b0a8a377f8
is just a rename. The meat is in GrGeometryProcessor, GrProcessor, GrGL*Processor, GrProcessorStage, Gr*BackendProcessorFactory, GrProcessUnitTestFactory, and the builders BUG=skia: R=bsalomon@google.com Author: joshualitt@chromium.org Review URL: https://codereview.chromium.org/582963002
218 lines
8.8 KiB
C++
218 lines
8.8 KiB
C++
/*
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* Copyright 2012 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrProcessor_DEFINED
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#define GrProcessor_DEFINED
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#include "GrBackendProcessorFactory.h"
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#include "GrColor.h"
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#include "GrProcessorUnitTest.h"
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#include "GrProgramElement.h"
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#include "GrShaderVar.h"
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#include "GrTextureAccess.h"
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#include "GrTypesPriv.h"
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#include "SkString.h"
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class GrBackendProcessorFactory;
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class GrContext;
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class GrCoordTransform;
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/** Provides custom vertex shader, fragment shader, uniform data for a particular stage of the
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Ganesh shading pipeline.
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Subclasses must have a function that produces a human-readable name:
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static const char* Name();
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GrProcessor objects *must* be immutable: after being constructed, their fields may not change.
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Dynamically allocated GrProcessors are managed by a per-thread memory pool. The ref count of an
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effect must reach 0 before the thread terminates and the pool is destroyed. To create a static
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effect use the macro GR_CREATE_STATIC_EFFECT declared below.
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*/
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class GrProcessor : public GrProgramElement {
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public:
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SK_DECLARE_INST_COUNT(GrProcessor)
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virtual ~GrProcessor();
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/**
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* This function is used to perform optimizations. When called the color and validFlags params
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* indicate whether the input components to this effect in the FS will have known values.
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* validFlags is a bitfield of GrColorComponentFlags. The function updates both params to
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* indicate known values of its output. A component of the color param only has meaning if the
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* corresponding bit in validFlags is set.
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*/
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virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const = 0;
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/** This object, besides creating back-end-specific helper objects, is used for run-time-type-
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identification. The factory should be an instance of templated class,
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GrTBackendEffectFactory. It is templated on the subclass of GrProcessor. The subclass must
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have a nested type (or typedef) named GLProcessor which will be the subclass of
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GrGLProcessor created by the factory.
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Example:
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class MyCustomEffect : public GrProcessor {
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...
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virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
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return GrTBackendEffectFactory<MyCustomEffect>::getInstance();
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}
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...
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};
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*/
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virtual const GrBackendProcessorFactory& getFactory() const = 0;
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/** Returns true if this and other effect conservatively draw identically. It can only return
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true when the two effects are of the same subclass (i.e. they return the same object from
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from getFactory()).
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A return value of true from isEqual() should not be used to test whether the effects would
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generate the same shader code. To test for identical code generation use the effects' keys
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computed by the GrBackendEffectFactory.
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*/
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bool isEqual(const GrProcessor& other) const {
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if (&this->getFactory() != &other.getFactory()) {
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return false;
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}
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bool result = this->onIsEqual(other);
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#ifdef SK_DEBUG
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if (result) {
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this->assertEquality(other);
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}
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#endif
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return result;
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}
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/** Human-meaningful string to identify this effect; may be embedded
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in generated shader code. */
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const char* name() const;
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int numTransforms() const { return fCoordTransforms.count(); }
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/** Returns the coordinate transformation at index. index must be valid according to
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numTransforms(). */
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const GrCoordTransform& coordTransform(int index) const { return *fCoordTransforms[index]; }
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int numTextures() const { return fTextureAccesses.count(); }
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/** Returns the access pattern for the texture at index. index must be valid according to
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numTextures(). */
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const GrTextureAccess& textureAccess(int index) const { return *fTextureAccesses[index]; }
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/** Shortcut for textureAccess(index).texture(); */
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GrTexture* texture(int index) const { return this->textureAccess(index).getTexture(); }
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/** Will this effect read the fragment position? */
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bool willReadFragmentPosition() const { return fWillReadFragmentPosition; }
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void* operator new(size_t size);
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void operator delete(void* target);
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void* operator new(size_t size, void* placement) {
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return ::operator new(size, placement);
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}
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void operator delete(void* target, void* placement) {
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::operator delete(target, placement);
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}
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/**
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* Helper for down-casting to a GrProcessor subclass
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*/
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template <typename T> const T& cast() const { return *static_cast<const T*>(this); }
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protected:
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/**
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* Subclasses call this from their constructor to register coordinate transformations. The
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* effect subclass manages the lifetime of the transformations (this function only stores a
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* pointer). The GrCoordTransform is typically a member field of the GrProcessor subclass. When
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* the matrix has perspective, the transformed coordinates will have 3 components. Otherwise
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* they'll have 2. This must only be called from the constructor because GrProcessors are
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* immutable.
