Come eseguo un filtro xBR o hqx in XNA?


11

Vorrei rendere il mio gioco ingrandito con uno dei filtri hqx (hq2x, hq3x o hq4x) o un filtro xBR in uno shader.

Come posso farlo in XNA 4.0 e SM3?

Nota a margine: questa domanda è stata pesantemente modificata per diventare quello che è ora.


Domanda interessante, forse il campionamento puntuale con un filtro post-process FXAA grezzo farebbe qualcosa di simile ... Solo un'idea veloce, non l'ho testato.
János Turánszki,

en.wikipedia.org/wiki/Hqx spiega approssimativamente come funzionano e ha alcuni collegamenti alle implementazioni.
Adam,

1
Probabilmente di interesse github.com/pdjonov/hqnx
ClassicThunder

Ho avuto una versione hack funzionante usando il hqxSharpprogetto, ma è una merda santa (che avverte). Ho bisogno di qualcosa che possa mantenere un framerate decente.
prova il

1
Inoltre, ho pensato che CG fosse compatibile con DirectX 9, su cui iirc è basato su XNA. Prova a compilare uno degli esempi nel link come se fosse un file HLSL. github.com/libretro/common-shaders/tree/master/hqx
ClassicThunder

Risposte:


6

È possibile ridurre il conteggio delle istruzioni utilizzando operazioni vettoriali: ad es. Anziché

edr = bool4((w1.x < w2.x) && ir_lv1.x, 
            (w1.y < w2.y) && ir_lv1.y, 
            (w1.z < w2.z) && ir_lv1.z, 
            (w1.w < w2.w) && ir_lv1.w);

tu puoi scrivere

edr = (w1 < w2) && ir_lv1;

Gli operatori in HLSL possono essere applicati ai vettori, anche quelli logici come &&a due bool3valori. Questi operatori eseguiranno l'operazione in modo componente.

Codice shader

float2 texture_size;
float4x4 matrixTransform;

const static float coef = 2.0;
const static float3 yuv_weighted = float3(14.352, 28.176, 5.472);

sampler decal : register(s0);

float4 df(float4 A, float4 B)
{

    // begin optimization: reduction of 42 instruction slots
    float4 result = float4(A.x - B.x, A.y - B.y, A.z - B.z, A.w - B.w);

    return abs(result);
    // end optimization

    /* old code 

    //return float4(abs(A.x - B.x), abs(A.y - B.y), abs(A.z - B.z), abs(A.w - B.w));
    */
}

float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h)
{
    return (df(a, b) + df(a, c) + df(d, e) + df(d, f) + 4.0 * df(g, h));
}

float4 main_vertex(inout float2 texCoord : TEXCOORD0, inout float4 position : SV_Position) : TEXCOORD1
{
    float2 ps = float2(1.0 / texture_size.x, 1.0 / texture_size.y);
    float4 t1;

    t1.xy = float2(ps.x, 0); // F
    t1.zw = float2(0, ps.y); // H

    position = mul(position, matrixTransform);

    return t1;
}

/*    FRAGMENT SHADER    */
float4 main_fragment(float4 p : POSITION0, float2 tex0 : TEXCOORD0, float4 tex1 : TEXCOORD1) : COLOR0
{
    bool4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
    bool4 ir_lv1, ir_lv2_left, ir_lv2_up;
    bool4 nc; // new_color
    bool4 fx, fx_left, fx_up; // inequations of straight lines.

