2 * IWineD3DBaseTexture Implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2002-2004 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
30 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT layer_count, UINT level_count,
31 WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, DWORD usage,
32 const struct wined3d_format *format, WINED3DPOOL pool, void *parent,
33 const struct wined3d_parent_ops *parent_ops)
37 hr = resource_init((IWineD3DResource *)texture, resource_type, device,
38 0, usage, format, pool, parent, parent_ops);
41 WARN("Failed to initialize resource, returning %#x\n", hr);
45 texture->baseTexture.sub_resources = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
46 level_count * layer_count * sizeof(*texture->baseTexture.sub_resources));
47 if (!texture->baseTexture.sub_resources)
49 ERR("Failed to allocate sub-resource array.\n");
50 resource_cleanup((IWineD3DResource *)texture);
54 texture->baseTexture.layer_count = layer_count;
55 texture->baseTexture.level_count = level_count;
56 texture->baseTexture.filterType = (usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE;
57 texture->baseTexture.LOD = 0;
58 texture->baseTexture.texture_rgb.dirty = TRUE;
59 texture->baseTexture.texture_srgb.dirty = TRUE;
60 texture->baseTexture.is_srgb = FALSE;
61 texture->baseTexture.pow2Matrix_identity = TRUE;
63 if (texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING)
65 texture->baseTexture.minMipLookup = minMipLookup;
66 texture->baseTexture.magLookup = magLookup;
70 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
71 texture->baseTexture.magLookup = magLookup_noFilter;
77 void basetexture_cleanup(IWineD3DBaseTextureImpl *texture)
79 basetexture_unload(texture);
80 HeapFree(GetProcessHeap(), 0, texture->baseTexture.sub_resources);
81 resource_cleanup((IWineD3DResource *)texture);
84 IWineD3DResourceImpl *basetexture_get_sub_resource(IWineD3DBaseTextureImpl *texture, UINT sub_resource_idx)
86 UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
88 if (sub_resource_idx >= sub_count)
90 WARN("sub_resource_idx %u >= sub_count %u.\n", sub_resource_idx, sub_count);
94 return texture->baseTexture.sub_resources[sub_resource_idx];
97 /* A GL context is provided by the caller */
98 static void gltexture_delete(struct gl_texture *tex)
101 glDeleteTextures(1, &tex->name);
106 void basetexture_unload(IWineD3DBaseTextureImpl *texture)
108 IWineD3DDeviceImpl *device = texture->resource.device;
109 struct wined3d_context *context = NULL;
111 if (texture->baseTexture.texture_rgb.name || texture->baseTexture.texture_srgb.name)
113 context = context_acquire(device, NULL);
116 if (texture->baseTexture.texture_rgb.name)
117 gltexture_delete(&texture->baseTexture.texture_rgb);
119 if (texture->baseTexture.texture_srgb.name)
120 gltexture_delete(&texture->baseTexture.texture_srgb);
122 if (context) context_release(context);
124 texture->baseTexture.texture_rgb.dirty = TRUE;
125 texture->baseTexture.texture_srgb.dirty = TRUE;
127 resource_unload((IWineD3DResourceImpl *)texture);
130 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
132 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
133 DWORD old = This->baseTexture.LOD;
135 /* The d3d9:texture test shows that SetLOD is ignored on non-managed
136 * textures. The call always returns 0, and GetLOD always returns 0
138 if (This->resource.pool != WINED3DPOOL_MANAGED) {
139 TRACE("Ignoring SetLOD on %s texture, returning 0\n", debug_d3dpool(This->resource.pool));
143 if (LODNew >= This->baseTexture.level_count)
144 LODNew = This->baseTexture.level_count - 1;
146 if(This->baseTexture.LOD != LODNew) {
147 This->baseTexture.LOD = LODNew;
149 This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
150 This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
151 if(This->baseTexture.bindCount) {
152 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
156 TRACE("(%p) : set LOD to %d\n", This, This->baseTexture.LOD);
161 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
163 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
165 TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);
167 return This->baseTexture.LOD;
170 DWORD basetexture_get_level_count(IWineD3DBaseTextureImpl *texture)
172 TRACE("texture %p, returning %u.\n", texture, texture->baseTexture.level_count);
173 return texture->baseTexture.level_count;
176 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
178 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
179 IWineD3DDeviceImpl *device = This->resource.device;
180 GLenum textureDimensions = This->baseTexture.target;
182 if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
183 TRACE("(%p) : returning invalid call\n", This);
184 return WINED3DERR_INVALIDCALL;
186 if(This->baseTexture.filterType != FilterType) {
187 /* What about multithreading? Do we want all the context overhead just to set this value?
