask,
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@ -3648,8 +3651,54 @@ static void sm4_register_from_node(struct vkd3d_shader_register *reg, uint32_t *
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*writemask = instr->reg.writemask;
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}
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static void sm4_numeric_register_from_deref(struct hlsl_ctx *ctx, struct vkd3d_shader_register *reg,
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enum vkd3d_shader_register_type type, uint32_t *writemask, const struct hlsl_deref *deref,
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struct sm4_instruction *sm4_instr)
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{
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const struct hlsl_ir_var *var = deref->var;
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unsigned int offset_const_deref;
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reg->type = type;
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reg->idx[0].offset = var->regs[HLSL_REGSET_NUMERIC].id;
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reg->dimension = VSIR_DIMENSION_VEC4;
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assert(var->regs[HLSL_REGSET_NUMERIC].allocated);
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if (!var->indexable)
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{
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offset_const_deref = hlsl_offset_from_deref_safe(ctx, deref);
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reg->idx[0].offset += offset_const_deref / 4;
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reg->idx_count = 1;
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}
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else
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{
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offset_const_deref = deref->const_offset;
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reg->idx[1].offset = offset_const_deref / 4;
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reg->idx_count = 2;
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if (deref->rel_offset.node)
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{
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struct vkd3d_shader_src_param *idx_src;
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unsigned int idx_writemask;
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assert(sm4_instr->idx_src_count < ARRAY_SIZE(sm4_instr->idx_srcs));
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idx_src = &sm4_instr->idx_srcs[sm4_instr->idx_src_count++];
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memset(idx_src, 0, sizeof(*idx_src));
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reg->idx[1].rel_addr = idx_src;
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sm4_register_from_node(&idx_src->reg, &idx_writemask, deref->rel_offset.node);
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assert(idx_writemask != 0);
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idx_src->swizzle = swizzle_from_sm4(hlsl_swizzle_from_writemask(idx_writemask));
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}
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}
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*writemask = 0xf & (0xf << (offset_const_deref % 4));
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if (var->regs[HLSL_REGSET_NUMERIC].writemask)
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*writemask = hlsl_combine_writemasks(var->regs[HLSL_REGSET_NUMERIC].writemask, *writemask);
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}
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static void sm4_register_from_deref(struct hlsl_ctx *ctx, struct vkd3d_shader_register *reg,
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uint32_t *writemask, const struct hlsl_deref *deref)
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uint32_t *writemask, const struct hlsl_deref *deref, struct sm4_instruction *sm4_instr)
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{
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const struct hlsl_type *data_type = hlsl_deref_get_type(ctx, deref);
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const struct hlsl_ir_var *var = deref->var;
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@ -3764,24 +3813,19 @@ static void sm4_register_from_deref(struct hlsl_ctx *ctx, struct vkd3d_shader_re
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}
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else
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{
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struct hlsl_reg hlsl_reg = hlsl_reg_from_deref(ctx, deref);
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enum vkd3d_shader_register_type type = deref->var->indexable ? VKD3DSPR_IDXTEMP : VKD3DSPR_TEMP;
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assert(hlsl_reg.allocated);
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reg->type = deref->var->indexable ? VKD3DSPR_IDXTEMP : VKD3DSPR_TEMP;
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reg->dimension = VSIR_DIMENSION_VEC4;
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reg->idx[0].offset = hlsl_reg.id;
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reg->idx_count = 1;
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*writemask = hlsl_reg.writemask;
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sm4_numeric_register_from_deref(ctx, reg, type, writemask, deref, sm4_instr);
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}
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}
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static void sm4_src_from_deref(const struct tpf_writer *tpf, struct vkd3d_shader_src_param *src,
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const struct hlsl_deref *deref, unsigned int map_writemask)
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const struct hlsl_deref *deref, unsigned int map_writemask, struct sm4_instruction *sm4_instr)
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{
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unsigned int hlsl_swizzle;
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uint32_t writemask;
