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OpenGL: Limit vertex buffer range for non-indexed draws (#3542)
* Limit vertex buffer range for non-indexed draws * Fix typo
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commit
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3 changed files with 125 additions and 24 deletions
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@ -236,7 +236,7 @@ namespace Ryujinx.Graphics.OpenGL
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return;
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}
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PreDraw();
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PreDraw(vertexCount);
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if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
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{
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@ -354,7 +354,7 @@ namespace Ryujinx.Graphics.OpenGL
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return;
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}
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PreDraw();
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PreDrawVbUnbounded();
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int indexElemSize = 1;
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@ -686,7 +686,7 @@ namespace Ryujinx.Graphics.OpenGL
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return;
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}
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PreDraw();
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PreDrawVbUnbounded();
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GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
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GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
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@ -709,7 +709,7 @@ namespace Ryujinx.Graphics.OpenGL
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return;
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}
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PreDraw();
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PreDrawVbUnbounded();
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_vertexArray.SetRangeOfIndexBuffer();
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@ -1515,11 +1515,22 @@ namespace Ryujinx.Graphics.OpenGL
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_supportBuffer.Commit();
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}
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private void PreDraw(int vertexCount)
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{
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_vertexArray.PreDraw(vertexCount);
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PreDraw();
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}
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private void PreDrawVbUnbounded()
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{
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_vertexArray.PreDrawVbUnbounded();
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PreDraw();
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}
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private void PreDraw()
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{
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DrawCount++;
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_vertexArray.Validate();
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_unit0Texture?.Bind(0);
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_supportBuffer.Commit();
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}
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@ -1,6 +1,7 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.OpenGL
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@ -16,12 +17,16 @@ namespace Ryujinx.Graphics.OpenGL
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private int _vertexAttribsCount;
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private int _vertexBuffersCount;
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private int _minVertexCount;
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private uint _vertexAttribsInUse;
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private uint _vertexBuffersInUse;
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private uint _vertexBuffersLimited;
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private BufferRange _indexBuffer;
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private BufferHandle _tempIndexBuffer;
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private BufferHandle _tempVertexBuffer;
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private int _tempVertexBufferSize;
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public VertexArray()
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{
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@ -40,6 +45,8 @@ namespace Ryujinx.Graphics.OpenGL
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public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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int minVertexCount = int.MaxValue;
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int bindingIndex;
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for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
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{
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@ -47,6 +54,12 @@ namespace Ryujinx.Graphics.OpenGL
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if (vb.Buffer.Handle != BufferHandle.Null)
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{
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int vertexCount = vb.Stride <= 0 ? 0 : vb.Buffer.Size / vb.Stride;
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if (minVertexCount > vertexCount)
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{
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minVertexCount = vertexCount;
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}
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GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
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GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
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_vertexBuffersInUse |= 1u << bindingIndex;
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@ -64,6 +77,7 @@ namespace Ryujinx.Graphics.OpenGL
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}
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_vertexBuffersCount = bindingIndex;
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_minVertexCount = minVertexCount;
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_needsAttribsUpdate = true;
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}
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@ -143,6 +157,101 @@ namespace Ryujinx.Graphics.OpenGL
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
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}
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public void PreDraw(int vertexCount)
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{
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LimitVertexBuffers(vertexCount);
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Validate();
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}
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public void PreDrawVbUnbounded()
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{
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UnlimitVertexBuffers();
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Validate();
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}
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public void LimitVertexBuffers(int vertexCount)
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{
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// Is it possible for the draw to fetch outside the bounds of any vertex buffer currently bound?
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if (vertexCount <= _minVertexCount)
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{
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return;
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}
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// If the draw can fetch out of bounds, let's ensure that it will only fetch zeros rather than memory garbage.
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int currentTempVbOffset = 0;
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uint buffersInUse = _vertexBuffersInUse;
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while (buffersInUse != 0)
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{
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int vbIndex = BitOperations.TrailingZeroCount(buffersInUse);
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ref var vb = ref _vertexBuffers[vbIndex];
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int requiredSize = vertexCount * vb.Stride;
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if (vb.Buffer.Size < requiredSize)
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{
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BufferHandle tempVertexBuffer = EnsureTempVertexBufferSize(currentTempVbOffset + requiredSize);
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Buffer.Copy(vb.Buffer.Handle, tempVertexBuffer, vb.Buffer.Offset, currentTempVbOffset, vb.Buffer.Size);
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Buffer.Clear(tempVertexBuffer, currentTempVbOffset + vb.Buffer.Size, requiredSize - vb.Buffer.Size, 0);
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GL.BindVertexBuffer(vbIndex, tempVertexBuffer.ToInt32(), (IntPtr)currentTempVbOffset, vb.Stride);
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currentTempVbOffset += requiredSize;
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_vertexBuffersLimited |= 1u << vbIndex;
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}
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buffersInUse &= ~(1u << vbIndex);
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}
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}
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private BufferHandle EnsureTempVertexBufferSize(int size)
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{
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BufferHandle tempVertexBuffer = _tempVertexBuffer;
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if (_tempVertexBufferSize < size)
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{
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_tempVertexBufferSize = size;
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if (tempVertexBuffer == BufferHandle.Null)
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{
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tempVertexBuffer = Buffer.Create(size);
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_tempVertexBuffer = tempVertexBuffer;
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return tempVertexBuffer;
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}
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Buffer.Resize(_tempVertexBuffer, size);
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}
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return tempVertexBuffer;
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}
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public void UnlimitVertexBuffers()
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{
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uint buffersLimited = _vertexBuffersLimited;
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if (buffersLimited == 0)
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{
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return;
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}
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while (buffersLimited != 0)
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{
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int vbIndex = BitOperations.TrailingZeroCount(buffersLimited);
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ref var vb = ref _vertexBuffers[vbIndex];
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GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
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buffersLimited &= ~(1u << vbIndex);
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}
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_vertexBuffersLimited = 0;
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}
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public void Validate()
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{
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for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)
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@ -1,19 +0,0 @@
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.OpenGL
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{
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struct VertexBuffer
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{
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public BufferRange Range { get; }
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public int Divisor { get; }
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public int Stride { get; }
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public VertexBuffer(BufferRange range, int divisor, int stride)
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{
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Range = range;
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Divisor = divisor;
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Stride = stride;
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}
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}
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}
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