c332739531
If x is a known compile-time constant value, it can already be optimized to a final value. If x is not known, it could be zero, and 0/0 should result in a NaN. Change-Id: I643a7c6da0a43ec366235c4df39fc78d3b361de7 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/441580 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
209 lines
5.3 KiB
Plaintext
209 lines
5.3 KiB
Plaintext
uniform half4 colorRed, colorGreen;
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uniform half unknownInput;
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bool test_half() {
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bool ok = true;
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// Vector op scalar
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half4 x = half4(half2(1), half2(2, 3)) + 5;
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ok = ok && (x == half4(6, 6, 7, 8));
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x = half4(8, half3(10)) - 1;
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ok = ok && (x == half4(7, 9, 9, 9));
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x = half4(half2(8), half2(9)) + 1;
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ok = ok && (x == half4(9, 9, 10, 10));
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x.xyz = half3(2) * 3;
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ok = ok && (x == half4(6, 6, 6, 10));
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x.xy = half2(12) / 4;
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ok = ok && (x == half4(3, 3, 6, 10));
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// (Vector op scalar).swizzle
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x = (half4(12) / 2).yxwz;
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ok = ok && (x == half4(6));
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// Scalar op vector
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x = 5 + half4(half2(1), half2(2, 3));
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ok = ok && (x == half4(6, 6, 7, 8));
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x = 1 - half4(8, half3(10));
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ok = ok && (x == half4(-7, -9, -9, -9));
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x = 1 + half4(half2(8), half2(9));
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ok = ok && (x == half4(9, 9, 10, 10));
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x.xyz = 3 * half3(2);
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ok = ok && (x == half4(6, 6, 6, 10));
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x.xy = 4 / half2(0.5);
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ok = ok && (x == half4(8, 8, 6, 10));
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x = 20 / half4(10, 20, 40, 80);
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ok = ok && (x == half4(2, 1, 0.5, 0.25));
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// (Scalar op vector).swizzle
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x = (12 / half4(2)).yxwz;
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ok = ok && (x == half4(6));
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// Vector op unknown scalar
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half unknown = unknownInput;
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x = half4(0) + unknown;
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ok = ok && (x == half4(unknown));
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x = half4(0) * unknown;
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ok = ok && (x == half4(0));
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x = half4(0) / unknown;
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ok = ok && (x == half4(0));
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x = half4(1) * unknown;
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ok = ok && (x == half4(unknown));
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// Unknown scalar op vector
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x = unknown * half4(1);
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ok = ok && (x == half4(unknown));
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x = unknown + half4(0);
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ok = ok && (x == half4(unknown));
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x = unknown - half4(0);
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ok = ok && (x == half4(unknown));
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x = unknown / half4(1);
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ok = ok && (x == half4(unknown));
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// Scalar op unknown vector
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x = 0 + half4(unknown);
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ok = ok && (x == half4(unknown));
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x = 0 * half4(unknown);
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ok = ok && (x == half4(0));
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x = 0 / half4(unknown); // this should NOT optimize away
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ok = ok && (x == half4(0));
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x = 1 * half4(unknown);
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ok = ok && (x == half4(unknown));
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// X = Unknown op scalar
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x = half4(unknown) + 0;
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ok = ok && (x == half4(unknown));
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x = half4(unknown) * 0;
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ok = ok && (x == half4(0));
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x = half4(unknown) * 1;
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ok = ok && (x == half4(unknown));
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x = half4(unknown) - 0;
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ok = ok && (x == half4(unknown));
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// X op= scalar.
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x = half4(unknown);
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x += 1;
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x += 0;
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x -= 1;
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x -= 0;
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x *= 1;
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x /= 1;
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ok = ok && (x == half4(unknown));
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// X = X op scalar.
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x = half4(unknown);
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x = x + 1;
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x = x + 0;
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x = x - 1;
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x = x - 0;
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x = x * 1;
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x = x / 1;
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ok = ok && (x == half4(unknown));
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return ok;
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}
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bool test_int() {
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bool ok = true;
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// Vector op scalar
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int4 x = int4(int2(1), int2(2, 3)) + 5;
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ok = ok && (x == int4(6, 6, 7, 8));
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x = int4(8, int3(10)) - 1;
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ok = ok && (x == int4(7, 9, 9, 9));
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x = int4(int2(8), int2(9)) + 1;
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ok = ok && (x == int4(9, 9, 10, 10));
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x.xyz = int3(2) * 3;
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ok = ok && (x == int4(6, 6, 6, 10));
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x.xy = int2(12) / 4;
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ok = ok && (x == int4(3, 3, 6, 10));
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// (Vector op scalar).swizzle
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x = (int4(12) / 2).yxwz;
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ok = ok && (x == int4(6));
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// Scalar op vector
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x = 5 + int4(int2(1), int2(2, 3));
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ok = ok && (x == int4(6, 6, 7, 8));
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x = 1 - int4(8, int3(10));
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ok = ok && (x == int4(-7, -9, -9, -9));
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x = 1 + int4(int2(8), int2(9));
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ok = ok && (x == int4(9, 9, 10, 10));
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x.xyz = 3 * int3(2);
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ok = ok && (x == int4(6, 6, 6, 10));
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x.xy = 16 / int2(2);
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ok = ok && (x == int4(8, 8, 6, 10));
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x = 2000 / int4(10, 20, 40, 80);
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ok = ok && (x == int4(200, 100, 50, 25));
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// (Scalar op vector).swizzle
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x = (12 / int4(2)).yxwz;
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ok = ok && (x == int4(6));
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// Vector op unknown scalar
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int unknown = int(unknownInput);
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x = int4(0) + unknown;
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ok = ok && (x == int4(unknown));
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x = int4(0) * unknown;
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ok = ok && (x == int4(0));
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x = int4(0) / unknown;
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ok = ok && (x == int4(0));
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x = int4(1) * unknown;
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ok = ok && (x == int4(unknown));
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// Unknown scalar op vector
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x = unknown * int4(1);
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ok = ok && (x == int4(unknown));
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x = unknown + int4(0);
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ok = ok && (x == int4(unknown));
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x = unknown - int4(0);
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ok = ok && (x == int4(unknown));
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x = unknown / int4(1);
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ok = ok && (x == int4(unknown));
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// Scalar op unknown vector
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x = 0 + int4(unknown);
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ok = ok && (x == int4(unknown));
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x = 0 * int4(unknown);
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ok = ok && (x == int4(0));
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x = 0 / int4(unknown);
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ok = ok && (x == int4(0));
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x = 1 * int4(unknown);
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ok = ok && (x == int4(unknown));
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// Unknown vector op scalar
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x = int4(unknown) + 0;
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ok = ok && (x == int4(unknown));
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x = int4(unknown) * 0;
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ok = ok && (x == int4(0));
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x = int4(unknown) * 1;
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ok = ok && (x == int4(unknown));
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x = int4(unknown) - 0;
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ok = ok && (x == int4(unknown));
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// X op= scalar.
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x = int4(unknown);
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x += 1;
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x += 0;
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x -= 1;
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x -= 0;
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x *= 1;
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x /= 1;
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ok = ok && (x == int4(unknown));
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// X = X op scalar.
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x = int4(unknown);
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x = x + 1;
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x = x + 0;
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x = x - 1;
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x = x - 0;
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x = x * 1;
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x = x / 1;
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ok = ok && (x == int4(unknown));
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return ok;
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}
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half4 main(float2 coords) {
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return test_half() && test_int() ? colorGreen : colorRed;
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}
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