    float2 fp = frac(tex0 * texture_size);
    float2 dx = tex1.xy;
    float2 dy = tex1.zw;

    float3 A = tex2D(decal, tex0 - dx - dy).xyz;
    float3 B = tex2D(decal, tex0 - dy).xyz;
    float3 C = tex2D(decal, tex0 + dx - dy).xyz;
    float3 D = tex2D(decal, tex0 - dx).xyz;
    float3 E = tex2D(decal, tex0).xyz;
    float3 F = tex2D(decal, tex0 + dx).xyz;
    float3 G = tex2D(decal, tex0 - dx + dy).xyz;
    float3 H = tex2D(decal, tex0 + dy).xyz;
    float3 I = tex2D(decal, tex0 + dx + dy).xyz;
    float3 A1 = tex2D(decal, tex0 - dx - 2.0*dy).xyz;
    float3 C1 = tex2D(decal, tex0 + dx - 2.0*dy).xyz;
    float3 A0 = tex2D(decal, tex0 - 2.0*dx - dy).xyz;
    float3 G0 = tex2D(decal, tex0 - 2.0*dx + dy).xyz;
    float3 C4 = tex2D(decal, tex0 + 2.0*dx - dy).xyz;
    float3 I4 = tex2D(decal, tex0 + 2.0*dx + dy).xyz;
    float3 G5 = tex2D(decal, tex0 - dx + 2.0*dy).xyz;
    float3 I5 = tex2D(decal, tex0 + dx + 2.0*dy).xyz;
    float3 B1 = tex2D(decal, tex0 - 2.0*dy).xyz;
    float3 D0 = tex2D(decal, tex0 - 2.0*dx).xyz;
    float3 H5 = tex2D(decal, tex0 + 2.0*dy).xyz;
    float3 F4 = tex2D(decal, tex0 + 2.0*dx).xyz;

    float4 b = mul(float4x3(B, D, H, F), yuv_weighted);
    float4 c = mul(float4x3(C, A, G, I), yuv_weighted);
    float4 e = mul(float4x3(E, E, E, E), yuv_weighted);
    float4 d = b.yzwx;
    float4 f = b.wxyz;
    float4 g = c.zwxy;
    float4 h = b.zwxy;
    float4 i = c.wxyz;

    float4 i4 = mul(float4x3(I4, C1, A0, G5), yuv_weighted);
    float4 i5 = mul(float4x3(I5, C4, A1, G0), yuv_weighted);
    float4 h5 = mul(float4x3(H5, F4, B1, D0), yuv_weighted);
    float4 f4 = h5.yzwx;

    float4 Ao = float4(1.0, -1.0, -1.0, 1.0);
    float4 Bo = float4(1.0, 1.0, -1.0, -1.0);
    float4 Co = float4(1.5, 0.5, -0.5, 0.5);
    float4 Ax = float4(1.0, -1.0, -1.0, 1.0);
    float4 Bx = float4(0.5, 2.0, -0.5, -2.0);
    float4 Cx = float4(1.0, 1.0, -0.5, 0.0);
    float4 Ay = float4(1.0, -1.0, -1.0, 1.0);
    float4 By = float4(2.0, 0.5, -2.0, -0.5);
    float4 Cy = float4(2.0, 0.0, -1.0, 0.5);

    // These inequations define the line below which interpolation occurs.
    fx.x = (Ao.x*fp.y + Bo.x*fp.x > Co.x);
    fx_left.x = (Ax.x*fp.y + Bx.x*fp.x > Cx.x);
    fx_up.x = (Ay.x*fp.y + By.x*fp.x > Cy.x);

    fx.y = (Ao.y*fp.y + Bo.y*fp.x > Co.y);
    fx_left.y = (Ax.y*fp.y + Bx.y*fp.x > Cx.y);
    fx_up.y = (Ay.y*fp.y + By.y*fp.x > Cy.y);

    fx.z = (Ao.z*fp.y + Bo.z*fp.x > Co.z);
    fx_left.z = (Ax.z*fp.y + Bx.z*fp.x > Cx.z);
    fx_up.z = (Ay.z*fp.y + By.z*fp.x > Cy.z);

    fx.w = (Ao.w*fp.y + Bo.w*fp.x > Co.w);
    fx_left.w = (Ax.w*fp.y + Bx.w*fp.x > Cx.w);
    fx_up.w = (Ay.w*fp.y + By.w*fp.x > Cy.w);

