47bb382830
this is a huge refactor and cleanup of the gl shader building system in Skia. The entire shader building pipeline is now part of GrGLProgramCreator, which takes a gp, and some fps, and creates a program. I added some subclasses of GrGLProgram to handle the eccentricities of Nvpr/Nvpres. Outside of the builders folder and GrGLPrograms, this change is basically just a rename solo gp BUG=skia: Committed: https://skia.googlesource.com/skia/+/fe1233c3f12f81bb675718516bbb32f72af726ec Review URL: https://codereview.chromium.org/611653002
403 lines
17 KiB
C++
403 lines
17 KiB
C++
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/*
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* Copyright 2011 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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// This is a GPU-backend specific test. It relies on static intializers to work
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#include "SkTypes.h"
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#if SK_SUPPORT_GPU && SK_ALLOW_STATIC_GLOBAL_INITIALIZERS
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#include "GrBackendProcessorFactory.h"
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#include "GrContextFactory.h"
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#include "GrOptDrawState.h"
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#include "effects/GrConfigConversionEffect.h"
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#include "gl/builders/GrGLProgramBuilder.h"
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#include "gl/GrGLPathRendering.h"
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#include "gl/GrGpuGL.h"
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#include "SkChecksum.h"
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#include "SkRandom.h"
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#include "Test.h"
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static void get_stage_stats(const GrFragmentStage stage, bool* readsDst,
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bool* readsFragPosition, bool* requiresVertexShader) {
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if (stage.getProcessor()->willReadDstColor()) {
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*readsDst = true;
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}
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if (stage.getProcessor()->willReadFragmentPosition()) {
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*readsFragPosition = true;
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}
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}
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bool GrGLProgramDesc::setRandom(SkRandom* random,
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GrGpuGL* gpu,
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const GrRenderTarget* dstRenderTarget,
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const GrTexture* dstCopyTexture,
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const GrGeometryStage* geometryProcessor,
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const GrFragmentStage* stages[],
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int numColorStages,
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int numCoverageStages,
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int currAttribIndex,
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GrGpu::DrawType drawType) {
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bool isPathRendering = GrGpu::IsPathRenderingDrawType(drawType);
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bool useLocalCoords = !isPathRendering &&
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random->nextBool() &&
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currAttribIndex < GrDrawState::kMaxVertexAttribCnt;
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int numStages = numColorStages + numCoverageStages;
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fKey.reset();
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GR_STATIC_ASSERT(0 == kEffectKeyOffsetsAndLengthOffset % sizeof(uint32_t));
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// Make room for everything up to and including the array of offsets to effect keys.
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fKey.push_back_n(kEffectKeyOffsetsAndLengthOffset + 2 * sizeof(uint16_t) * (numStages +
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(geometryProcessor ? 1 : 0)));
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bool dstRead = false;
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bool fragPos = false;
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bool vertexShader = SkToBool(geometryProcessor);
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int offset = 0;
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if (geometryProcessor) {
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const GrGeometryStage* stage = geometryProcessor;
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uint16_t* offsetAndSize = reinterpret_cast<uint16_t*>(fKey.begin() +
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kEffectKeyOffsetsAndLengthOffset +
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offset * 2 * sizeof(uint16_t));
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uint32_t effectKeyOffset = fKey.count();
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if (effectKeyOffset > SK_MaxU16) {
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fKey.reset();
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return false;
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}
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GrProcessorKeyBuilder b(&fKey);
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uint16_t effectKeySize;
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if (!GetProcessorKey(*stage, gpu->glCaps(), useLocalCoords, &b, &effectKeySize)) {
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fKey.reset();
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return false;
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}
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vertexShader = true;
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fragPos = stage->getProcessor()->willReadFragmentPosition();
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offsetAndSize[0] = effectKeyOffset;
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offsetAndSize[1] = effectKeySize;
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offset++;
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}
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for (int s = 0; s < numStages; ++s, ++offset) {
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const GrFragmentStage* stage = stages[s];
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uint16_t* offsetAndSize = reinterpret_cast<uint16_t*>(fKey.begin() +
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kEffectKeyOffsetsAndLengthOffset +
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offset * 2 * sizeof(uint16_t));
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uint32_t effectKeyOffset = fKey.count();
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if (effectKeyOffset > SK_MaxU16) {
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fKey.reset();
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return false;
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}
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GrProcessorKeyBuilder b(&fKey);
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uint16_t effectKeySize;
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if (!GetProcessorKey(*stages[s], gpu->glCaps(), useLocalCoords, &b, &effectKeySize)) {
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fKey.reset();
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return false;
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}
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get_stage_stats(*stage, &dstRead, &fragPos, &vertexShader);
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offsetAndSize[0] = effectKeyOffset;
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offsetAndSize[1] = effectKeySize;
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}
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KeyHeader* header = this->header();
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memset(header, 0, kHeaderSize);
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header->fEmitsPointSize = random->nextBool();
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header->fPositionAttributeIndex = 0;
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// if the effects have used up all off the available attributes,
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// don't try to use color or coverage attributes as input
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do {
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header->fColorInput = static_cast<GrGLProgramDesc::ColorInput>(
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random->nextULessThan(kColorInputCnt));
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} while ((GrDrawState::kMaxVertexAttribCnt <= currAttribIndex || isPathRendering) &&
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kAttribute_ColorInput == header->fColorInput);
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header->fColorAttributeIndex = (header->fColorInput == kAttribute_ColorInput) ?
