mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 18:35:47 +00:00
0129250c2e
* Pass CbufSlot when getting info from the texture descriptor Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex. Specifically fixes a random chance of full screen colour flickering in Super Mario Party. * Apply suggestions from code review Oops Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
484 lines
No EOL
17 KiB
C#
484 lines
No EOL
17 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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static class Rewriter
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{
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public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
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{
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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BasicBlock block = blocks[blkIndex];
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (!(node.Value is Operation operation))
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{
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continue;
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}
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if (UsesGlobalMemory(operation.Inst))
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{
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node = RewriteGlobalAccess(node, config);
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}
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if (operation is TextureOperation texOp)
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{
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if (texOp.Inst == Instruction.TextureSample)
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{
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node = RewriteTextureSample(node, config);
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}
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if (texOp.Type == SamplerType.TextureBuffer)
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{
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node = InsertSnormNormalization(node, config);
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}
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}
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}
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}
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}
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private static LinkedListNode<INode> RewriteGlobalAccess(LinkedListNode<INode> node, ShaderConfig config)
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{
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Operation operation = (Operation)node.Value;
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Operation storageOp;
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Operand PrependOperation(Instruction inst, params Operand[] sources)
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{
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Operand local = Local();
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node.List.AddBefore(node, new Operation(inst, local, sources));
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return local;
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}
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Operand addrLow = operation.GetSource(0);
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Operand addrHigh = operation.GetSource(1);
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Operand sbBaseAddrLow = Const(0);
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Operand sbSlot = Const(0);
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for (int slot = 0; slot < StorageMaxCount; slot++)
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{
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int cbOffset = GetStorageCbOffset(config.Stage, slot);
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Operand baseAddrLow = Cbuf(0, cbOffset);
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Operand baseAddrHigh = Cbuf(0, cbOffset + 1);
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Operand size = Cbuf(0, cbOffset + 2);
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Operand offset = PrependOperation(Instruction.Subtract, addrLow, baseAddrLow);
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Operand borrow = PrependOperation(Instruction.CompareLessU32, addrLow, baseAddrLow);
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Operand inRangeLow = PrependOperation(Instruction.CompareLessU32, offset, size);
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Operand addrHighBorrowed = PrependOperation(Instruction.Add, addrHigh, borrow);
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Operand inRangeHigh = PrependOperation(Instruction.CompareEqual, addrHighBorrowed, baseAddrHigh);
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Operand inRange = PrependOperation(Instruction.BitwiseAnd, inRangeLow, inRangeHigh);
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sbBaseAddrLow = PrependOperation(Instruction.ConditionalSelect, inRange, baseAddrLow, sbBaseAddrLow);
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sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
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}
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Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
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Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
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Operand wordOffset = PrependOperation(Instruction.ShiftRightU32, byteOffset, Const(2));
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Operand[] sources = new Operand[operation.SourcesCount];
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sources[0] = sbSlot;
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sources[1] = wordOffset;
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for (int index = 2; index < operation.SourcesCount; index++)
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{
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sources[index] = operation.GetSource(index);
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}
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if (operation.Inst.IsAtomic())
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{
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Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage;
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storageOp = new Operation(inst, operation.Dest, sources);
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}
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else if (operation.Inst == Instruction.LoadGlobal)
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{
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storageOp = new Operation(Instruction.LoadStorage, operation.Dest, sources);
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}
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else
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{
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storageOp = new Operation(Instruction.StoreStorage, null, sources);
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}
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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operation.SetSource(index, null);
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}
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LinkedListNode<INode> oldNode = node;
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node = node.List.AddBefore(node, storageOp);
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node.List.Remove(oldNode);
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return node;
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}
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private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
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bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle, texOp.CbufSlot);
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if (!(hasInvalidOffset || isRect))
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{
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return node;
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}
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
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bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
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bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
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int coordsCount = texOp.Type.GetDimensions();
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int offsetsCount;
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if (hasOffsets)
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{
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offsetsCount = coordsCount * 4;
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}
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else if (hasOffset)
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{
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offsetsCount = coordsCount;
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}
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else
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{
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offsetsCount = 0;
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}
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Operand[] offsets = new Operand[offsetsCount];
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Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
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int copyCount = 0;
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if (isBindless || isIndexed)
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{
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copyCount++;
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}
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Operand[] lodSources = new Operand[copyCount + coordsCount];
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for (int index = 0; index < lodSources.Length; index++)
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{
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lodSources[index] = texOp.GetSource(index);
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}
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copyCount += coordsCount;
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if (isArray)
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{
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copyCount++;
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}
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if (isShadow)
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{
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copyCount++;
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}
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if (hasDerivatives)
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{
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copyCount += coordsCount * 2;
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}
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if (isMultisample)
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{
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copyCount++;
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}
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else if (hasLodLevel)
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{
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copyCount++;
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}
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int srcIndex = 0;
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int dstIndex = 0;
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for (int index = 0; index < copyCount; index++)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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}
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bool areAllOffsetsConstant = true;
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for (int index = 0; index < offsetsCount; index++)
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{
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Operand offset = texOp.GetSource(srcIndex++);
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areAllOffsetsConstant &= offset.Type == OperandType.Constant;
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offsets[index] = offset;
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}
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hasInvalidOffset &= !areAllOffsetsConstant;
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if (!(hasInvalidOffset || isRect))
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{
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return node;
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}
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if (hasLodBias)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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}
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if (isGather && !isShadow)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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}
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int coordsIndex = isBindless || isIndexed ? 1 : 0;
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int componentIndex = texOp.Index;
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Operand Int(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
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return res;
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}
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Operand Float(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
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return res;
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}
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// Emulate texture rectangle by normalizing the coordinates on the shader.