188 * Or should we delay the applying until the texture is used for drawing? For now, apply
191 struct wined3d_context *context = context_acquire(device, NULL);
194 glBindTexture(textureDimensions, This->baseTexture.texture_rgb.name);
195 checkGLcall("glBindTexture");
197 case WINED3DTEXF_NONE:
198 case WINED3DTEXF_POINT:
199 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST);
200 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_FASTEST)");
203 case WINED3DTEXF_LINEAR:
204 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
205 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
209 WARN("Unexpected filter type %d, setting to GL_NICEST\n", FilterType);
210 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST);
211 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST)");
215 context_release(context);
217 This->baseTexture.filterType = FilterType;
218 TRACE("(%p) :\n", This);
222 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
224 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
226 FIXME("(%p) : stub\n", This);
228 return This->baseTexture.filterType;
231 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
233 /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
234 FIXME("iface %p stub!\n", iface);
237 BOOL basetexture_set_dirty(IWineD3DBaseTextureImpl *texture, BOOL dirty)
241 old = texture->baseTexture.texture_rgb.dirty || texture->baseTexture.texture_srgb.dirty;
242 texture->baseTexture.texture_rgb.dirty = dirty;
243 texture->baseTexture.texture_srgb.dirty = dirty;
248 /* Context activation is done by the caller. */
249 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc)
251 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
252 HRESULT hr = WINED3D_OK;
253 GLenum textureDimensions;
254 BOOL isNewTexture = FALSE;
255 struct gl_texture *gl_tex;
256 TRACE("(%p) : About to bind texture\n", This);
258 This->baseTexture.is_srgb = srgb; /* SRGB mode cache for PreLoad calls outside drawprim */
260 gl_tex = &This->baseTexture.texture_srgb;
262 gl_tex = &This->baseTexture.texture_rgb;
265 textureDimensions = This->baseTexture.target;
267 /* Generate a texture name if we don't already have one */
270 *set_surface_desc = TRUE;
271 glGenTextures(1, &gl_tex->name);
272 checkGLcall("glGenTextures");
273 TRACE("Generated texture %d\n", gl_tex->name);
274 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
275 /* Tell opengl to try and keep this texture in video ram (well mostly) */
278 glPrioritizeTextures(1, &gl_tex->name, &tmp);
281 /* Initialise the state of the texture object
282 to the openGL defaults, not the directx defaults */
283 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP;
284 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP;
285 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP;
286 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0;
287 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR;
288 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
289 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */
290 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0;
291 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1;
292 gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = 0;
293 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
294 basetexture_set_dirty(This, TRUE);
297 if(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP) {
298 /* This means double binding the texture at creation, but keeps the code simpler all
299 * in all, and the run-time path free from additional checks
301 glBindTexture(textureDimensions, gl_tex->name);
302 checkGLcall("glBindTexture");
303 glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
304 checkGLcall("glTexParameteri(textureDimensions, GL_GENERATE_MIPMAP_SGIS, GL_TRUE)");
307 *set_surface_desc = FALSE;
310 /* Bind the texture */
313 glBindTexture(textureDimensions, gl_tex->name);
314 checkGLcall("glBindTexture");
316 /* For a new texture we have to set the textures levels after binding the texture.
