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diff --git a/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs b/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs
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+using Ryujinx.Graphics.GAL.Multithreading.Commands;
+using Ryujinx.Graphics.GAL.Multithreading.Commands.Buffer;
+using Ryujinx.Graphics.GAL.Multithreading.Commands.CounterEvent;
+using Ryujinx.Graphics.GAL.Multithreading.Commands.Program;
+using Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer;
+using Ryujinx.Graphics.GAL.Multithreading.Commands.Sampler;
+using Ryujinx.Graphics.GAL.Multithreading.Commands.Shader;
+using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
+using Ryujinx.Graphics.GAL.Multithreading.Commands.Window;
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+namespace Ryujinx.Graphics.GAL.Multithreading
+{
+ static class CommandHelper
+ {
+ private delegate void CommandDelegate(Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer);
+
+ private static int _totalCommands = (int)Enum.GetValues<CommandType>().Max() + 1;
+ private static CommandDelegate[] _lookup = new CommandDelegate[_totalCommands];
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ private static ref T GetCommand<T>(Span<byte> memory)
+ {
+ return ref Unsafe.As<byte, T>(ref MemoryMarshal.GetReference(memory));
+ }
+
+ public static int GetMaxCommandSize()
+ {
+ Assembly assembly = typeof(CommandHelper).Assembly;
+
+ IEnumerable<Type> commands = assembly.GetTypes().Where(type => typeof(IGALCommand).IsAssignableFrom(type) && type.IsValueType);
+
+ int maxSize = commands.Max(command =>
+ {
+ MethodInfo method = typeof(Unsafe).GetMethod(nameof(Unsafe.SizeOf));
+ MethodInfo generic = method.MakeGenericMethod(command);
+ int size = (int)generic.Invoke(null, null);
+
+ return size;
+ });
+
+ InitLookup();
+
+ return maxSize + 1; // 1 byte reserved for command size.
+ }
+
+ private static void InitLookup()
+ {
+ _lookup[(int)CommandType.Action] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ActionCommand.Run(ref GetCommand<ActionCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.CompileShader] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CompileShaderCommand.Run(ref GetCommand<CompileShaderCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.CreateBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CreateBufferCommand.Run(ref GetCommand<CreateBufferCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.CreateProgram] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CreateProgramCommand.Run(ref GetCommand<CreateProgramCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.CreateSampler] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CreateSamplerCommand.Run(ref GetCommand<CreateSamplerCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.CreateSync] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CreateSyncCommand.Run(ref GetCommand<CreateSyncCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.CreateTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CreateTextureCommand.Run(ref GetCommand<CreateTextureCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.GetCapabilities] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ GetCapabilitiesCommand.Run(ref GetCommand<GetCapabilitiesCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.PreFrame] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ PreFrameCommand.Run(ref GetCommand<PreFrameCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.ReportCounter] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ReportCounterCommand.Run(ref GetCommand<ReportCounterCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.ResetCounter] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ResetCounterCommand.Run(ref GetCommand<ResetCounterCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.UpdateCounters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ UpdateCountersCommand.Run(ref GetCommand<UpdateCountersCommand>(memory), threaded, renderer);
+
+ _lookup[(int)CommandType.BufferDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ BufferDisposeCommand.Run(ref GetCommand<BufferDisposeCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.BufferGetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ BufferGetDataCommand.Run(ref GetCommand<BufferGetDataCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.BufferSetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ BufferSetDataCommand.Run(ref GetCommand<BufferSetDataCommand>(memory), threaded, renderer);
+
+ _lookup[(int)CommandType.CounterEventDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CounterEventDisposeCommand.Run(ref GetCommand<CounterEventDisposeCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.CounterEventFlush] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CounterEventFlushCommand.Run(ref GetCommand<CounterEventFlushCommand>(memory), threaded, renderer);
+
+ _lookup[(int)CommandType.ProgramDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ProgramDisposeCommand.Run(ref GetCommand<ProgramDisposeCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.ProgramGetBinary] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ProgramGetBinaryCommand.Run(ref GetCommand<ProgramGetBinaryCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.ProgramCheckLink] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ProgramCheckLinkCommand.Run(ref GetCommand<ProgramCheckLinkCommand>(memory), threaded, renderer);
+
+ _lookup[(int)CommandType.SamplerDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SamplerDisposeCommand.Run(ref GetCommand<SamplerDisposeCommand>(memory), threaded, renderer);
+
+ _lookup[(int)CommandType.ShaderDispose] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ShaderDisposeCommand.Run(ref GetCommand<ShaderDisposeCommand>(memory), threaded, renderer);
+
+ _lookup[(int)CommandType.TextureCopyTo] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureCopyToCommand.Run(ref GetCommand<TextureCopyToCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureCopyToScaled] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureCopyToScaledCommand.Run(ref GetCommand<TextureCopyToScaledCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureCopyToSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureCopyToSliceCommand.Run(ref GetCommand<TextureCopyToSliceCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureCreateView] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureCreateViewCommand.Run(ref GetCommand<TextureCreateViewCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureGetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureGetDataCommand.Run(ref GetCommand<TextureGetDataCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureRelease] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureReleaseCommand.Run(ref GetCommand<TextureReleaseCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureSetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureSetDataCommand.Run(ref GetCommand<TextureSetDataCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureSetDataSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureSetDataSliceCommand.Run(ref GetCommand<TextureSetDataSliceCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureSetStorage] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureSetStorageCommand.Run(ref GetCommand<TextureSetStorageCommand>(memory), threaded, renderer);
+
+ _lookup[(int)CommandType.WindowPresent] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ WindowPresentCommand.Run(ref GetCommand<WindowPresentCommand>(memory), threaded, renderer);
+
