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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrCCCoverageProcessor.h"
#include "GrMesh.h"
#include "glsl/GrGLSLVertexGeoBuilder.h"
// This class implements the coverage processor with vertex shaders.
class GrCCCoverageProcessor::VSImpl : public GrGLSLGeometryProcessor {
public:
VSImpl(std::unique_ptr<Shader> shader, int numSides)
: fShader(std::move(shader)), fNumSides(numSides) {}
private:
void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&,
FPCoordTransformIter&& transformIter) final {
this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter);
}
void onEmitCode(EmitArgs&, GrGPArgs*) override;
const std::unique_ptr<Shader> fShader;
const int fNumSides;
};
static constexpr int kInstanceAttribIdx_X = 0; // Transposed X values of all input points.
static constexpr int kInstanceAttribIdx_Y = 1; // Transposed Y values of all input points.
// Vertex data tells the shader how to offset vertices for conservative raster, as well as how to
// calculate coverage values for corners and edges.
static constexpr int kVertexData_LeftNeighborIdShift = 10;
static constexpr int kVertexData_RightNeighborIdShift = 8;
static constexpr int kVertexData_BloatIdxShift = 6;
static constexpr int kVertexData_InvertNegativeCoverageBit = 1 << 5;
static constexpr int kVertexData_IsCornerBit = 1 << 4;
static constexpr int kVertexData_IsEdgeBit = 1 << 3;
static constexpr int kVertexData_IsHullBit = 1 << 2;
static constexpr int32_t pack_vertex_data(int32_t leftNeighborID, int32_t rightNeighborID,
int32_t bloatIdx, int32_t cornerID,
int32_t extraData = 0) {
return (leftNeighborID << kVertexData_LeftNeighborIdShift) |
(rightNeighborID << kVertexData_RightNeighborIdShift) |
(bloatIdx << kVertexData_BloatIdxShift) |
cornerID | extraData;
}
static constexpr int32_t hull_vertex_data(int32_t cornerID, int32_t bloatIdx, int n) {
return pack_vertex_data((cornerID + n - 1) % n, (cornerID + 1) % n, bloatIdx, cornerID,
kVertexData_IsHullBit);
}
static constexpr int32_t edge_vertex_data(int32_t edgeID, int32_t endptIdx, int32_t bloatIdx,
int n) {
return pack_vertex_data(0 == endptIdx ? (edgeID + 1) % n : edgeID,
0 == endptIdx ? (edgeID + 1) % n : edgeID,
bloatIdx, 0 == endptIdx ? edgeID : (edgeID + 1) % n,
kVertexData_IsEdgeBit |
(!endptIdx ? kVertexData_InvertNegativeCoverageBit : 0));
}
static constexpr int32_t corner_vertex_data(int32_t leftID, int32_t cornerID, int32_t rightID,
int32_t bloatIdx) {
return pack_vertex_data(leftID, rightID, bloatIdx, cornerID, kVertexData_IsCornerBit);
}
static constexpr int32_t kTriangleVertices[] = {
hull_vertex_data(0, 0, 3),
hull_vertex_data(0, 1, 3),
hull_vertex_data(0, 2, 3),
hull_vertex_data(1, 0, 3),
hull_vertex_data(1, 1, 3),
hull_vertex_data(1, 2, 3),
hull_vertex_data(2, 0, 3),
hull_vertex_data(2, 1, 3),
hull_vertex_data(2, 2, 3),
edge_vertex_data(0, 0, 0, 3),
edge_vertex_data(0, 0, 1, 3),
edge_vertex_data(0, 0, 2, 3),
edge_vertex_data(0, 1, 0, 3),
edge_vertex_data(0, 1, 1, 3),
edge_vertex_data(0, 1, 2, 3),
edge_vertex_data(1, 0, 0, 3),
edge_vertex_data(1, 0, 1, 3),
edge_vertex_data(1, 0, 2, 3),
edge_vertex_data(1, 1, 0, 3),
edge_vertex_data(1, 1, 1, 3),
edge_vertex_data(1, 1, 2, 3),
edge_vertex_data(2, 0, 0, 3),
edge_vertex_data(2, 0, 1, 3),
edge_vertex_data(2, 0, 2, 3),
edge_vertex_data(2, 1, 0, 3),
edge_vertex_data(2, 1, 1, 3),
edge_vertex_data(2, 1, 2, 3),
corner_vertex_data(2, 0, 1, 0),
corner_vertex_data(2, 0, 1, 1),
corner_vertex_data(2, 0, 1, 2),
corner_vertex_data(2, 0, 1, 3),
corner_vertex_data(0, 1, 2, 0),
corner_vertex_data(0, 1, 2, 1),
corner_vertex_data(0, 1, 2, 2),
corner_vertex_data(0, 1, 2, 3),
corner_vertex_data(1, 2, 0, 0),
corner_vertex_data(1, 2, 0, 1),
corner_vertex_data(1, 2, 0, 2),
corner_vertex_data(1, 2, 0, 3),
};
GR_DECLARE_STATIC_UNIQUE_KEY(gTriangleVertexBufferKey);
static constexpr uint16_t kRestartStrip = 0xffff;
static constexpr uint16_t kTriangleIndicesAsStrips[] = {
1, 2, 0, 3, 8, kRestartStrip, // First corner and main body of the hull.