    //ir_lv1.x = ((e.x != f.x) && (e.x != h.x));
    //ir_lv1.y = ((e.y != f.y) && (e.y != h.y));
    //ir_lv1.z = ((e.z != f.z) && (e.z != h.z));
    //ir_lv1.w = ((e.w != f.w) && (e.w != h.w));
    ir_lv1 = ((e != f) && (e != h));

    //ir_lv2_left.x = ((e.x != g.x) && (d.x != g.x));
    //ir_lv2_left.y = ((e.y != g.y) && (d.y != g.y));
    //ir_lv2_left.z = ((e.z != g.z) && (d.z != g.z));
    //ir_lv2_left.w = ((e.w != g.w) && (d.w != g.w));
    ir_lv2_left = ((e != g) && (d != g));

    //ir_lv2_up.x = ((e.x != c.x) && (b.x != c.x));
    //ir_lv2_up.y = ((e.y != c.y) && (b.y != c.y));
    //ir_lv2_up.z = ((e.z != c.z) && (b.z != c.z));
    //ir_lv2_up.w = ((e.w != c.w) && (b.w != c.w));
    ir_lv2_up = ((e != c) && (b != c));

    float4 w1 = weighted_distance(e, c, g, i, h5, f4, h, f);
    float4 w2 = weighted_distance(h, d, i5, f, i4, b, e, i);

    // begin optimization: reduction of 6 instruction slots
    float4 df_fg = df(f, g);
    float4 df_hc = df(h, c);
    // end optimization

    float4 t1 = (coef * df_fg);
    float4 t2 = df_hc;
    float4 t3 = df_fg;
    float4 t4 = (coef * df_hc);

    //edr = bool4((w1.x < w2.x) && ir_lv1.x, 
    //            (w1.y < w2.y) && ir_lv1.y, 
    //            (w1.z < w2.z) && ir_lv1.z, 
    //            (w1.w < w2.w) && ir_lv1.w);
    edr = (w1 < w2) && ir_lv1;

    //edr_left = bool4((t1.x <= t2.x) && ir_lv2_left.x, 
    //                 (t1.y <= t2.y) && ir_lv2_left.y, 
    //                 (t1.z <= t2.z) && ir_lv2_left.z, 
    //                 (t1.w <= t2.w) && ir_lv2_left.w);
    edr_left = (t1 <= t2) && ir_lv2_left;

    //edr_up = bool4((t4.x <= t3.x) && ir_lv2_up.x, 
    //               (t4.y <= t3.y) && ir_lv2_up.y, 
    //               (t4.z <= t3.z) && ir_lv2_up.z, 
    //               (t4.w <= t3.w) && ir_lv2_up.w);
    edr_up = (t4 <= t3) && ir_lv2_up;

    //nc.x = (edr.x && (fx.x || edr_left.x && fx_left.x || edr_up.x && fx_up.x));
    //nc.y = (edr.y && (fx.y || edr_left.y && fx_left.y || edr_up.y && fx_up.y));
    //nc.z = (edr.z && (fx.z || edr_left.z && fx_left.z || edr_up.z && fx_up.z));
    //nc.w = (edr.w && (fx.w || edr_left.w && fx_left.w || edr_up.w && fx_up.w));
    nc = (edr && (fx || edr_left && fx_left || edr_up && fx_up));

    // to actually compile this shader, uncomment the following line
    // which reduces the instruction count to under 512
    //nc.zw = (float2)0;

    t1 = df(e, f);
    t2 = df(e, h);

    //px = bool4(t1.x <= t2.x, 
    //           t1.y <= t2.y, 
    //           t1.z <= t2.z, 
    //           t1.w <= t2.w);
    px = t1 <= t2;

    float3 res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;

    return float4(res.x, res.y, res.z, 1.0);
}

technique mainTech
{
    pass mainPass
    {
        VertexShader = compile vs_3_0 main_vertex();
        PixelShader = compile ps_3_0 main_fragment();
    }
}

Immagini

L' immagine originale di Redshrike è stata ingrandita di un fattore 4.

