Files
SingularityViewer/indra/llrender/llrendertarget.cpp

803 lines
19 KiB
C++

/**
* @file llrendertarget.cpp
* @brief LLRenderTarget implementation
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "linden_common.h"
#include "llrendertarget.h"
#include "llrender.h"
#include "llgl.h"
LLRenderTarget* LLRenderTarget::sBoundTarget = NULL;
void check_framebuffer_status()
{
if (gDebugGL)
{
GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
switch (status)
{
case GL_FRAMEBUFFER_COMPLETE:
break;
default:
llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl;
ll_fail("check_framebuffer_status failed");
break;
}
}
}
bool LLRenderTarget::sUseFBO = false;
LLRenderTarget::LLRenderTarget() :
mResX(0),
mResY(0),
mTex(0),
mFBO(0),
mDepth(0),
mStencil(0),
mUseDepth(false),
mRenderDepth(false),
mUsage(LLTexUnit::TT_TEXTURE),
mSamples(0),
mSampleBuffer(NULL)
{
}
LLRenderTarget::~LLRenderTarget()
{
release();
}
void LLRenderTarget::setSampleBuffer(LLMultisampleBuffer* buffer)
{
mSampleBuffer = buffer;
}
bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo)
{
stop_glerror();
release();
stop_glerror();
mResX = resx;
mResY = resy;
mStencil = stencil;
mUsage = usage;
mUseDepth = depth;
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
if (depth)
{
if (!allocateDepth())
{
llwarns << "Failed to allocate depth buffer for render target." << llendl;
return false;
}
}
glGenFramebuffers(1, (GLuint *) &mFBO);
if (mDepth)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
if (mStencil)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
stop_glerror();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
stop_glerror();
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
stop_glerror();
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
stop_glerror();
}
return addColorAttachment(color_fmt);
}
bool LLRenderTarget::addColorAttachment(U32 color_fmt)
{
if (color_fmt == 0)
{
return true;
}
U32 offset = mTex.size();
if (offset >= 4 ||
(offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers)))
{
llerrs << "Too many color attachments!" << llendl;
}
U32 tex;
LLImageGL::generateTextures(1, &tex);
gGL.getTexUnit(0)->bindManual(mUsage, tex);
stop_glerror();
{
clear_glerror();
LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
if (glGetError() != GL_NO_ERROR)
{
llwarns << "Could not allocate color buffer for render target." << llendl;
return false;
}
}
stop_glerror();
{
if (offset == 0)
{ //use bilinear filtering on single texture render targets that aren't multisampled
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
stop_glerror();
}
else
{ //don't filter data attachments
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
stop_glerror();
}
if (mUsage != LLTexUnit::TT_RECT_TEXTURE)
{
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_MIRROR);
stop_glerror();
}
else
{
// ATI doesn't support mirrored repeat for rectangular textures.
gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
stop_glerror();
}
}
if (mFBO)
{
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset,
LLTexUnit::getInternalType(mUsage), tex, 0);
stop_glerror();
check_framebuffer_status();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
mTex.push_back(tex);
if (gDebugGL)
{ //bind and unbind to validate target
bindTarget();
flush();
}
return true;
}
bool LLRenderTarget::allocateDepth()
{
if (mStencil)
{
//use render buffers where stencil buffers are in play
glGenRenderbuffers(1, (GLuint *) &mDepth);
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
stop_glerror();
clear_glerror();
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mResX, mResY);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
else
{
LLImageGL::generateTextures(1, &mDepth);
gGL.getTexUnit(0)->bindManual(mUsage, mDepth);
U32 internal_type = LLTexUnit::getInternalType(mUsage);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
stop_glerror();
clear_glerror();
LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT32, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
}
if (glGetError() != GL_NO_ERROR)
{
llwarns << "Unable to allocate depth buffer for render target." << llendl;
return false;
}
return true;
}
void LLRenderTarget::shareDepthBuffer(LLRenderTarget& target)
{
if (!mFBO || !target.mFBO)
{
llerrs << "Cannot share depth buffer between non FBO render targets." << llendl;
}
if (target.mDepth)
{
llerrs << "Attempting to override existing depth buffer. Detach existing buffer first." << llendl;
}
if (target.mUseDepth)
{
llerrs << "Attempting to override existing shared depth buffer. Detach existing buffer first." << llendl;
}
if (mDepth)
{
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, target.mFBO);
stop_glerror();
if (mStencil)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
stop_glerror();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
stop_glerror();
target.mStencil = true;
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), mDepth, 0);
stop_glerror();
}