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sm4_register_from_deref(tpf->ctx, &src->reg, &writemask, deref);
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sm4_register_from_deref(tpf->ctx, &src->reg, &writemask, deref, sm4_instr);
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if (vkd3d_sm4_get_default_swizzle_type(&tpf->lookup, src->reg.type) == VKD3D_SM4_SWIZZLE_VEC4)
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{
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hlsl_swizzle = hlsl_map_swizzle(hlsl_swizzle_from_writemask(writemask), map_writemask);
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@ -4532,7 +4576,7 @@ static void write_sm4_ld(const struct tpf_writer *tpf, const struct hlsl_ir_node
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sm4_src_from_node(tpf, &instr.srcs[0], coords, coords_writemask);
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sm4_src_from_deref(tpf, &instr.srcs[1], resource, instr.dsts[0].write_mask);
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sm4_src_from_deref(tpf, &instr.srcs[1], resource, instr.dsts[0].write_mask, &instr);
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instr.src_count = 2;
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@ -4619,8 +4663,8 @@ static void write_sm4_sample(const struct tpf_writer *tpf, const struct hlsl_ir_
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instr.dst_count = 1;
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sm4_src_from_node(tpf, &instr.srcs[0], coords, VKD3DSP_WRITEMASK_ALL);
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sm4_src_from_deref(tpf, &instr.srcs[1], resource, instr.dsts[0].write_mask);
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sm4_src_from_deref(tpf, &instr.srcs[2], sampler, VKD3DSP_WRITEMASK_ALL);
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sm4_src_from_deref(tpf, &instr.srcs[1], resource, instr.dsts[0].write_mask, &instr);
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sm4_src_from_deref(tpf, &instr.srcs[2], sampler, VKD3DSP_WRITEMASK_ALL, &instr);
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instr.src_count = 3;
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if (load->load_type == HLSL_RESOURCE_SAMPLE_LOD
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@ -4661,7 +4705,7 @@ static void write_sm4_sampleinfo(const struct tpf_writer *tpf, const struct hlsl
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sm4_dst_from_node(&instr.dsts[0], dst);
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instr.dst_count = 1;
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sm4_src_from_deref(tpf, &instr.srcs[0], resource, instr.dsts[0].write_mask);
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sm4_src_from_deref(tpf, &instr.srcs[0], resource, instr.dsts[0].write_mask, &instr);
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instr.src_count = 1;
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write_sm4_instruction(tpf, &instr);
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@ -4684,7 +4728,7 @@ static void write_sm4_resinfo(const struct tpf_writer *tpf, const struct hlsl_ir
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instr.dst_count = 1;
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sm4_src_from_node(tpf, &instr.srcs[0], load->lod.node, VKD3DSP_WRITEMASK_ALL);
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sm4_src_from_deref(tpf, &instr.srcs[1], resource, instr.dsts[0].write_mask);
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sm4_src_from_deref(tpf, &instr.srcs[1], resource, instr.dsts[0].write_mask, &instr);
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instr.src_count = 2;
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write_sm4_instruction(tpf, &instr);
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@ -4832,7 +4876,7 @@ static void write_sm4_store_uav_typed(const struct tpf_writer *tpf, const struct
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memset(&instr, 0, sizeof(instr));
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instr.opcode = VKD3D_SM5_OP_STORE_UAV_TYPED;
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sm4_register_from_deref(tpf->ctx, &instr.dsts[0].reg, &instr.dsts[0].write_mask, dst);
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sm4_register_from_deref(tpf->ctx, &instr.dsts[0].reg, &instr.dsts[0].write_mask, dst, &instr);
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instr.dst_count = 1;
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sm4_src_from_node(tpf, &instr.srcs[0], coords, VKD3DSP_WRITEMASK_ALL);
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@ -5378,7 +5422,7 @@ static void write_sm4_load(const struct tpf_writer *tpf, const struct hlsl_ir_lo
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instr.opcode = VKD3D_SM4_OP_MOVC;
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sm4_src_from_deref(tpf, &instr.srcs[0], &load->src, instr.dsts[0].write_mask);
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sm4_src_from_deref(tpf, &instr.srcs[0], &load->src, instr.dsts[0].write_mask, &instr);
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memset(&value, 0xff, sizeof(value));
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sm4_src_from_constant_value(&instr.srcs[1], &value, type->dimx, instr.dsts[0].write_mask);
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@ -5390,7 +5434,7 @@ static void write_sm4_load(const struct tpf_writer *tpf, const struct hlsl_ir_lo
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{
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instr.opcode = VKD3D_SM4_OP_MOV;
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sm4_src_from_deref(tpf, &instr.srcs[0], &load->src, instr.dsts[0].write_mask);
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sm4_src_from_deref(tpf, &instr.srcs[0], &load->src, instr.dsts[0].write_mask, &instr);
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instr.src_count = 1;
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}
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@ -5443,10 +5487,10 @@ static void write_sm4_gather(const struct tpf_writer *tpf, const struct hlsl_ir_
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}
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}