  • Campionamento puntuale

prima

  • XBR

dopo


Ho già usato queste ottimizzazioni nella mia risposta. Fu così che riuscii a superare l'errore di slot delle istruzioni che stavo vedendo.
prova il

Non importa allora. Ero un po 'troppo lento :)
zogi,

ir_lv1 = ((e != f) && (e != h)); ir_lv2_left = ((e != g) && (d != g)); ir_lv2_up = ((e != c) && (b != c)); Quelle sono buone ottimizzazioni che mi sono perso che hai scoperto, non ho finito per averne bisogno per il mio problema perché sono stato in grado di ridurre il conteggio delle istruzioni con altre ottimizzazioni.
prova il

Ok. Bel argomento però. Non ho sentito parlare di questi algoritmi prima della tua domanda. Ho trovato questo post sul blog su hqx, che mi ha aiutato a capire un po 'l'algoritmo. Lo consiglio vivamente, se siete interessati.
zogi,

6

Ho funzionato. Non utilizza il filtro hqx, utilizza il filtro xBR (che preferisco). Per me questo non è un problema. Se hai bisogno del filtro hqx, ti consigliamo di convertire i file .cg nel loro equivalente XNA appropriato.

Per completezza e per motivi di ricerca, modificherò la domanda in modo che sia più concisa, quindi pubblicherò tutte le informazioni pertinenti per rispondere alla domanda qui.


Passaggio 1: Impostazione del codice di gioco

Prima di tutto, probabilmente vorrai impostare un obiettivo di rendering in cui disegni il tuo gioco in scala 1: 1 e quindi esegui il rendering del filtro.

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace xbr
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {

        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        RenderTarget2D renderTarget;
        Effect xbrEffect;
        Matrix projection;
        Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
        Texture2D pretend240x160Scene;

        // the bounds of your 1:1 scene
        Rectangle renderBounds = new Rectangle(0, 0, 240, 160);

        // the bounds of your output scene (same w:h ratio)
        Rectangle outputBounds = new Rectangle(0, 0, 720, 480);

        public Game1()
        {
           base.Content.RootDirectory = "Content";

           this.graphics = new GraphicsDeviceManager(this);
           this.graphics.PreferredBackBufferWidth = outputBounds.Width;
           this.graphics.PreferredBackBufferHeight = outputBounds.Height;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            this.spriteBatch = new SpriteBatch(base.GraphicsDevice);
            this.xbrEffect = Content.Load<Effect>("xbr");

            // a fake scene that is a 240x160 image
            this.pretend240x160Scene = base.Content.Load<Texture2D>("240x160Scene");
            this.renderTarget = new RenderTarget2D(base.GraphicsDevice, this.renderBounds.Width, this.renderBounds.Height);

            // default vertex matrix for the vertex method
            this.projection = Matrix.CreateOrthographicOffCenter(0, this.outputBounds.Width, this.outputBounds.Height, 0, 0, 1);

            // set the values of this effect, should only have to do this once
            this.xbrEffect.Parameters["matrixTransform"].SetValue(halfPixelOffset * projection);
            this.xbrEffect.Parameters["textureSize"].SetValue(new float[] { renderBounds.Width, renderBounds.Height });
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            base.GraphicsDevice.Clear(Color.CornflowerBlue);
            base.GraphicsDevice.SetRenderTarget(this.renderTarget);

            // draw your scene here scaled 1:1. for now I'll just draw
            // my fake 240x160 texture
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, 
                              SamplerState.PointClamp, null, null);

            spriteBatch.Draw(this.pretend240x160Scene, this.renderBounds, this.renderBounds, Color.White);

            spriteBatch.End();

            // now we'll draw to the back buffer
            base.GraphicsDevice.SetRenderTarget(null);

            // this renders the effect
            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, 
                              SamplerState.PointClamp, null, null, this.xbrEffect);

            spriteBatch.Draw(this.renderTarget, this.outputBounds, this.renderBounds, Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}

Passaggio 2: File effetti

Di seguito è riportato il file di effetti compatibile XNA per eseguire il filtro xBR.