4, 5, 3, 6, 8, 7, kRestartStrip, // Opposite side and corners of the hull.
10, 9, 11, 14, 12, 13, kRestartStrip, // First edge.
16, 15, 17, 20, 18, 19, kRestartStrip, // Second edge.
22, 21, 23, 26, 24, 25, kRestartStrip, // Third edge.
28, 27, 29, 30, kRestartStrip, // First corner.
32, 31, 33, 34, kRestartStrip, // Second corner.
36, 35, 37, 38 // Third corner.
};
static constexpr uint16_t kTriangleIndicesAsTris[] = {
// First corner and main body of the hull.
1, 2, 0,
2, 3, 0,
0, 3, 8, // Main body.
// Opposite side and corners of the hull.
4, 5, 3,
5, 6, 3,
3, 6, 8,
6, 7, 8,
// First edge.
10, 9, 11,
9, 14, 11,
11, 14, 12,
14, 13, 12,
// Second edge.
16, 15, 17,
15, 20, 17,
17, 20, 18,
20, 19, 18,
// Third edge.
22, 21, 23,
21, 26, 23,
23, 26, 24,
26, 25, 24,
// First corner.
28, 27, 29,
27, 30, 29,
// Second corner.
32, 31, 33,
31, 34, 33,
// Third corner.
36, 35, 37,
35, 38, 37,
};
GR_DECLARE_STATIC_UNIQUE_KEY(gTriangleIndexBufferKey);
// Curves, including quadratics, are drawn with a four-sided hull.
static constexpr int32_t kCurveVertices[] = {
hull_vertex_data(0, 0, 4),
hull_vertex_data(0, 1, 4),
hull_vertex_data(0, 2, 4),
hull_vertex_data(1, 0, 4),
hull_vertex_data(1, 1, 4),
hull_vertex_data(1, 2, 4),
hull_vertex_data(2, 0, 4),
hull_vertex_data(2, 1, 4),
hull_vertex_data(2, 2, 4),
hull_vertex_data(3, 0, 4),
hull_vertex_data(3, 1, 4),
hull_vertex_data(3, 2, 4),
corner_vertex_data(3, 0, 1, 0),
corner_vertex_data(3, 0, 1, 1),
corner_vertex_data(3, 0, 1, 2),
corner_vertex_data(3, 0, 1, 3),
corner_vertex_data(2, 3, 0, 0),
corner_vertex_data(2, 3, 0, 1),
corner_vertex_data(2, 3, 0, 2),
corner_vertex_data(2, 3, 0, 3),
};
GR_DECLARE_STATIC_UNIQUE_KEY(gCurveVertexBufferKey);
static constexpr uint16_t kCurveIndicesAsStrips[] = {
1, 0, 2, 11, 3, 5, 4, kRestartStrip, // First half of the hull (split diagonally).
7, 6, 8, 5, 9, 11, 10, kRestartStrip, // Second half of the hull.
13, 12, 14, 15, kRestartStrip, // First corner.