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*/
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void addCoordTransform(const GrCoordTransform* coordTransform);
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/**
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* Subclasses call this from their constructor to register GrTextureAccesses. The effect
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* subclass manages the lifetime of the accesses (this function only stores a pointer). The
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* GrTextureAccess is typically a member field of the GrProcessor subclass. This must only be
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* called from the constructor because GrProcessors are immutable.
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*/
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void addTextureAccess(const GrTextureAccess* textureAccess);
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GrProcessor()
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: fWillReadFragmentPosition(false) {}
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/**
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* If the effect will generate a backend-specific effect that will read the fragment position
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* in the FS then it must call this method from its constructor. Otherwise, the request to
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* access the fragment position will be denied.
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*/
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void setWillReadFragmentPosition() { fWillReadFragmentPosition = true; }
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private:
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SkDEBUGCODE(void assertEquality(const GrProcessor& other) const;)
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/** Subclass implements this to support isEqual(). It will only be called if it is known that
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the two effects are of the same subclass (i.e. they return the same object from
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getFactory()).*/
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virtual bool onIsEqual(const GrProcessor& other) const = 0;
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friend class GrGeometryProcessor; // to set fRequiresVertexShader and build fVertexAttribTypes.
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SkSTArray<4, const GrCoordTransform*, true> fCoordTransforms;
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SkSTArray<4, const GrTextureAccess*, true> fTextureAccesses;
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bool fWillReadFragmentPosition;
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typedef GrProgramElement INHERITED;
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};
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class GrFragmentProcessor : public GrProcessor {
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public:
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GrFragmentProcessor()
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: INHERITED()
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, fWillReadDstColor(false)
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, fWillUseInputColor(true) {}
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virtual const GrBackendFragmentProcessorFactory& getFactory() const = 0;
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/** Will this effect read the destination pixel value? */
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bool willReadDstColor() const { return fWillReadDstColor; }
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/** Will this effect read the source color value? */
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bool willUseInputColor() const { return fWillUseInputColor; }
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protected:
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/**
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* If the effect subclass will read the destination pixel value then it must call this function
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* from its constructor. Otherwise, when its generated backend-specific effect class attempts
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* to generate code that reads the destination pixel it will fail.
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*/
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void setWillReadDstColor() { fWillReadDstColor = true; }
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/**
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* If the effect will generate a result that does not depend on the input color value then it
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* must call this function from its constructor. Otherwise, when its generated backend-specific
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* code might fail during variable binding due to unused variables.
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*/
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void setWillNotUseInputColor() { fWillUseInputColor = false; }
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private:
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bool fWillReadDstColor;
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bool fWillUseInputColor;
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typedef GrProcessor INHERITED;
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};
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/**
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* This creates an effect outside of the effect memory pool. The effect's destructor will be called
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* at global destruction time. NAME will be the name of the created GrProcessor.
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*/
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#define GR_CREATE_STATIC_FRAGMENT_PROCESSOR(NAME, EFFECT_CLASS, ARGS) \
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static SkAlignedSStorage<sizeof(EFFECT_CLASS)> g_##NAME##_Storage; \
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static GrFragmentProcessor* \
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NAME SkNEW_PLACEMENT_ARGS(g_##NAME##_Storage.get(), EFFECT_CLASS, ARGS); \
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static SkAutoTDestroy<GrFragmentProcessor> NAME##_ad(NAME);
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#endif
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