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sm4_src_from_deref(tpf, &instr.srcs[instr.src_count++], resource, instr.dsts[0].write_mask);
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sm4_src_from_deref(tpf, &instr.srcs[instr.src_count++], resource, instr.dsts[0].write_mask, &instr);
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src = &instr.srcs[instr.src_count++];
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sm4_src_from_deref(tpf, src, sampler, VKD3DSP_WRITEMASK_ALL);
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sm4_src_from_deref(tpf, src, sampler, VKD3DSP_WRITEMASK_ALL, &instr);
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src->reg.dimension = VSIR_DIMENSION_VEC4;
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src->swizzle = swizzle;
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@ -5547,7 +5591,7 @@ static void write_sm4_store(const struct tpf_writer *tpf, const struct hlsl_ir_s
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memset(&instr, 0, sizeof(instr));
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instr.opcode = VKD3D_SM4_OP_MOV;
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sm4_register_from_deref(tpf->ctx, &instr.dsts[0].reg, &writemask, &store->lhs);
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sm4_register_from_deref(tpf->ctx, &instr.dsts[0].reg, &writemask, &store->lhs, &instr);
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instr.dsts[0].write_mask = hlsl_combine_writemasks(writemask, store->writemask);
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instr.dst_count = 1;
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@ -258,7 +258,7 @@ uniform 0 float 0.9
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todo(sm>=6) draw quad
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probe all rgba (0.4, 0.1, 0.7, 0.6) 1
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[pixel shader todo]
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[pixel shader]
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uniform float4 f[3];
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@ -295,21 +295,21 @@ float4 main() : sv_target
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uniform 0 float4 0.3 0.0 0.0 0.0
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uniform 4 float4 0.0 0.0 0.0 0.0
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uniform 8 float4 0.1 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.3, 0.2, 0.6, 0.6) 1
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.3, 0.2, 0.6, 0.6) 1
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uniform 4 float4 0.35 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.3, 0.3, 0.6, 0.6) 1
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.3, 0.3, 0.6, 0.6) 1
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uniform 8 float4 0.5 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.3, 0.5, 0.6, 0.6) 1
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.3, 0.5, 0.6, 0.6) 1
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.3, 0.5, 0.6, 0.6) 1
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.3, 0.5, 0.6, 0.6) 1
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uniform 4 float4 2.0 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.4, 0.1, 0.6, 0.6) 1
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.4, 0.1, 0.6, 0.6) 1
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@ -124,7 +124,7 @@ todo(sm>=6) draw quad
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probe all rgba (8, 9, 10, 11)
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[pixel shader todo]
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[pixel shader]
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uniform float i;
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float4 main() : sv_target
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@ -136,5 +136,5 @@ float4 main() : sv_target
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[test]
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uniform 0 float 3
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todo draw quad
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todo probe all rgba (12, 13, 14, 15)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (12, 13, 14, 15)
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@ -1,4 +1,4 @@
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[pixel shader todo]
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[pixel shader]
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uniform float4 f[3];
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uniform float2 i;
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@ -12,17 +12,17 @@ uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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uniform 12 float4 0 0 0 0
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todo draw quad
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todo probe all rgba (1.0, 2.0, 3.0, 4.0)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (1.0, 2.0, 3.0, 4.0)
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uniform 12 float4 1 0 0 0
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todo draw quad
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todo probe all rgba (5.0, 6.0, 7.0, 8.0)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (5.0, 6.0, 7.0, 8.0)
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uniform 12 float4 0 1 0 0
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todo draw quad
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todo probe all rgba (5.0, 6.0, 7.0, 8.0)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (5.0, 6.0, 7.0, 8.0)
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uniform 12 float4 1 1 0 0
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todo draw quad
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todo probe all rgba (9.0, 10.0, 11.0, 12.0)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (9.0, 10.0, 11.0, 12.0)
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[pixel shader]
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@ -49,7 +49,7 @@ todo(sm>=6) draw quad
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probe all rgba (14.0, 14.0, 14.0, 14.0)
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[pixel shader todo]