17, 16, 18, 19 // Final corner.
};
static constexpr uint16_t kCurveIndicesAsTris[] = {
// First half of the hull (split diagonally).
1, 0, 2,
0, 11, 2,
2, 11, 3,
11, 5, 3,
3, 5, 4,
// Second half of the hull.
7, 6, 8,
6, 5, 8,
8, 5, 9,
5, 11, 9,
9, 11, 10,
// First corner.
13, 12, 14,
12, 15, 14,
// Final corner.
17, 16, 18,
16, 19, 18,
};
GR_DECLARE_STATIC_UNIQUE_KEY(gCurveIndexBufferKey);
// Generates a conservative raster hull around a triangle or curve. For triangles we generate
// additional conservative rasters with coverage ramps around the edges and corners.
//
// Triangles are drawn in three steps: (1) Draw a conservative raster of the entire triangle, with a
// coverage of +1. (2) Draw conservative rasters around each edge, with a coverage ramp from -1 to
// 0. These edge coverage values convert jagged conservative raster edges into smooth, antialiased
// ones. (3) Draw conservative rasters (aka pixel-size boxes) around each corner, replacing the
// previous coverage values with ones that ramp to zero in the bloat vertices that fall outside the
// triangle.
//
// Curves are drawn in two separate passes. Here we just draw a conservative raster around the input
// points. The Shader takes care of everything else for now. The final curve corners get touched up
// in a later step by VSCornerImpl.
void GrCCCoverageProcessor::VSImpl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
const GrCCCoverageProcessor& proc = args.fGP.cast<GrCCCoverageProcessor>();
GrGLSLVertexBuilder* v = args.fVertBuilder;
int numInputPoints = proc.numInputPoints();
int inputWidth = (4 == numInputPoints || proc.hasInputWeight()) ? 4 : 3;
const char* swizzle = (4 == inputWidth) ? "xyzw" : "xyz";
v->codeAppendf("float%ix2 pts = transpose(float2x%i(%s.%s, %s.%s));", inputWidth, inputWidth,
proc.fInstanceAttributes[kInstanceAttribIdx_X].name(), swizzle,
proc.fInstanceAttributes[kInstanceAttribIdx_Y].name(), swizzle);
v->codeAppend ("half wind;");
Shader::CalcWind(proc, v, "pts", "wind");
if (PrimitiveType::kWeightedTriangles == proc.fPrimitiveType) {
SkASSERT(3 == numInputPoints);
SkASSERT(kFloat4_GrVertexAttribType ==
proc.fInstanceAttributes[kInstanceAttribIdx_X].type());
v->codeAppendf("wind *= %s.w;", proc.fInstanceAttributes[kInstanceAttribIdx_X].name());
}
float bloat = kAABloatRadius;
#ifdef SK_DEBUG
if (proc.debugBloatEnabled()) {
bloat *= proc.debugBloat();
}
#endif
v->defineConstant("bloat", bloat);
const char* hullPts = "pts";
fShader->emitSetupCode(v, "pts", "wind", (4 == fNumSides) ? &hullPts : nullptr);
// Reverse all indices if the wind is counter-clockwise: [0, 1, 2] -> [2, 1, 0].