317 * In theory this is all we should ever have to do, but because ATI's drivers are broken, we
318 * also need to set the texture dimensions before the texture is set
319 * Beware that texture rectangles do not support mipmapping, but set the maxmiplevel if we're
320 * relying on the partial GL_ARB_texture_non_power_of_two emulation with texture rectangles
321 * (ie, do not care for cond_np2 here, just look for GL_TEXTURE_RECTANGLE_ARB)
323 if (textureDimensions != GL_TEXTURE_RECTANGLE_ARB)
325 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %u.\n", This->baseTexture.level_count - 1);
326 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count - 1);
327 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.level_count)");
329 if(textureDimensions==GL_TEXTURE_CUBE_MAP_ARB) {
330 /* Cubemaps are always set to clamp, regardless of the sampler state. */
331 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
332 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
333 glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
336 } else { /* this only happened if we've run out of openGL textures */
337 WARN("This texture doesn't have an openGL texture assigned to it\n");
338 hr = WINED3DERR_INVALIDCALL;
345 /* GL locking is done by the caller */
346 static void apply_wrap(const struct wined3d_gl_info *gl_info, GLenum target,
347 WINED3DTEXTUREADDRESS d3d_wrap, GLenum param, BOOL cond_np2)
351 if (d3d_wrap < WINED3DTADDRESS_WRAP || d3d_wrap > WINED3DTADDRESS_MIRRORONCE)
353 FIXME("Unrecognized or unsupported WINED3DTEXTUREADDRESS %#x.\n", d3d_wrap);
357 if (target == GL_TEXTURE_CUBE_MAP_ARB
358 || (cond_np2 && d3d_wrap == WINED3DTADDRESS_WRAP))
360 /* Cubemaps are always set to clamp, regardless of the sampler state. */
361 gl_wrap = GL_CLAMP_TO_EDGE;
365 gl_wrap = gl_info->wrap_lookup[d3d_wrap - WINED3DTADDRESS_WRAP];
368 TRACE("Setting param %#x to %#x for target %#x.\n", param, gl_wrap, target);
369 glTexParameteri(target, param, gl_wrap);
370 checkGLcall("glTexParameteri(target, param, gl_wrap)");
373 /* GL locking is done by the caller (state handler) */
374 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
375 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
376 const struct wined3d_gl_info *gl_info)
378 IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
379 GLenum textureDimensions = This->baseTexture.target;
381 BOOL cond_np2 = IWineD3DBaseTexture_IsCondNP2(iface);
383 struct gl_texture *gl_tex;
385 TRACE("iface %p, samplerStates %p\n", iface, samplerStates);
387 if(This->baseTexture.is_srgb) {
388 gl_tex = &This->baseTexture.texture_srgb;
390 gl_tex = &This->baseTexture.texture_rgb;
393 /* This function relies on the correct texture being bound and loaded. */
395 if(samplerStates[WINED3DSAMP_ADDRESSU] != gl_tex->states[WINED3DTEXSTA_ADDRESSU]) {
396 state = samplerStates[WINED3DSAMP_ADDRESSU];
397 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_S, cond_np2);
398 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = state;
401 if(samplerStates[WINED3DSAMP_ADDRESSV] != gl_tex->states[WINED3DTEXSTA_ADDRESSV]) {
402 state = samplerStates[WINED3DSAMP_ADDRESSV];
403 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_T, cond_np2);
404 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = state;
407 if(samplerStates[WINED3DSAMP_ADDRESSW] != gl_tex->states[WINED3DTEXSTA_ADDRESSW]) {
408 state = samplerStates[WINED3DSAMP_ADDRESSW];
409 apply_wrap(gl_info, textureDimensions, state, GL_TEXTURE_WRAP_R, cond_np2);
410 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = state;
413 if(samplerStates[WINED3DSAMP_BORDERCOLOR] != gl_tex->states[WINED3DTEXSTA_BORDERCOLOR]) {
416 state = samplerStates[WINED3DSAMP_BORDERCOLOR];
417 D3DCOLORTOGLFLOAT4(state, col);
418 TRACE("Setting border color for %u to %x\n", textureDimensions, state);
419 glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
420 checkGLcall("glTexParameterfv(..., GL_TEXTURE_BORDER_COLOR, ...)");
421 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = state;
424 if(samplerStates[WINED3DSAMP_MAGFILTER] != gl_tex->states[WINED3DTEXSTA_MAGFILTER]) {