+ _lookup[(int)CommandType.Barrier] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ BarrierCommand.Run(ref GetCommand<BarrierCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.BeginTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ BeginTransformFeedbackCommand.Run(ref GetCommand<BeginTransformFeedbackCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.ClearBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ClearBufferCommand.Run(ref GetCommand<ClearBufferCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.ClearRenderTargetColor] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ClearRenderTargetColorCommand.Run(ref GetCommand<ClearRenderTargetColorCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.ClearRenderTargetDepthStencil] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ ClearRenderTargetDepthStencilCommand.Run(ref GetCommand<ClearRenderTargetDepthStencilCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.CommandBufferBarrier] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CommandBufferBarrierCommand.Run(ref GetCommand<CommandBufferBarrierCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.CopyBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ CopyBufferCommand.Run(ref GetCommand<CopyBufferCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.DispatchCompute] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ DispatchComputeCommand.Run(ref GetCommand<DispatchComputeCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.Draw] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ DrawCommand.Run(ref GetCommand<DrawCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.DrawIndexed] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ DrawIndexedCommand.Run(ref GetCommand<DrawIndexedCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.EndHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ EndHostConditionalRenderingCommand.Run(renderer);
+ _lookup[(int)CommandType.EndTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ EndTransformFeedbackCommand.Run(ref GetCommand<EndTransformFeedbackCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.MultiDrawIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ MultiDrawIndirectCountCommand.Run(ref GetCommand<MultiDrawIndirectCountCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.MultiDrawIndexedIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ MultiDrawIndexedIndirectCountCommand.Run(ref GetCommand<MultiDrawIndexedIndirectCountCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetAlphaTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetAlphaTestCommand.Run(ref GetCommand<SetAlphaTestCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetBlendState] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetBlendStateCommand.Run(ref GetCommand<SetBlendStateCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetDepthBias] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetDepthBiasCommand.Run(ref GetCommand<SetDepthBiasCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetDepthClamp] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetDepthClampCommand.Run(ref GetCommand<SetDepthClampCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetDepthMode] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetDepthModeCommand.Run(ref GetCommand<SetDepthModeCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetDepthTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetDepthTestCommand.Run(ref GetCommand<SetDepthTestCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetFaceCulling] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetFaceCullingCommand.Run(ref GetCommand<SetFaceCullingCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetFrontFace] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetFrontFaceCommand.Run(ref GetCommand<SetFrontFaceCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetStorageBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetStorageBuffersCommand.Run(ref GetCommand<SetStorageBuffersCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetTransformFeedbackBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetTransformFeedbackBuffersCommand.Run(ref GetCommand<SetTransformFeedbackBuffersCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetUniformBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetUniformBuffersCommand.Run(ref GetCommand<SetUniformBuffersCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetImage] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetImageCommand.Run(ref GetCommand<SetImageCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetIndexBuffer] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetIndexBufferCommand.Run(ref GetCommand<SetIndexBufferCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetLineParameters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetLineParametersCommand.Run(ref GetCommand<SetLineParametersCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetLogicOpState] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetLogicOpStateCommand.Run(ref GetCommand<SetLogicOpStateCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetPointParameters] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetPointParametersCommand.Run(ref GetCommand<SetPointParametersCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetPrimitiveRestart] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetPrimitiveRestartCommand.Run(ref GetCommand<SetPrimitiveRestartCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetPrimitiveTopology] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetPrimitiveTopologyCommand.Run(ref GetCommand<SetPrimitiveTopologyCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetProgram] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetProgramCommand.Run(ref GetCommand<SetProgramCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetRasterizerDiscard] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetRasterizerDiscardCommand.Run(ref GetCommand<SetRasterizerDiscardCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetRenderTargetColorMasks] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetRenderTargetColorMasksCommand.Run(ref GetCommand<SetRenderTargetColorMasksCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetRenderTargetScale] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetRenderTargetScaleCommand.Run(ref GetCommand<SetRenderTargetScaleCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetRenderTargets] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetRenderTargetsCommand.Run(ref GetCommand<SetRenderTargetsCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetSampler] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetSamplerCommand.Run(ref GetCommand<SetSamplerCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetScissor] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetScissorCommand.Run(ref GetCommand<SetScissorCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetStencilTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetStencilTestCommand.Run(ref GetCommand<SetStencilTestCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetTextureCommand.Run(ref GetCommand<SetTextureCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetUserClipDistance] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetUserClipDistanceCommand.Run(ref GetCommand<SetUserClipDistanceCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetVertexAttribs] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetVertexAttribsCommand.Run(ref GetCommand<SetVertexAttribsCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetVertexBuffers] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetVertexBuffersCommand.Run(ref GetCommand<SetVertexBuffersCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.SetViewports] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ SetViewportsCommand.Run(ref GetCommand<SetViewportsCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureBarrier] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureBarrierCommand.Run(ref GetCommand<TextureBarrierCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TextureBarrierTiled] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TextureBarrierTiledCommand.Run(ref GetCommand<TextureBarrierTiledCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TryHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TryHostConditionalRenderingCommand.Run(ref GetCommand<TryHostConditionalRenderingCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.TryHostConditionalRenderingFlush] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ TryHostConditionalRenderingFlushCommand.Run(ref GetCommand<TryHostConditionalRenderingFlushCommand>(memory), threaded, renderer);
+ _lookup[(int)CommandType.UpdateRenderScale] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
+ UpdateRenderScaleCommand.Run(ref GetCommand<UpdateRenderScaleCommand>(memory), threaded, renderer);
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static void RunCommand(Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer)
+ {
+ _lookup[memory[memory.Length - 1]](memory, threaded, renderer);
+ }
+ }
+}