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currAttribIndex++ :
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-1;
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do {
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header->fCoverageInput = static_cast<GrGLProgramDesc::ColorInput>(
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random->nextULessThan(kColorInputCnt));
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} while ((GrDrawState::kMaxVertexAttribCnt <= currAttribIndex || isPathRendering) &&
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kAttribute_ColorInput == header->fCoverageInput);
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header->fCoverageAttributeIndex = (header->fCoverageInput == kAttribute_ColorInput) ?
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currAttribIndex++ :
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-1;
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bool useGS = random->nextBool();
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#if GR_GL_EXPERIMENTAL_GS
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header->fExperimentalGS = gpu->caps()->geometryShaderSupport() && useGS;
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#else
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(void) useGS;
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#endif
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header->fLocalCoordAttributeIndex = useLocalCoords ? currAttribIndex++ : -1;
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header->fColorEffectCnt = numColorStages;
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header->fCoverageEffectCnt = numCoverageStages;
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if (dstRead) {
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header->fDstReadKey = SkToU8(GrGLFragmentShaderBuilder::KeyForDstRead(dstCopyTexture,
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gpu->glCaps()));
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} else {
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header->fDstReadKey = 0;
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}
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if (fragPos) {
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header->fFragPosKey = SkToU8(GrGLFragmentShaderBuilder::KeyForFragmentPosition(dstRenderTarget,
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gpu->glCaps()));
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} else {
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header->fFragPosKey = 0;
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}
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header->fUseFragShaderOnly = isPathRendering && gpu->glPathRendering()->texturingMode() ==
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GrGLPathRendering::FixedFunction_TexturingMode;
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header->fHasGeometryProcessor = vertexShader;
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GrOptDrawState::PrimaryOutputType primaryOutput;
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GrOptDrawState::SecondaryOutputType secondaryOutput;
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if (!dstRead) {
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primaryOutput = GrOptDrawState::kModulate_PrimaryOutputType;
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} else {
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primaryOutput = static_cast<GrOptDrawState::PrimaryOutputType>(
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random->nextULessThan(GrOptDrawState::kPrimaryOutputTypeCnt));
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}
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if (GrOptDrawState::kCombineWithDst_PrimaryOutputType == primaryOutput ||
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!gpu->caps()->dualSourceBlendingSupport()) {
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secondaryOutput = GrOptDrawState::kNone_SecondaryOutputType;
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} else {
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secondaryOutput = static_cast<GrOptDrawState::SecondaryOutputType>(
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random->nextULessThan(GrOptDrawState::kSecondaryOutputTypeCnt));
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}
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header->fPrimaryOutputType = primaryOutput;
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header->fSecondaryOutputType = secondaryOutput;
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this->finalize();
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return true;
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}
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// TODO clean this up, we have to do this to test geometry processors but there has got to be
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// a better way. In the mean time, we actually fill out these generic vertex attribs below with
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// the correct vertex attribs from the GP. We have to ensure, however, we don't try to add more
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// than two attributes.