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[pixel shader]
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float i;
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float4 main() : sv_target
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@ -61,8 +61,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float 2.3
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todo draw quad
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todo probe all rgba (3, 3, 3, 3)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (3, 3, 3, 3)
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[pixel shader]
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@ -90,7 +90,7 @@ todo(sm>=6) draw quad
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probe all rgba (24.0, 0.0, 21.0, 1.0)
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[pixel shader todo]
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[pixel shader]
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uniform float2 i;
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float4 main() : sv_target
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@ -102,20 +102,20 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0 0 0 0
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todo draw quad
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todo probe all rgba (1.0, 2.0, 3.0, 4.0)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (1.0, 2.0, 3.0, 4.0)
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uniform 0 float4 1 0 0 0
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todo draw quad
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todo probe all rgba (5.0, 6.0, 7.0, 8.0)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (5.0, 6.0, 7.0, 8.0)
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uniform 0 float4 0 1 0 0
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todo draw quad
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todo probe all rgba (5.0, 6.0, 7.0, 8.0)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (5.0, 6.0, 7.0, 8.0)
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uniform 0 float4 1 1 0 0
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todo draw quad
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todo probe all rgba (9.0, 10.0, 11.0, 12.0)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (9.0, 10.0, 11.0, 12.0)
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[pixel shader todo]
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[pixel shader]
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float4 a;
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float4 main() : sv_target
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@ -130,7 +130,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0 0 2.4 0
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todo draw quad
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todo(sm>=6) draw quad
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probe all rgba (1.0, 120.0, 90.0, 4.0)
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@ -138,7 +138,7 @@ probe all rgba (1.0, 120.0, 90.0, 4.0)
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[require]
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shader model >= 4.0
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[pixel shader todo]
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[pixel shader]
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int i, j;
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float4 main() : sv_target
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@ -155,19 +155,19 @@ float4 main() : sv_target
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[test]
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uniform 0 int 0
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uniform 1 int 0
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todo draw quad
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todo probe all rgba (100, 6, 7, 8)
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (100, 6, 7, 8)
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uniform 0 int 2
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uniform 1 int 2
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todo draw quad
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todo probe all rgba (5, 6, 100, 8)
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todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (5, 6, 100, 8)
|
||||
uniform 0 int 1
|
||||
uniform 1 int 3
|
||||
todo draw quad
|
||||
todo probe all rgba (5, 6, 7, 4)
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (5, 6, 7, 4)
|
||||
|
||||
|
||||
[pixel shader todo]
|
||||
[pixel shader]
|
||||
float a, b, c, d;
|
||||
float e, f, g, h;
|
||||
int i, j;
|
||||
@ -192,5 +192,5 @@ uniform 0 float4 1 2 3 4
|
||||
uniform 4 float4 5 6 7 8
|
||||
uniform 8 int 3
|
||||
uniform 9 int 4
|
||||
todo draw quad
|
||||
todo probe all rgba (1126, 3344, 5566, 3788)
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (1126, 3344, 5566, 3788)
|
||||
|
@ -217,7 +217,7 @@ uniform 0 float 0.8
|
||||
todo(sm>=6) draw quad
|
||||
probe all rgba (0.5, 0.5, 0.5, 0.5)
|
||||
|
||||
[pixel shader todo]
|
||||
[pixel shader]
|
||||
|
||||
uniform float4 f[3];
|
||||
|
||||
@ -243,21 +243,21 @@ void main(out float4 ret : sv_target)
|
||||
uniform 0 float4 0.3 0.0 0.0 0.0
|
||||
uniform 4 float4 0.0 0.0 0.0 0.0
|
||||
uniform 8 float4 0.1 0.0 0.0 0.0
|
||||
todo draw quad
|
||||
todo probe all rgba (0.1, 0.1, 0.1, 0.1) 1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.1, 0.1, 0.1, 0.1) 1
|
||||
|
||||
uniform 4 float4 0.35 0.0 0.0 0.0
|
||||
todo draw quad
|
||||
todo probe all rgba (0.2, 0.2, 0.2, 0.2) 1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.2, 0.2, 0.2, 0.2) 1
|
||||
|
||||
uniform 8 float4 0.5 0.0 0.0 0.0
|
||||
todo draw quad
|
||||
todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
todo draw quad
|
||||
todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 4 float4 2.0 0.0 0.0 0.0
|
||||
todo draw quad
|
||||
todo probe all rgba (0.9, 0.9, 0.9, 0.9) 1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.9, 0.9, 0.9, 0.9) 1
|
||||
|
Loading…
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Reference in New Issue
Block a user