426 state = samplerStates[WINED3DSAMP_MAGFILTER];
427 if (state > WINED3DTEXF_ANISOTROPIC) {
428 FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
431 glValue = wined3d_gl_mag_filter(This->baseTexture.magLookup,
432 min(max(state, WINED3DTEXF_POINT), WINED3DTEXF_LINEAR));
433 TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
434 glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
436 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = state;
439 if((samplerStates[WINED3DSAMP_MINFILTER] != gl_tex->states[WINED3DTEXSTA_MINFILTER] ||
440 samplerStates[WINED3DSAMP_MIPFILTER] != gl_tex->states[WINED3DTEXSTA_MIPFILTER] ||
441 samplerStates[WINED3DSAMP_MAXMIPLEVEL] != gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL])) {
444 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = samplerStates[WINED3DSAMP_MIPFILTER];
445 gl_tex->states[WINED3DTEXSTA_MINFILTER] = samplerStates[WINED3DSAMP_MINFILTER];
446 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = samplerStates[WINED3DSAMP_MAXMIPLEVEL];
448 if (gl_tex->states[WINED3DTEXSTA_MINFILTER] > WINED3DTEXF_ANISOTROPIC
449 || gl_tex->states[WINED3DTEXSTA_MIPFILTER] > WINED3DTEXF_ANISOTROPIC)
452 FIXME("Unrecognized or unsupported D3DSAMP_MINFILTER value %d D3DSAMP_MIPFILTER value %d\n",
453 gl_tex->states[WINED3DTEXSTA_MINFILTER],
454 gl_tex->states[WINED3DTEXSTA_MIPFILTER]);
456 glValue = wined3d_gl_min_mip_filter(This->baseTexture.minMipLookup,
457 min(max(samplerStates[WINED3DSAMP_MINFILTER], WINED3DTEXF_POINT), WINED3DTEXF_LINEAR),
458 min(max(samplerStates[WINED3DSAMP_MIPFILTER], WINED3DTEXF_NONE), WINED3DTEXF_LINEAR));
460 TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
461 samplerStates[WINED3DSAMP_MINFILTER],
462 samplerStates[WINED3DSAMP_MIPFILTER], glValue);
463 glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, glValue);
464 checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
468 if (gl_tex->states[WINED3DTEXSTA_MIPFILTER] == WINED3DTEXF_NONE)
469 glValue = This->baseTexture.LOD;
470 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] >= This->baseTexture.level_count)
471 glValue = This->baseTexture.level_count - 1;
472 else if (gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] < This->baseTexture.LOD)
473 /* baseTexture.LOD is already clamped in the setter */
474 glValue = This->baseTexture.LOD;
476 glValue = gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL];
478 /* Note that D3DSAMP_MAXMIPLEVEL specifies the biggest mipmap(default 0), while
479 * GL_TEXTURE_MAX_LEVEL specifies the smallest mimap used(default 1000).
480 * So D3DSAMP_MAXMIPLEVEL is the same as GL_TEXTURE_BASE_LEVEL.
482 glTexParameteri(textureDimensions, GL_TEXTURE_BASE_LEVEL, glValue);
486 if ((gl_tex->states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_ANISOTROPIC
487 && gl_tex->states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_ANISOTROPIC
488 && gl_tex->states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_ANISOTROPIC)
495 aniso = samplerStates[WINED3DSAMP_MAXANISOTROPY];
498 if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
500 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
502 glTexParameteri(textureDimensions, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
503 checkGLcall("glTexParameteri(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso)");
507 WARN("Anisotropic filtering not supported.\n");
509 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = aniso;
512 if (!(This->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
513 != !gl_tex->states[WINED3DTEXSTA_SHADOW])
515 if (This->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
517 glTexParameteri(textureDimensions, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
518 glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
519 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)");
520 gl_tex->states[WINED3DTEXSTA_SHADOW] = TRUE;
524 glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
525 checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)");
526 gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;