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GrVertexAttrib genericVertexAttribs[] = {
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{ kVec2f_GrVertexAttribType, 0, kPosition_GrVertexAttribBinding },
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{ kVec2f_GrVertexAttribType, 0, kGeometryProcessor_GrVertexAttribBinding },
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{ kVec2f_GrVertexAttribType, 0, kGeometryProcessor_GrVertexAttribBinding }
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};
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/*
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* convert sl type to vertexattrib type, not a complete implementation, only use for debugging
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*/
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GrVertexAttribType convert_sltype_to_attribtype(GrSLType type) {
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switch (type) {
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case kFloat_GrSLType:
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return kFloat_GrVertexAttribType;
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case kVec2f_GrSLType:
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return kVec2f_GrVertexAttribType;
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case kVec3f_GrSLType:
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return kVec3f_GrVertexAttribType;
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case kVec4f_GrSLType:
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return kVec4f_GrVertexAttribType;
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default:
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SkFAIL("Type isn't convertible");
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return kFloat_GrVertexAttribType;
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}
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}
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// TODO end test hack
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bool GrGpuGL::programUnitTest(int maxStages) {
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GrTextureDesc dummyDesc;
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dummyDesc.fFlags = kRenderTarget_GrTextureFlagBit;
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dummyDesc.fConfig = kSkia8888_GrPixelConfig;
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dummyDesc.fWidth = 34;
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dummyDesc.fHeight = 18;
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SkAutoTUnref<GrTexture> dummyTexture1(this->createTexture(dummyDesc, NULL, 0));
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dummyDesc.fFlags = kNone_GrTextureFlags;
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dummyDesc.fConfig = kAlpha_8_GrPixelConfig;
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dummyDesc.fWidth = 16;
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dummyDesc.fHeight = 22;
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SkAutoTUnref<GrTexture> dummyTexture2(this->createTexture(dummyDesc, NULL, 0));
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if (!dummyTexture1 || ! dummyTexture2) {
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return false;
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}
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static const int NUM_TESTS = 512;
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SkRandom random;
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for (int t = 0; t < NUM_TESTS; ++t) {
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#if 0
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GrPrintf("\nTest Program %d\n-------------\n", t);
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static const int stop = -1;
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if (t == stop) {
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int breakpointhere = 9;
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}
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#endif
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GrGLProgramDesc pdesc;
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int currAttribIndex = 1; // we need to always leave room for position
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int currTextureCoordSet = 0;
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GrTexture* dummyTextures[] = {dummyTexture1.get(), dummyTexture2.get()};
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int numStages = random.nextULessThan(maxStages + 1);
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int numColorStages = random.nextULessThan(numStages + 1);
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int numCoverageStages = numStages - numColorStages;
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SkAutoSTMalloc<8, const GrFragmentStage*> stages(numStages);
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bool usePathRendering = this->glCaps().pathRenderingSupport() && random.nextBool();
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GrGpu::DrawType drawType = usePathRendering ? GrGpu::kDrawPath_DrawType :
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GrGpu::kDrawPoints_DrawType;
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SkAutoTDelete<GrGeometryStage> geometryProcessor;
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bool hasGeometryProcessor = usePathRendering ? false : random.nextBool();
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if (hasGeometryProcessor) {
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while (true) {
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SkAutoTUnref<const GrGeometryProcessor> effect(
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GrProcessorTestFactory<GrGeometryProcessor>::CreateStage(&random, this->getContext(), *this->caps(),
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dummyTextures));
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SkASSERT(effect);
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// Only geometryProcessor can use vertex shader
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GrGeometryStage* stage = SkNEW_ARGS(GrGeometryStage, (effect.get()));
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geometryProcessor.reset(stage);
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// we have to set dummy vertex attribs
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const GrGeometryProcessor::VertexAttribArray& v = effect->getVertexAttribs();
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int numVertexAttribs = v.count();
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SkASSERT(GrGeometryProcessor::kMaxVertexAttribs == 2 &&
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GrGeometryProcessor::kMaxVertexAttribs >= numVertexAttribs);
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size_t runningStride = GrVertexAttribTypeSize(genericVertexAttribs[0].fType);
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for (int i = 0; i < numVertexAttribs; i++) {
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genericVertexAttribs[i + 1].fOffset = runningStride;
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genericVertexAttribs[i + 1].fType =
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convert_sltype_to_attribtype(v[i].getType());
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runningStride += GrVertexAttribTypeSize(genericVertexAttribs[i + 1].fType);
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}
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// update the vertex attributes with the ds
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GrDrawState* ds = this->drawState();
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ds->setVertexAttribs<genericVertexAttribs>(numVertexAttribs + 1, runningStride);
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currAttribIndex = numVertexAttribs + 1;
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break;
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}
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}
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for (int s = 0; s < numStages;) {
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SkAutoTUnref<const GrFragmentProcessor> effect(
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GrProcessorTestFactory<GrFragmentProcessor>::CreateStage(
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&random,
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this->getContext(),
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*this->caps(),
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dummyTextures));
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SkASSERT(effect);
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// If adding this effect would exceed the max texture coord set count then generate a
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// new random effect.