v->codeAppendf("int clockwise_indices = wind > 0 ? %s : 0x%x - %s;",
proc.fVertexAttribute.name(),
((fNumSides - 1) << kVertexData_LeftNeighborIdShift) |
((fNumSides - 1) << kVertexData_RightNeighborIdShift) |
(((1 << kVertexData_RightNeighborIdShift) - 1) ^ 3) |
(fNumSides - 1),
proc.fVertexAttribute.name());
// Here we generate conservative raster geometry for the input polygon. It is the convex
// hull of N pixel-size boxes, one centered on each the input points. Each corner has three
// vertices, where one or two may cause degenerate triangles. The vertex data tells us how
// to offset each vertex. Triangle edges and corners are also handled here using the same
// concept. For more details on conservative raster, see:
// https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
v->codeAppendf("float2 corner = %s[clockwise_indices & 3];", hullPts);
v->codeAppendf("float2 left = %s[clockwise_indices >> %i];",
hullPts, kVertexData_LeftNeighborIdShift);
v->codeAppendf("float2 right = %s[(clockwise_indices >> %i) & 3];",
hullPts, kVertexData_RightNeighborIdShift);
v->codeAppend ("float2 leftbloat = sign(corner - left);");
v->codeAppend ("leftbloat = float2(0 != leftbloat.y ? leftbloat.y : leftbloat.x, "
"0 != leftbloat.x ? -leftbloat.x : -leftbloat.y);");
v->codeAppend ("float2 rightbloat = sign(right - corner);");
v->codeAppend ("rightbloat = float2(0 != rightbloat.y ? rightbloat.y : rightbloat.x, "
"0 != rightbloat.x ? -rightbloat.x : -rightbloat.y);");
v->codeAppend ("bool2 left_right_notequal = notEqual(leftbloat, rightbloat);");
v->codeAppend ("float2 bloatdir = leftbloat;");
v->codeAppend ("float2 leftdir = corner - left;");
v->codeAppend ("leftdir = (float2(0) != leftdir) ? normalize(leftdir) : float2(1, 0);");
v->codeAppend ("float2 rightdir = right - corner;");
v->codeAppend ("rightdir = (float2(0) != rightdir) ? normalize(rightdir) : float2(1, 0);");
v->codeAppendf("if (0 != (%s & %i)) {", // Are we a corner?
proc.fVertexAttribute.name(), kVertexData_IsCornerBit);
// In corner boxes, all 4 coverage values will not map linearly.
// Therefore it is important to align the box so its diagonal shared
// edge points out of the triangle, in the direction that ramps to 0.
v->codeAppend ( "bloatdir = float2(leftdir.x > rightdir.x ? +1 : -1, "
"leftdir.y > rightdir.y ? +1 : -1);");
// For corner boxes, we hack left_right_notequal to always true. This
// in turn causes the upcoming code to always rotate, generating all
// 4 vertices of the corner box.
v->codeAppendf( "left_right_notequal = bool2(true);");
v->codeAppend ("}");
// At each corner of the polygon, our hull will have either 1, 2, or 3 vertices (or 4 if
// it's a corner box). We begin with this corner's first raster vertex (leftbloat), then
// continue rotating 90 degrees clockwise until we reach the desired raster vertex for this
// invocation. Corners with less than 3 corresponding raster vertices will result in
// redundant vertices and degenerate triangles.
v->codeAppendf("int bloatidx = (%s >> %i) & 3;", proc.fVertexAttribute.name(),
kVertexData_BloatIdxShift);
v->codeAppend ("switch (bloatidx) {");
v->codeAppend ( "case 3:");
// Only corners will have bloatidx=3, and corners always rotate.
v->codeAppend ( "bloatdir = float2(-bloatdir.y, +bloatdir.x);"); // 90 deg CW.
// fallthru.
v->codeAppend ( "case 2:");
v->codeAppendf( "if (all(left_right_notequal)) {");
v->codeAppend ( "bloatdir = float2(-bloatdir.y, +bloatdir.x);"); // 90 deg CW.
v->codeAppend ( "}");
// fallthru.
v->codeAppend ( "case 1:");
v->codeAppendf( "if (any(left_right_notequal)) {");
v->codeAppend ( "bloatdir = float2(-bloatdir.y, +bloatdir.x);"); // 90 deg CW.
v->codeAppend ( "}");
// fallthru.
v->codeAppend ("}");
v->codeAppend ("float2 vertex = corner + bloatdir * bloat;");
gpArgs->fPositionVar.set(kFloat2_GrSLType, "vertex");
// Hulls have a coverage of +1 all around.
v->codeAppend ("half coverage = +1;");
if (3 == fNumSides) {
v->codeAppend ("half left_coverage; {");
Shader::CalcEdgeCoverageAtBloatVertex(v, "left", "corner", "bloatdir", "left_coverage");
v->codeAppend ("}");
v->codeAppend ("half right_coverage; {");
Shader::CalcEdgeCoverageAtBloatVertex(v, "corner", "right", "bloatdir", "right_coverage");
v->codeAppend ("}");
v->codeAppendf("if (0 != (%s & %i)) {", // Are we an edge?
