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https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-01 01:38:06 +02:00
remove seperate llvm vs entry points
they're not necessary anymore. we use the same paths as sse and tgsi code
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7429555849
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2 changed files with 0 additions and 195 deletions
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@ -1,194 +0,0 @@
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Zack Rusin zack@tungstengraphics.com
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*/
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#include "pipe/p_util.h"
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#include "draw_private.h"
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#include "draw_context.h"
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#ifdef MESA_LLVM
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#include "pipe/llvm/gallivm.h"
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#include "pipe/p_shader_tokens.h"
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#define DBG 0
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static INLINE void
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fetch_attrib4(const void *ptr, enum pipe_format format, float attrib[4])
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{
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/* defaults */
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attrib[1] = 0.0;
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attrib[2] = 0.0;
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attrib[3] = 1.0;
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switch (format) {
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case PIPE_FORMAT_R32G32B32A32_FLOAT:
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attrib[3] = ((float *) ptr)[3];
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/* fall-through */
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case PIPE_FORMAT_R32G32B32_FLOAT:
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attrib[2] = ((float *) ptr)[2];
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/* fall-through */
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case PIPE_FORMAT_R32G32_FLOAT:
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attrib[1] = ((float *) ptr)[1];
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/* fall-through */
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case PIPE_FORMAT_R32_FLOAT:
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attrib[0] = ((float *) ptr)[0];
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break;
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default:
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assert(0);
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}
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}
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/**
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* Fetch vertex attributes for 'count' vertices.
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*/
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static INLINE
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void vertex_fetch(struct draw_context *draw,
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const unsigned elt,
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float (*inputs)[4])
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{
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uint attr;
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/* loop over vertex attributes (vertex shader inputs) */
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for (attr = 0; attr < draw->vertex_shader->state->num_inputs; attr++) {
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unsigned buf = draw->vertex_element[attr].vertex_buffer_index;
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const void *src
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= (const void *) ((const ubyte *) draw->user.vbuffer[buf]
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+ draw->vertex_buffer[buf].buffer_offset
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+ draw->vertex_element[attr].src_offset
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+ elt * draw->vertex_buffer[buf].pitch);
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fetch_attrib4(src, draw->vertex_element[attr].src_format, inputs[attr]);
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}
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}
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static INLINE unsigned
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compute_clipmask(const float *clip, const float (*plane)[4], unsigned nr)
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{
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unsigned mask = 0;
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unsigned i;
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for (i = 0; i < nr; i++) {
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if (dot4(clip, plane[i]) < 0)
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mask |= (1<<i);
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}
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return mask;
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}
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/**
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* Called by the draw module when the vertx cache needs to be flushed.
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* This involves running the vertex shader.
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*/
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void draw_vertex_shader_queue_flush_llvm(struct draw_context *draw)
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{
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unsigned i;
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struct vertex_header *dests[VS_QUEUE_LENGTH];
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float inputs[VS_QUEUE_LENGTH][PIPE_MAX_SHADER_INPUTS][4] ALIGN16_ATTRIB;
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float outputs[VS_QUEUE_LENGTH][PIPE_MAX_SHADER_INPUTS][4] ALIGN16_ATTRIB;
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float (*consts)[4] = (float (*)[4]) draw->user.constants;
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struct gallivm_prog *prog = draw->vertex_shader->llvm_prog;
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const float *scale = draw->viewport.scale;
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const float *trans = draw->viewport.translate;
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/* fetch the inputs */
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for (i = 0; i < draw->vs.queue_nr; ++i) {
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unsigned elt = draw->vs.queue[i].elt;
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dests[i] = draw->vs.queue[i].dest;
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vertex_fetch(draw, elt, inputs[i]);
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}
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/* batch execute the shaders on all the vertices */
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gallivm_prog_exec(prog, inputs, outputs, consts,
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draw->vs.queue_nr,
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draw->vertex_shader->state->num_inputs,
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draw->vertex_shader->state->num_outputs);
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/* store machine results */
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for (int i = 0; i < draw->vs.queue_nr; ++i) {
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unsigned slot;
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float x, y, z, w;
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struct vertex_header *vOut = draw->vs.queue[i].dest;
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float (*dests)[4] = outputs[i];
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/* Handle attr[0] (position) specially:
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*
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* XXX: Computing the clipmask should be done in the vertex
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* program as a set of DP4 instructions appended to the
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* user-provided code.
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*/
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x = vOut->clip[0] = dests[0][0];
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y = vOut->clip[1] = dests[0][1];
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z = vOut->clip[2] = dests[0][2];
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w = vOut->clip[3] = dests[0][3];
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#if DBG
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debug_printf("output %d: %f %f %f %f\n", 0, x, y, z, w);
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#endif
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vOut->clipmask = compute_clipmask(vOut->clip, draw->plane, draw->nr_planes);
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vOut->edgeflag = 1;
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/* divide by w */
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w = 1.0f / w;
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x *= w;
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y *= w;
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z *= w;
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/* Viewport mapping */
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vOut->data[0][0] = x * scale[0] + trans[0];
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vOut->data[0][1] = y * scale[1] + trans[1];
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vOut->data[0][2] = z * scale[2] + trans[2];
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vOut->data[0][3] = w;
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/* Remaining attributes are packed into sequential post-transform
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* vertex attrib slots.
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*/
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for (slot = 1; slot < draw->num_vs_outputs; slot++) {
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vOut->data[slot][0] = dests[slot][0];
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vOut->data[slot][1] = dests[slot][1];
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vOut->data[slot][2] = dests[slot][2];
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vOut->data[slot][3] = dests[slot][3];
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#if DBG
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debug_printf("output %d: %f %f %f %f\n", slot,
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vOut->data[slot][0],
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vOut->data[slot][1],
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vOut->data[slot][2],
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vOut->data[slot][3]);
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#endif
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}
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} /* loop over vertices */
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draw->vs.queue_nr = 0;
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}
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#endif /* MESA_LLVM */
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@ -174,7 +174,6 @@ DRAW_SOURCES = \
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pipe/draw/draw_vertex_cache.c \
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pipe/draw/draw_vertex_fetch.c \
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pipe/draw/draw_vertex_shader.c \
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pipe/draw/draw_vertex_shader_llvm.c \
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pipe/draw/draw_vf.c \
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pipe/draw/draw_vf_generic.c \
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pipe/draw/draw_vf_sse.c \
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