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// When sampler*Rect is used, the coords are expected to the in the [0, W or H] range,
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// and otherwise, it is expected to be in the [0, 1] range.
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// We normalize by dividing the coords by the texture size.
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if (isRect && !intCoords)
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{
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for (int index = 0; index < coordsCount; index++)
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{
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Operand coordSize = Local();
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Operand[] texSizeSources;
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if (isBindless || isIndexed)
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{
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texSizeSources = new Operand[] { sources[0], Const(0) };
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}
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else
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{
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texSizeSources = new Operand[] { Const(0) };
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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index,
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coordSize,
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texSizeSources));
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Operand source = sources[coordsIndex + index];
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Operand coordNormalized = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize)));
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sources[coordsIndex + index] = coordNormalized;
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}
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}
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// Technically, non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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// For GPUs where it is not supported, we can replace the instruction with the following:
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// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
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// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
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// for each pixel.
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if (hasInvalidOffset)
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{
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if (intCoords)
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{
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for (int index = 0; index < coordsCount; index++)
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{
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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else
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{
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Operand lod = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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1,
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lod,
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lodSources));
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for (int index = 0; index < coordsCount; index++)
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{
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Operand coordSize = Local();
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Operand[] texSizeSources;
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if (isBindless || isIndexed)
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{
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texSizeSources = new Operand[] { sources[0], Int(lod) };
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}
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else
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{
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texSizeSources = new Operand[] { Int(lod) };
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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index,
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coordSize,
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texSizeSources));
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Operand offset = Local();
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Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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if (isGather && !isShadow)
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{
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Operand gatherComponent = sources[dstIndex - 1];
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Debug.Assert(gatherComponent.Type == OperandType.Constant);
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componentIndex = gatherComponent.Value;
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}
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}
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TextureOperation newTexOp = new TextureOperation(
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Instruction.TextureSample,
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texOp.Type,
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texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
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texOp.Handle,
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componentIndex,
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texOp.Dest,
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sources);
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for (int index = 0; index < texOp.SourcesCount; index++)
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{
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texOp.SetSource(index, null);
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}
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LinkedListNode<INode> oldNode = node;
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node = node.List.AddBefore(node, newTexOp);
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node.List.Remove(oldNode);
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return node;
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}
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private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle, texOp.CbufSlot);
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int maxPositive = format switch
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{
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TextureFormat.R8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
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TextureFormat.R16Snorm => short.MaxValue,
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TextureFormat.R16G16Snorm => short.MaxValue,
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TextureFormat.R16G16B16A16Snorm => short.MaxValue,
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_ => 0
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};
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// The value being 0 means that the format is not a SNORM format, so there's nothing to do here.
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if (maxPositive == 0)
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{
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return node;
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}
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// Do normalization. We assume SINT formats are being used as replacement for SNORM (that is not supported).
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INode[] uses = texOp.Dest.UseOps.ToArray();
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Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest);
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Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
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node = node.List.AddAfter(node, convOp);
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node = node.List.AddAfter(node, normOp);
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foreach (INode useOp in uses)
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{
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if (!(useOp is Operation op))
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{
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continue;
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}
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// Replace all uses of the texture pixel value with the normalized value.
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for (int index = 0; index < op.SourcesCount; index++)
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{
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if (op.GetSource(index) == texOp.Dest)
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{
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op.SetSource(index, normOp.Dest);
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}
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}
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}
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return node;
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}
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}
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} |