proc.fVertexAttribute.name(), kVertexData_IsEdgeBit);
v->codeAppend ( "coverage = left_coverage;");
v->codeAppend ("}");
v->codeAppendf("if (0 != (%s & %i)) {", // Invert coverage?
proc.fVertexAttribute.name(),
kVertexData_InvertNegativeCoverageBit);
v->codeAppend ( "coverage = -1 - coverage;");
v->codeAppend ("}");
}
// Non-corner geometry should have zero effect from corner coverage.
v->codeAppend ("half2 corner_coverage = half2(0);");
v->codeAppendf("if (0 != (%s & %i)) {", // Are we a corner?
proc.fVertexAttribute.name(), kVertexData_IsCornerBit);
// We use coverage=-1 to erase what the hull geometry wrote.
//
// In the context of curves, this effectively means "wind = -wind" and
// causes the Shader to erase what it had written previously for the hull.
//
// For triangles it just erases the "+1" value written by the hull geometry.
v->codeAppend ( "coverage = -1;");
if (3 == fNumSides) {
// Triangle corners also have to erase what the edge geometry wrote.
v->codeAppend ("coverage -= left_coverage + right_coverage;");
}
// Corner boxes require attenuated coverage.
v->codeAppend ( "half attenuation; {");
Shader::CalcCornerAttenuation(v, "leftdir", "rightdir", "attenuation");
v->codeAppend ( "}");
// Attenuate corner coverage towards the outermost vertex (where bloatidx=0).
// This is all that curves need: At each vertex of the corner box, the curve
// Shader will calculate the curve's local coverage value, interpolate it
// alongside our attenuation parameter, and multiply the two together for a
// final coverage value.
v->codeAppend ( "corner_coverage = (0 == bloatidx) ? half2(0, attenuation) : half2(1);");
if (3 == fNumSides) {
// For triangles we also provide the actual coverage values at each vertex of
// the corner box.
v->codeAppend ("if (1 == bloatidx || 2 == bloatidx) {");
v->codeAppend ( "corner_coverage.x += right_coverage;");
v->codeAppend ("}");
v->codeAppend ("if (bloatidx >= 2) {");
v->codeAppend ( "corner_coverage.x += left_coverage;");
v->codeAppend ("}");
}
v->codeAppend ("}");
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
v->codeAppend ("coverage *= wind;");
v->codeAppend ("corner_coverage.x *= wind;");
fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kVertToFrag, &v->code(),
gpArgs->fPositionVar.c_str(), "coverage", "corner_coverage");
varyingHandler->emitAttributes(proc);
SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
// Fragment shader.
fShader->emitFragmentCode(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
}
void GrCCCoverageProcessor::initVS(GrResourceProvider* rp) {
SkASSERT(Impl::kVertexShader == fImpl);
const GrCaps& caps = *rp->caps();
switch (fPrimitiveType) {
case PrimitiveType::kTriangles:
case PrimitiveType::kWeightedTriangles: {
GR_DEFINE_STATIC_UNIQUE_KEY(gTriangleVertexBufferKey);
fVSVertexBuffer = rp->findOrMakeStaticBuffer(kVertex_GrBufferType,
sizeof(kTriangleVertices),
kTriangleVertices,
gTriangleVertexBufferKey);
GR_DEFINE_STATIC_UNIQUE_KEY(gTriangleIndexBufferKey);
if (caps.usePrimitiveRestart()) {
fVSIndexBuffer = rp->findOrMakeStaticBuffer(kIndex_GrBufferType,
sizeof(kTriangleIndicesAsStrips),
kTriangleIndicesAsStrips,