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if (usePathRendering && this->glPathRendering()->texturingMode() ==
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GrGLPathRendering::FixedFunction_TexturingMode) {;
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int numTransforms = effect->numTransforms();
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if (currTextureCoordSet + numTransforms > this->glCaps().maxFixedFunctionTextureCoords()) {
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continue;
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}
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currTextureCoordSet += numTransforms;
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}
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GrFragmentStage* stage = SkNEW_ARGS(GrFragmentStage, (effect.get()));
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stages[s] = stage;
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++s;
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}
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const GrTexture* dstTexture = random.nextBool() ? dummyTextures[0] : dummyTextures[1];
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if (!pdesc.setRandom(&random,
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this,
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dummyTextures[0]->asRenderTarget(),
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dstTexture,
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geometryProcessor.get(),
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stages.get(),
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numColorStages,
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numCoverageStages,
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currAttribIndex,
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drawType)) {
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return false;
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}
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SkAutoTUnref<GrOptDrawState> optState(GrOptDrawState::Create(this->getDrawState(),
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*this->caps(),
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drawType));
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SkAutoTUnref<GrGLProgram> program(
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GrGLProgramBuilder::CreateProgram(*optState,
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pdesc,
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drawType,
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geometryProcessor,
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stages,
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stages + numColorStages,
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this));
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for (int s = 0; s < numStages; ++s) {
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SkDELETE(stages[s]);
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}
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if (NULL == program.get()) {
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return false;
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}
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// We have to reset the drawstate because we might have added a gp
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this->drawState()->reset();
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}
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return true;
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}
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DEF_GPUTEST(GLPrograms, reporter, factory) {
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for (int type = 0; type < GrContextFactory::kLastGLContextType; ++type) {
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GrContext* context = factory->get(static_cast<GrContextFactory::GLContextType>(type));
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if (context) {
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GrGpuGL* gpu = static_cast<GrGpuGL*>(context->getGpu());
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int maxStages = 6;
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#if SK_ANGLE
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// Some long shaders run out of temporary registers in the D3D compiler on ANGLE.
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if (type == GrContextFactory::kANGLE_GLContextType) {
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maxStages = 3;
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}
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#endif
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REPORTER_ASSERT(reporter, gpu->programUnitTest(maxStages));
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}
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}
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}
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// This is evil evil evil. The linker may throw away whole translation units as dead code if it
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// thinks none of the functions are called. It will do this even if there are static initializers
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// in the unit that could pass pointers to functions from the unit out to other translation units!
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// We force some of the effects that would otherwise be discarded to link here.
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#include "SkAlphaThresholdFilter.h"
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#include "SkColorMatrixFilter.h"
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#include "SkLightingImageFilter.h"
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#include "SkMagnifierImageFilter.h"
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void forceLinking();
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void forceLinking() {
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SkLightingImageFilter::CreateDistantLitDiffuse(SkPoint3(0,0,0), 0, 0, 0);
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SkAlphaThresholdFilter::Create(SkRegion(), .5f, .5f);
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SkAutoTUnref<SkImageFilter> mag(SkMagnifierImageFilter::Create(
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SkRect::MakeWH(SK_Scalar1, SK_Scalar1), SK_Scalar1));
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GrConfigConversionEffect::Create(NULL,
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false,
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GrConfigConversionEffect::kNone_PMConversion,
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SkMatrix::I());
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SkScalar matrix[20];
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SkAutoTUnref<SkColorMatrixFilter> cmf(SkColorMatrixFilter::Create(matrix));
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}
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#endif
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