// all identified optimizations have been amalgamated into this file
float2 textureSize;
float4x4 matrixTransform;

const static float coef = 2.0;
const static float3 yuv_weighted = float3(14.352, 28.176, 5.472);

sampler decal : register(s0);

float4 df(float4 A, float4 B)
{
    return abs(A - B);
}

float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, 
                         float4 e, float4 f, float4 g, float4 h)
{
    return (df(a, b) + df(a, c) + df(d, e) + df(d, f) + 4.0 * df(g, h));
}

float4 main_vertex(inout float4 col0 : COLOR0, inout float2 tex0 : TEXCOORD0, 
                   inout float4 pos0 : POSITION0) : TEXCOORD1
{
    float2 ps = 1.0 / textureSize;

    pos0 = mul(pos0, matrixTransform);

    return float4(ps.x, 0, 0, ps.y);
}

float4 main_fragment(float4 pos0 : POSITION0, float2 tex0 : TEXCOORD0, 
                     float4 tex1 : TEXCOORD1) : COLOR0
{
    bool4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
    bool4 ir_lv1, ir_lv2_left, ir_lv2_up;
    bool4 nc; // new_color
    bool4 fx, fx_left, fx_up; // inequations of straight lines.

    float2 fp = frac(tex0 * textureSize);
    float2 dx = tex1.xy;
    float2 dy = tex1.zw;

    float3 A  = tex2D(decal, tex0 - dx - dy).xyz;
    float3 B  = tex2D(decal, tex0 - dy).xyz;
    float3 C  = tex2D(decal, tex0 + dx - dy).xyz;
    float3 D  = tex2D(decal, tex0 - dx).xyz;
    float3 E  = tex2D(decal, tex0).xyz;
    float3 F  = tex2D(decal, tex0 + dx).xyz;
    float3 G  = tex2D(decal, tex0 - dx + dy).xyz;
    float3 H  = tex2D(decal, tex0 + dy).xyz;
    float3 I  = tex2D(decal, tex0 + dx + dy).xyz;
    float3 A1 = tex2D(decal, tex0 - dx - 2.0 * dy).xyz;
    float3 C1 = tex2D(decal, tex0 + dx - 2.0 * dy).xyz;
    float3 A0 = tex2D(decal, tex0 - 2.0 * dx - dy).xyz;
    float3 G0 = tex2D(decal, tex0 - 2.0 * dx + dy).xyz;
    float3 C4 = tex2D(decal, tex0 + 2.0 * dx - dy).xyz;
    float3 I4 = tex2D(decal, tex0 + 2.0 * dx + dy).xyz;
    float3 G5 = tex2D(decal, tex0 - dx + 2.0 * dy).xyz;
    float3 I5 = tex2D(decal, tex0 + dx + 2.0 * dy).xyz;
    float3 B1 = tex2D(decal, tex0 - 2.0 * dy).xyz;
    float3 D0 = tex2D(decal, tex0 - 2.0 * dx).xyz;
    float3 H5 = tex2D(decal, tex0 + 2.0 * dy).xyz;
    float3 F4 = tex2D(decal, tex0 + 2.0 * dx).xyz;

    float4 b = mul(float4x3(B, D, H, F), yuv_weighted);
    float4 c = mul(float4x3(C, A, G, I), yuv_weighted);
    float4 e = mul(float4x3(E, E, E, E), yuv_weighted);
    float4 d = b.yzwx;
    float4 f = b.wxyz;
    float4 g = c.zwxy;
    float4 h = b.zwxy;
    float4 i = c.wxyz;