gTriangleIndexBufferKey);
fVSNumIndicesPerInstance = SK_ARRAY_COUNT(kTriangleIndicesAsStrips);
} else {
fVSIndexBuffer = rp->findOrMakeStaticBuffer(kIndex_GrBufferType,
sizeof(kTriangleIndicesAsTris),
kTriangleIndicesAsTris,
gTriangleIndexBufferKey);
fVSNumIndicesPerInstance = SK_ARRAY_COUNT(kTriangleIndicesAsTris);
}
break;
}
case PrimitiveType::kQuadratics:
case PrimitiveType::kCubics:
case PrimitiveType::kConics: {
GR_DEFINE_STATIC_UNIQUE_KEY(gCurveVertexBufferKey);
fVSVertexBuffer = rp->findOrMakeStaticBuffer(kVertex_GrBufferType,
sizeof(kCurveVertices), kCurveVertices,
gCurveVertexBufferKey);
GR_DEFINE_STATIC_UNIQUE_KEY(gCurveIndexBufferKey);
if (caps.usePrimitiveRestart()) {
fVSIndexBuffer = rp->findOrMakeStaticBuffer(kIndex_GrBufferType,
sizeof(kCurveIndicesAsStrips),
kCurveIndicesAsStrips,
gCurveIndexBufferKey);
fVSNumIndicesPerInstance = SK_ARRAY_COUNT(kCurveIndicesAsStrips);
} else {
fVSIndexBuffer = rp->findOrMakeStaticBuffer(kIndex_GrBufferType,
sizeof(kCurveIndicesAsTris),
kCurveIndicesAsTris,
gCurveIndexBufferKey);
fVSNumIndicesPerInstance = SK_ARRAY_COUNT(kCurveIndicesAsTris);
}
break;
}
}
GrVertexAttribType xyAttribType;
if (4 == this->numInputPoints() || this->hasInputWeight()) {
GR_STATIC_ASSERT(offsetof(QuadPointInstance, fX) == 0);
GR_STATIC_ASSERT(sizeof(QuadPointInstance::fX) ==
GrVertexAttribTypeSize(kFloat4_GrVertexAttribType));
GR_STATIC_ASSERT(sizeof(QuadPointInstance::fY) ==
GrVertexAttribTypeSize(kFloat4_GrVertexAttribType));
xyAttribType = kFloat4_GrVertexAttribType;
} else {
GR_STATIC_ASSERT(offsetof(TriPointInstance, fX) == 0);
GR_STATIC_ASSERT(sizeof(TriPointInstance::fX) ==
GrVertexAttribTypeSize(kFloat3_GrVertexAttribType));
GR_STATIC_ASSERT(sizeof(TriPointInstance::fY) ==
GrVertexAttribTypeSize(kFloat3_GrVertexAttribType));
xyAttribType = kFloat3_GrVertexAttribType;
}
fInstanceAttributes[kInstanceAttribIdx_X] = {"X", xyAttribType};
fInstanceAttributes[kInstanceAttribIdx_Y] = {"Y", xyAttribType};
this->setInstanceAttributeCnt(2);
fVertexAttribute = {"vertexdata", kInt_GrVertexAttribType};
this->setVertexAttributeCnt(1);
if (caps.usePrimitiveRestart()) {
fVSTriangleType = GrPrimitiveType::kTriangleStrip;
} else {
fVSTriangleType = GrPrimitiveType::kTriangles;
}
}
void GrCCCoverageProcessor::appendVSMesh(GrBuffer* instanceBuffer, int instanceCount,
int baseInstance, SkTArray<GrMesh>* out) const {
SkASSERT(Impl::kVertexShader == fImpl);
GrMesh& mesh = out->emplace_back(fVSTriangleType);
auto primitiveRestart = GrPrimitiveRestart(GrPrimitiveType::kTriangleStrip == fVSTriangleType);
mesh.setIndexedInstanced(fVSIndexBuffer.get(), fVSNumIndicesPerInstance, instanceBuffer,
instanceCount, baseInstance, primitiveRestart);
mesh.setVertexData(fVSVertexBuffer.get(), 0);
}
GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createVSImpl(std::unique_ptr<Shader> shadr) const {
switch (fPrimitiveType) {
case PrimitiveType::kTriangles:
case PrimitiveType::kWeightedTriangles:
return new VSImpl(std::move(shadr), 3);
case PrimitiveType::kQuadratics:
case PrimitiveType::kCubics:
case PrimitiveType::kConics:
return new VSImpl(std::move(shadr), 4);
}
SK_ABORT("Invalid RenderPass");
return nullptr;
}