check_framebuffer_status();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
target.mUseDepth = true;
}
}
void LLRenderTarget::release()
{
if (mDepth)
{
if (mStencil)
{
glDeleteRenderbuffers(1, (GLuint*) &mDepth);
stop_glerror();
}
else
{
LLImageGL::deleteTextures(1, &mDepth, true);
stop_glerror();
}
mDepth = 0;
}
else if (mUseDepth && mFBO)
{ //detach shared depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
if (mStencil)
{ //attached as a renderbuffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
mStencil = false;
}
else
{ //attached as a texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, LLTexUnit::getInternalType(mUsage), 0, 0);
}
mUseDepth = false;
}
if (mFBO)
{
glDeleteFramebuffers(1, (GLuint *) &mFBO);
mFBO = 0;
}
if (mTex.size() > 0)
{
LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
mTex.clear();
}
mResX = mResY = 0;
mSampleBuffer = NULL;
sBoundTarget = NULL;
}
void LLRenderTarget::bindTarget()
{
if (mFBO)
{
stop_glerror();
if (mSampleBuffer)
{
mSampleBuffer->bindTarget(this);
stop_glerror();
}
else
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
stop_glerror();
if (gGLManager.mHasDrawBuffers)
{ //setup multiple render targets
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3};
glDrawBuffersARB(mTex.size(), drawbuffers);
}
if (mTex.empty())
{ //no color buffer to draw to
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
check_framebuffer_status();
stop_glerror();
}
}
glViewport(0, 0, mResX, mResY);
sBoundTarget = this;
}
// static
void LLRenderTarget::unbindTarget()
{
if (gGLManager.mHasFramebufferObject)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
sBoundTarget = NULL;
}
void LLRenderTarget::clear(U32 mask_in)
{
U32 mask = GL_COLOR_BUFFER_BIT;
if (mUseDepth)
{
mask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
}
if (mFBO)
{
check_framebuffer_status();
stop_glerror();
glClear(mask & mask_in);
stop_glerror();
}
else
{
LLGLEnable scissor(GL_SCISSOR_TEST);
glScissor(0, 0, mResX, mResY);
stop_glerror();
glClear(mask & mask_in);
}
}
U32 LLRenderTarget::getTexture(U32 attachment) const
{
if (attachment > mTex.size()-1)
{
llerrs << "Invalid attachment index." << llendl;
}
if (mTex.empty())
{
return 0;
}
return mTex[attachment];
}
void LLRenderTarget::bindTexture(U32 index, S32 channel)
{
gGL.getTexUnit(channel)->bindManual(mUsage, getTexture(index));
}
void LLRenderTarget::flush(bool fetch_depth)
{
gGL.flush();
if (!mFBO)
{
gGL.getTexUnit(0)->bind(this);
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, 0, 0, 0, 0, mResX, mResY);
if (fetch_depth)
{
if (!mDepth)
{
allocateDepth();
}
gGL.getTexUnit(0)->bind(this);
glCopyTexImage2D(LLTexUnit::getInternalType(mUsage), 0, GL_DEPTH24_STENCIL8, 0, 0, mResX, mResY, 0);
}
gGL.getTexUnit(0)->disable();
}
else
{
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
stop_glerror();
if (mSampleBuffer)
{
LLGLEnable multisample(GL_MULTISAMPLE);
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
stop_glerror();
check_framebuffer_status();
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSampleBuffer->mFBO);
check_framebuffer_status();
stop_glerror();
if(gGLManager.mIsATI)
{
glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
}
else
{
glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
}
stop_glerror();
if (mTex.size() > 1)
{
for (U32 i = 1; i < mTex.size(); ++i)
{
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
LLTexUnit::getInternalType(mUsage), mTex[i], 0);
stop_glerror();
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
stop_glerror();
glBlitFramebuffer(0, 0, mResX, mResY, 0, 0, mResX, mResY, GL_COLOR_BUFFER_BIT, GL_NEAREST);
stop_glerror();
}
for (U32 i = 0; i < mTex.size(); ++i)
{
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i,
LLTexUnit::getInternalType(mUsage), mTex[i], 0);
stop_glerror();
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_RENDERBUFFER, mSampleBuffer->mTex[i]);
stop_glerror();
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
}
void LLRenderTarget::copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
{
GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
LLGLDepthTest depth(write_depth, write_depth);
gGL.flush();
if (!source.mFBO || !mFBO)
{
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
}
if (mSampleBuffer)
{
mSampleBuffer->copyContents(source, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
else
{
if (mask == GL_DEPTH_BUFFER_BIT && source.mStencil != mStencil)
{
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, source.mFBO);
check_framebuffer_status();
gGL.getTexUnit(0)->bind(this, true);
stop_glerror();
glCopyTexSubImage2D(LLTexUnit::getInternalType(mUsage), 0, srcX0, srcY0, dstX0, dstY0, dstX1, dstY1);
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
stop_glerror();
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mFBO);
stop_glerror();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
stop_glerror();
check_framebuffer_status();
stop_glerror();
if(gGLManager.mIsATI && mask & GL_STENCIL_BUFFER_BIT)
{
mask &= ~GL_STENCIL_BUFFER_BIT;
glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, GL_STENCIL_BUFFER_BIT, filter);
}
if(mask)
glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
stop_glerror();
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
stop_glerror();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
stop_glerror();
}
}
}
//static
void LLRenderTarget::copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter)
{
if (!source.mFBO)
{
llerrs << "Cannot copy framebuffer contents for non FBO render targets." << llendl;
}
{
GLboolean write_depth = mask & GL_DEPTH_BUFFER_BIT ? TRUE : FALSE;
LLGLDepthTest depth(write_depth, write_depth);
glBindFramebuffer(GL_READ_FRAMEBUFFER, source.mSampleBuffer ? source.mSampleBuffer->mFBO : source.mFBO);
stop_glerror();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
stop_glerror();
check_framebuffer_status();
stop_glerror();
if(gGLManager.mIsATI && mask & GL_STENCIL_BUFFER_BIT)
{
mask &= ~GL_STENCIL_BUFFER_BIT;
glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, GL_STENCIL_BUFFER_BIT, filter);
}
if(mask)
glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
stop_glerror();
}
}
bool LLRenderTarget::isComplete() const
{
return (!mTex.empty() || mDepth) ? true : false;
}
void LLRenderTarget::getViewport(S32* viewport)
{
viewport[0] = 0;
viewport[1] = 0;
viewport[2] = mResX;
viewport[3] = mResY;
}
//==================================================
// LLMultisampleBuffer implementation
//==================================================
LLMultisampleBuffer::LLMultisampleBuffer()
{
}
LLMultisampleBuffer::~LLMultisampleBuffer()
{
release();
}
void LLMultisampleBuffer::release()
{
if (mFBO)
{
glDeleteFramebuffers(1, (GLuint *) &mFBO);
mFBO = 0;
}
if (mTex.size() > 0)
{
glDeleteRenderbuffers(mTex.size(), (GLuint *) &mTex[0]);
mTex.clear();
}
if (mDepth)
{
glDeleteRenderbuffers(1, (GLuint *) &mDepth);
mDepth = 0;
}
}
void LLMultisampleBuffer::bindTarget()
{
bindTarget(this);
}
void LLMultisampleBuffer::bindTarget(LLRenderTarget* ref)
{
if (!ref)
{
ref = this;
}
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
if (gGLManager.mHasDrawBuffers)
{ //setup multiple render targets
GLenum drawbuffers[] = {GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3};
glDrawBuffersARB(ref->mTex.size(), drawbuffers);
}
check_framebuffer_status();
glViewport(0, 0, mResX, mResY);
sBoundTarget = this;
}
bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo )
{
return allocate(resx,resy,color_fmt,depth,stencil,usage,use_fbo,2);
}
bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples )
{
release();
stop_glerror();
mResX = resx;
mResY = resy;
mUsage = usage;
mUseDepth = depth;
mStencil = stencil;
if (!gGLManager.mHasFramebufferMultisample)
{
llerrs << "Attempting to allocate unsupported render target type!" << llendl;
return false;
}
mSamples = gGLManager.getNumFBOFSAASamples(samples);
if (mSamples <= 1)
{
llerrs << "Cannot create a multisample buffer with less than 2 samples." << llendl;
return false;
}
stop_glerror();
if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
{
if (depth)
{
stop_glerror();
if(!allocateDepth())
return false;
stop_glerror();
}
glGenFramebuffers(1, (GLuint *) &mFBO);
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
stop_glerror();
clear_glerror();
if (mDepth)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepth);
if (mStencil)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
}
check_framebuffer_status();
}
stop_glerror();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
stop_glerror();
}
return addColorAttachment(color_fmt);
}
bool LLMultisampleBuffer::addColorAttachment(U32 color_fmt)
{
if (color_fmt == 0)
{
return true;
}
U32 offset = mTex.size();
if (offset >= 4 ||
(offset > 0 && (mFBO == 0 || !gGLManager.mHasDrawBuffers)))
{
llerrs << "Too many color attachments!" << llendl;
}
U32 tex;
glGenRenderbuffers(1, &tex);
glBindRenderbuffer(GL_RENDERBUFFER, tex);
stop_glerror();
clear_glerror();
glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, color_fmt, mResX, mResY);
if (glGetError() != GL_NO_ERROR)
{
llwarns << "Unable to allocate color buffer for multisample render target." << llendl;
return false;
}
if (mFBO)
{
glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+offset, GL_RENDERBUFFER, tex);
check_framebuffer_status();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
mTex.push_back(tex);
return true;
}
bool LLMultisampleBuffer::allocateDepth()
{
glGenRenderbuffers(1, (GLuint* ) &mDepth);
glBindRenderbuffer(GL_RENDERBUFFER, mDepth);
stop_glerror();
clear_glerror();
if (mStencil)
{
glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH24_STENCIL8, mResX, mResY);
}
else
{
glRenderbufferStorageMultisample(GL_RENDERBUFFER, mSamples, GL_DEPTH_COMPONENT16_ARB, mResX, mResY);
}
if (glGetError() != GL_NO_ERROR)
{
llwarns << "Unable to allocate depth buffer for multisample render target." << llendl;
return false;
}
return true;
}