    float4 i4 = mul(float4x3(I4, C1, A0, G5), yuv_weighted);
    float4 i5 = mul(float4x3(I5, C4, A1, G0), yuv_weighted);
    float4 h5 = mul(float4x3(H5, F4, B1, D0), yuv_weighted);
    float4 f4 = h5.yzwx;

    float4 Ao = float4(1.0, -1.0, -1.0, 1.0);
    float4 Bo = float4(1.0, 1.0, -1.0, -1.0);
    float4 Co = float4(1.5, 0.5, -0.5, 0.5);
    float4 Ax = float4(1.0, -1.0, -1.0, 1.0);
    float4 Bx = float4(0.5, 2.0, -0.5, -2.0);
    float4 Cx = float4(1.0, 1.0, -0.5, 0.0);
    float4 Ay = float4(1.0, -1.0, -1.0, 1.0);
    float4 By = float4(2.0, 0.5, -2.0, -0.5);
    float4 Cy = float4(2.0, 0.0, -1.0, 0.5);

    // These inequations define the line below which interpolation occurs.
    fx.x = (Ao.x * fp.y + Bo.x * fp.x > Co.x);
    fx.y = (Ao.y * fp.y + Bo.y * fp.x > Co.y);
    fx.z = (Ao.z * fp.y + Bo.z * fp.x > Co.z);
    fx.w = (Ao.w * fp.y + Bo.w * fp.x > Co.w);

    fx_left.x = (Ax.x * fp.y + Bx.x * fp.x > Cx.x);
    fx_left.y = (Ax.y * fp.y + Bx.y * fp.x > Cx.y);
    fx_left.z = (Ax.z * fp.y + Bx.z * fp.x > Cx.z);
    fx_left.w = (Ax.w * fp.y + Bx.w * fp.x > Cx.w);

    fx_up.x = (Ay.x * fp.y + By.x * fp.x > Cy.x);
    fx_up.y = (Ay.y * fp.y + By.y * fp.x > Cy.y);
    fx_up.z = (Ay.z * fp.y + By.z * fp.x > Cy.z);
    fx_up.w = (Ay.w * fp.y + By.w * fp.x > Cy.w);

    ir_lv1      = ((e != f) && (e != h));
    ir_lv2_left = ((e != g) && (d != g));
    ir_lv2_up   = ((e != c) && (b != c));

    float4 w1 = weighted_distance(e, c, g, i, h5, f4, h, f);
    float4 w2 = weighted_distance(h, d, i5, f, i4, b, e, i);
    float4 df_fg = df(f, g);
    float4 df_hc = df(h, c);
    float4 t1 = (coef * df_fg);
    float4 t2 = df_hc;
    float4 t3 = df_fg;
    float4 t4 = (coef * df_hc);

    edr      = (w1 < w2)  && ir_lv1;
    edr_left = (t1 <= t2) && ir_lv2_left;
    edr_up   = (t4 <= t3) && ir_lv2_up;

    nc = (edr && (fx || edr_left && fx_left || edr_up && fx_up));

    t1 = df(e, f);
    t2 = df(e, h);
    px = t1 <= t2;

    float3 res = nc.x ? px.x ? F : H : 
                 nc.y ? px.y ? B : F : 
                 nc.z ? px.z ? D : B : 
                 nc.w ? px.w ? H : D : E;

    return float4(res.xyz, 1.0);
}

technique T0
{
    pass P0
    {
        VertexShader = compile vs_3_0 main_vertex();
        PixelShader = compile ps_3_0 main_fragment();
    }
}

risultati

La trama che ho usato per il rendering 240x160:

Ingresso xBR

L'output dell'esecuzione del gioco:

Uscita xBR

fonti

Il file .cg che ho convertito in XNA compatibile proviene da qui . Quindi i crediti vanno a loro per averlo scritto.

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