mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-04 22:37:57 +01:00
215 lines
7.9 KiB
C#
215 lines
7.9 KiB
C#
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Gpu.Engine.MME;
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using Ryujinx.Graphics.Gpu.State;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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{
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/// <summary>
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/// Represents a GPU General Purpose FIFO class.
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/// </summary>
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class GPFifoClass : IDeviceState
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{
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private readonly GpuContext _context;
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private readonly DeviceState<GPFifoClassState> _state;
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private const int MacrosCount = 0x80;
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// