rhi: Add manual test for RGBA16F and compute
Uses the two compute shaders from Qt Quick 3D. Demonstrates and tests both RGBA16F textures and using them (and doing load/store with mip levels individually) in combination with compute. Task-number: QTBUG-81213 Change-Id: I3f0f250d5997a26c857b7c45517684c63b44e58e Reviewed-by: Johan Helsing <johan.helsing@qt.io>
This commit is contained in:
parent
ccb2cb84f5
commit
fe97af0c9a
3
tests/manual/rhi/float16texture_with_compute/buildshaders.sh
Executable file
3
tests/manual/rhi/float16texture_with_compute/buildshaders.sh
Executable file
@ -0,0 +1,3 @@
|
||||
#!/bin/sh
|
||||
qsb --glsl "430,310 es" --hlsl 50 --msl 12 load.comp -o load.comp.qsb
|
||||
qsb --glsl "430,310 es" --hlsl 50 --msl 12 prefilter.comp -o prefilter.comp.qsb
|
@ -0,0 +1,312 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2020 The Qt Company Ltd.
|
||||
** Contact: https://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the examples of the Qt Toolkit.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** Commercial License Usage
|
||||
** Licensees holding valid commercial Qt licenses may use this file in
|
||||
** accordance with the commercial license agreement provided with the
|
||||
** Software or, alternatively, in accordance with the terms contained in
|
||||
** a written agreement between you and The Qt Company. For licensing terms
|
||||
** and conditions see https://www.qt.io/terms-conditions. For further
|
||||
** information use the contact form at https://www.qt.io/contact-us.
|
||||
**
|
||||
** BSD License Usage
|
||||
** Alternatively, you may use this file under the terms of the BSD license
|
||||
** as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
// An advanced version of floattexture. Instead of RGBA32F, we use RGBA16F, and
|
||||
// also generate the floating point data from rgba with compute. Then there's a
|
||||
// compute pass using the BSDF prefiltering taken from Qt Quick 3D, which
|
||||
// generates all the mip levels.
|
||||
|
||||
// Why do we animate the scale of the quad rendered to the window? To have
|
||||
// different mip levels used, to prove that all of them are generated
|
||||
// correctly, without artifacts (which would occur if memory barriers were not
|
||||
// correctly generated by QRhi). For full verification use RenderDoc or similar.
|
||||
|
||||
#include "../shared/examplefw.h"
|
||||
#include <qmath.h>
|
||||
|
||||
static float vertexData[] =
|
||||
{ // Y up, CCW
|
||||
-0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 1.0f, 0.0f
|
||||
};
|
||||
|
||||
static quint16 indexData[] =
|
||||
{
|
||||
0, 1, 2, 0, 2, 3
|
||||
};
|
||||
|
||||
static const int MAX_MIP_LEVELS = 20;
|
||||
|
||||
struct {
|
||||
QVector<QRhiResource *> releasePool;
|
||||
|
||||
QRhiBuffer *vbuf = nullptr;
|
||||
QRhiBuffer *ibuf = nullptr;
|
||||
QRhiBuffer *ubuf = nullptr;
|
||||
QRhiTexture *texRgba = nullptr;
|
||||
QRhiTexture *texFloat16 = nullptr;
|
||||
QRhiSampler *sampler = nullptr;
|
||||
QRhiShaderResourceBindings *srb = nullptr;
|
||||
QRhiGraphicsPipeline *ps = nullptr;
|
||||
|
||||
QRhiBuffer *computeUBuf_load = nullptr;
|
||||
QRhiShaderResourceBindings *computeBindings_load = nullptr;
|
||||
QRhiComputePipeline *computePipeline_load = nullptr;
|
||||
QRhiBuffer *computeUBuf_prefilter = nullptr;
|
||||
QRhiShaderResourceBindings *computeBindings_prefilter[MAX_MIP_LEVELS];
|
||||
QRhiComputePipeline *computePipeline_prefilter = nullptr;
|
||||
|
||||
QRhiResourceUpdateBatch *initialUpdates = nullptr;
|
||||
bool computeDone = false;
|
||||
int mipCount;
|
||||
int prefilterUBufElemSize;
|
||||
quint32 prefilterNumWorkGroups[MAX_MIP_LEVELS][3];
|
||||
float scale = 2.5f;
|
||||
int scale_dir = -1;
|
||||
} d;
|
||||
|
||||
void recordUploadThenFilterFloat16TextureWithCompute(QRhiCommandBuffer *cb)
|
||||
{
|
||||
const int w = d.texRgba->pixelSize().width() / 16;
|
||||
const int h = d.texRgba->pixelSize().height() / 16;
|
||||
|
||||
cb->beginComputePass();
|
||||
|
||||
cb->setComputePipeline(d.computePipeline_load);
|
||||
cb->setShaderResources();
|
||||
cb->dispatch(w, h, 1);
|
||||
|
||||
cb->setComputePipeline(d.computePipeline_prefilter);
|
||||
for (int level = 1; level < d.mipCount; ++level) {
|
||||
const int i = level - 1;
|
||||
const int mipW = d.prefilterNumWorkGroups[i][0];
|
||||
const int mipH = d.prefilterNumWorkGroups[i][1];
|
||||
QPair<int, quint32> dynamicOffset = { 0, quint32(d.prefilterUBufElemSize * i) };
|
||||
cb->setShaderResources(d.computeBindings_prefilter[i], 1, &dynamicOffset);
|
||||
cb->dispatch(mipW, mipH, 1);
|
||||
}
|
||||
|
||||
cb->endComputePass();
|
||||
}
|
||||
|
||||
void Window::customInit()
|
||||
{
|
||||
if (!m_r->isFeatureSupported(QRhi::Compute))
|
||||
qFatal("Compute is not supported");
|
||||
|
||||
if (!m_r->isTextureFormatSupported(QRhiTexture::RGBA16F))
|
||||
qFatal("RGBA16F texture format is not supported");
|
||||
|
||||
d.initialUpdates = m_r->nextResourceUpdateBatch();
|
||||
|
||||
// load rgba8 image data
|
||||
|
||||
QImage image;
|
||||
image.load(QLatin1String(":/qt256.png"));
|
||||
image = image.convertToFormat(QImage::Format_RGBA8888);
|
||||
Q_ASSERT(!image.isNull());
|
||||
d.texRgba = m_r->newTexture(QRhiTexture::RGBA8, image.size(), 1, QRhiTexture::UsedWithLoadStore);
|
||||
d.texRgba->build();
|
||||
d.releasePool << d.texRgba;
|
||||
|
||||
d.initialUpdates->uploadTexture(d.texRgba, image);
|
||||
|
||||
d.mipCount = m_r->mipLevelsForSize(image.size());
|
||||
Q_ASSERT(d.mipCount <= MAX_MIP_LEVELS);
|
||||
|
||||
d.texFloat16 = m_r->newTexture(QRhiTexture::RGBA16F, image.size(), 1, QRhiTexture::UsedWithLoadStore | QRhiTexture::MipMapped);
|
||||
d.releasePool << d.texFloat16;
|
||||
d.texFloat16->build();
|
||||
|
||||
// compute
|
||||
|
||||
d.computeUBuf_load = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 12);
|
||||
d.computeUBuf_load->build();
|
||||
d.releasePool << d.computeUBuf_load;
|
||||
|
||||
quint32 numWorkGroups[3] = { quint32(image.width()), quint32(image.height()), 0 };
|
||||
d.initialUpdates->updateDynamicBuffer(d.computeUBuf_load, 0, 12, numWorkGroups);
|
||||
|
||||
d.computeBindings_load = m_r->newShaderResourceBindings();
|
||||
d.computeBindings_load->setBindings({
|
||||
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_load),
|
||||
QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texRgba, 0),
|
||||
QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, 0)
|
||||
});
|
||||
d.computeBindings_load->build();
|
||||
d.releasePool << d.computeBindings_load;
|
||||
|
||||
d.computePipeline_load = m_r->newComputePipeline();
|
||||
d.computePipeline_load->setShaderResourceBindings(d.computeBindings_load);
|
||||
d.computePipeline_load->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/load.comp.qsb")) });
|
||||
d.computePipeline_load->build();
|
||||
d.releasePool << d.computePipeline_load;
|
||||
|
||||
d.prefilterUBufElemSize = m_r->ubufAligned(12);
|
||||
d.computeUBuf_prefilter = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.prefilterUBufElemSize * d.mipCount);
|
||||
d.computeUBuf_prefilter->build();
|
||||
d.releasePool << d.computeUBuf_prefilter;
|
||||
|
||||
int mipW = image.width() >> 1;
|
||||
int mipH = image.height() >> 1;
|
||||
for (int level = 1; level < d.mipCount; ++level) {
|
||||
const int i = level - 1;
|
||||
d.prefilterNumWorkGroups[i][0] = quint32(mipW);
|
||||
d.prefilterNumWorkGroups[i][1] = quint32(mipH);
|
||||
d.prefilterNumWorkGroups[i][2] = 0;
|
||||
d.initialUpdates->updateDynamicBuffer(d.computeUBuf_prefilter, d.prefilterUBufElemSize * i, 12, d.prefilterNumWorkGroups[i]);
|
||||
mipW = mipW > 2 ? mipW >> 1 : 1;
|
||||
mipH = mipH > 2 ? mipH >> 1 : 1;
|
||||
|
||||
d.computeBindings_prefilter[i] = m_r->newShaderResourceBindings();
|
||||
d.computeBindings_prefilter[i]->setBindings({
|
||||
QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, QRhiShaderResourceBinding::ComputeStage, d.computeUBuf_prefilter, 12),
|
||||
QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level - 1),
|
||||
QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level)
|
||||
});
|
||||
d.computeBindings_prefilter[i]->build();
|
||||
d.releasePool << d.computeBindings_prefilter[i];
|
||||
}
|
||||
|
||||
d.computePipeline_prefilter = m_r->newComputePipeline();
|
||||
d.computePipeline_prefilter->setShaderResourceBindings(d.computeBindings_prefilter[0]); // just need a layout compatible one
|
||||
d.computePipeline_prefilter->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/prefilter.comp.qsb")) });
|
||||
d.computePipeline_prefilter->build();
|
||||
d.releasePool << d.computePipeline_prefilter;
|
||||
|
||||
// graphics
|
||||
|
||||
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
|
||||
d.vbuf->build();
|
||||
d.releasePool << d.vbuf;
|
||||
|
||||
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
|
||||
d.ibuf->build();
|
||||
d.releasePool << d.ibuf;
|
||||
|
||||
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
|
||||
d.ubuf->build();
|
||||
d.releasePool << d.ubuf;
|
||||
|
||||
// enable mipmaps
|
||||
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear,
|
||||
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
|
||||
d.releasePool << d.sampler;
|
||||
d.sampler->build();
|
||||
|
||||
d.srb = m_r->newShaderResourceBindings();
|
||||
d.releasePool << d.srb;
|
||||
d.srb->setBindings({
|
||||
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
|
||||
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texFloat16, d.sampler)
|
||||
});
|
||||
d.srb->build();
|
||||
|
||||
d.ps = m_r->newGraphicsPipeline();
|
||||
d.releasePool << d.ps;
|
||||
d.ps->setShaderStages({
|
||||
{ QRhiShaderStage::Vertex, getShader(QLatin1String(":/texture.vert.qsb")) },
|
||||
{ QRhiShaderStage::Fragment, getShader(QLatin1String(":/texture.frag.qsb")) }
|
||||
});
|
||||
QRhiVertexInputLayout inputLayout;
|
||||
inputLayout.setBindings({
|
||||
{ 4 * sizeof(float) }
|
||||
});
|
||||
inputLayout.setAttributes({
|
||||
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
|
||||
{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
|
||||
});
|
||||
d.ps->setVertexInputLayout(inputLayout);
|
||||
d.ps->setShaderResourceBindings(d.srb);
|
||||
d.ps->setRenderPassDescriptor(m_rp);
|
||||
d.ps->build();
|
||||
|
||||
d.initialUpdates->uploadStaticBuffer(d.vbuf, vertexData);
|
||||
d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);
|
||||
|
||||
qint32 flip = 0;
|
||||
d.initialUpdates->updateDynamicBuffer(d.ubuf, 64, 4, &flip);
|
||||
}
|
||||
|
||||
void Window::customRelease()
|
||||
{
|
||||
qDeleteAll(d.releasePool);
|
||||
d.releasePool.clear();
|
||||
}
|
||||
|
||||
void Window::customRender()
|
||||
{
|
||||
QRhiCommandBuffer *cb = m_sc->currentFrameCommandBuffer();
|
||||
QRhiResourceUpdateBatch *u = m_r->nextResourceUpdateBatch();
|
||||
if (d.initialUpdates) {
|
||||
u->merge(d.initialUpdates);
|
||||
d.initialUpdates->release();
|
||||
d.initialUpdates = nullptr;
|
||||
}
|
||||
|
||||
QMatrix4x4 mvp = m_proj;
|
||||
mvp.scale(d.scale);
|
||||
d.scale += d.scale_dir * 0.01f;
|
||||
if (qFuzzyIsNull(d.scale) || d.scale >= 2.5f)
|
||||
d.scale_dir *= -1;
|
||||
u->updateDynamicBuffer(d.ubuf, 0, 64, mvp.constData());
|
||||
|
||||
cb->resourceUpdate(u);
|
||||
|
||||
// If not yet done, then do a compute pass that uploads level 0, doing an
|
||||
// rgba8 -> float16 conversion. Follow that with another compute pass to do
|
||||
// the filtering and generate all the mip levels.
|
||||
if (!d.computeDone) {
|
||||
recordUploadThenFilterFloat16TextureWithCompute(cb);
|
||||
d.computeDone = true;
|
||||
}
|
||||
|
||||
const QSize outputSizeInPixels = m_sc->currentPixelSize();
|
||||
cb->beginPass(m_sc->currentFrameRenderTarget(), m_clearColor, { 1.0f, 0 });
|
||||
cb->setGraphicsPipeline(d.ps);
|
||||
cb->setViewport({ 0, 0, float(outputSizeInPixels.width()), float(outputSizeInPixels.height()) });
|
||||
cb->setShaderResources();
|
||||
const QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, 0);
|
||||
cb->setVertexInput(0, 1, &vbufBinding, d.ibuf, 0, QRhiCommandBuffer::IndexUInt16);
|
||||
cb->drawIndexed(6);
|
||||
cb->endPass();
|
||||
}
|
@ -0,0 +1,8 @@
|
||||
TEMPLATE = app
|
||||
|
||||
QT += gui-private
|
||||
|
||||
SOURCES = \
|
||||
float16texture_with_compute.cpp
|
||||
|
||||
RESOURCES = float16texture_with_compute.qrc
|
@ -0,0 +1,9 @@
|
||||
<!DOCTYPE RCC><RCC version="1.0">
|
||||
<qresource>
|
||||
<file>load.comp.qsb</file>
|
||||
<file>prefilter.comp.qsb</file>
|
||||
<file alias="texture.vert.qsb">../shared/texture.vert.qsb</file>
|
||||
<file alias="texture.frag.qsb">../shared/texture.frag.qsb</file>
|
||||
<file alias="qt256.png">../shared/qt256.png</file>
|
||||
</qresource>
|
||||
</RCC>
|
19
tests/manual/rhi/float16texture_with_compute/load.comp
Normal file
19
tests/manual/rhi/float16texture_with_compute/load.comp
Normal file
@ -0,0 +1,19 @@
|
||||
#version 440
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16) in;
|
||||
layout(rgba8, binding = 1) readonly uniform image2D inputImage;
|
||||
layout(rgba16f, binding = 2) writeonly uniform image2D outputImage;
|
||||
|
||||
// There is no equivalent of gl_NumWorkGroups in HLSL. So instead pass the
|
||||
// values in in a uniform buffer.
|
||||
layout(std140, binding = 0) uniform numWorkGroupsBuf {
|
||||
uvec3 numWorkGroups;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
if (gl_GlobalInvocationID.x >= numWorkGroups.x || gl_GlobalInvocationID.y >= numWorkGroups.y)
|
||||
return;
|
||||
vec4 value = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.xy));
|
||||
imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), value);
|
||||
}
|
BIN
tests/manual/rhi/float16texture_with_compute/load.comp.qsb
Normal file
BIN
tests/manual/rhi/float16texture_with_compute/load.comp.qsb
Normal file
Binary file not shown.
50
tests/manual/rhi/float16texture_with_compute/prefilter.comp
Normal file
50
tests/manual/rhi/float16texture_with_compute/prefilter.comp
Normal file
@ -0,0 +1,50 @@
|
||||
#version 440
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16) in;
|
||||
layout(rgba16f, binding = 1) readonly uniform image2D inputImage;
|
||||
layout(rgba16f, binding = 2) writeonly uniform image2D outputImage;
|
||||
|
||||
// There is no equivalent of gl_NumWorkGroups in HLSL. So instead pass the
|
||||
// values in in a uniform buffer.
|
||||
layout(std140, binding = 0) uniform numWorkGroupsBuf {
|
||||
uvec3 numWorkGroups;
|
||||
};
|
||||
|
||||
int wrapMod( in int a, in int base )
|
||||
{
|
||||
return ( a >= 0 ) ? a % base : -(a % base) + base;
|
||||
}
|
||||
|
||||
void getWrappedCoords( inout int sX, inout int sY, in int width, in int height )
|
||||
{
|
||||
if (sY < 0) { sX -= width >> 1; sY = -sY; }
|
||||
if (sY >= height) { sX += width >> 1; sY = height - sY; }
|
||||
sX = wrapMod( sX, width );
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
int prevWidth = int(numWorkGroups.x) << 1;
|
||||
int prevHeight = int(numWorkGroups.y) << 1;
|
||||
if (gl_GlobalInvocationID.x >= numWorkGroups.x || gl_GlobalInvocationID.y >= numWorkGroups.y)
|
||||
return;
|
||||
vec4 accumVal = vec4(0.0);
|
||||
for (int sy = -2; sy <= 2; ++sy) {
|
||||
for (int sx = -2; sx <= 2; ++sx) {
|
||||
int sampleX = sx + (int(gl_GlobalInvocationID.x) << 1);
|
||||
int sampleY = sy + (int(gl_GlobalInvocationID.y) << 1);
|
||||
getWrappedCoords(sampleX, sampleY, prevWidth, prevHeight);
|
||||
if ((sampleY * prevWidth + sampleX) < 0 )
|
||||
sampleY = prevHeight + sampleY;
|
||||
ivec2 pos = ivec2(sampleX, sampleY);
|
||||
vec4 value = imageLoad(inputImage, pos);
|
||||
float filterPdf = 1.0 / ( 1.0 + float(sx*sx + sy*sy)*2.0 );
|
||||
filterPdf /= 4.71238898;
|
||||
accumVal[0] += filterPdf * value.r;
|
||||
accumVal[1] += filterPdf * value.g;
|
||||
accumVal[2] += filterPdf * value.b;
|
||||
accumVal[3] += filterPdf * value.a;
|
||||
}
|
||||
}
|
||||
imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), accumVal);
|
||||
}
|
BIN
tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsb
Normal file
BIN
tests/manual/rhi/float16texture_with_compute/prefilter.comp.qsb
Normal file
Binary file not shown.
@ -14,6 +14,7 @@ SUBDIRS += \
|
||||
triquadcube \
|
||||
offscreen \
|
||||
floattexture \
|
||||
float16texture_with_compute \
|
||||
mrt \
|
||||
shadowmap \
|
||||
computebuffer \
|
||||
|
Loading…
Reference in New Issue
Block a user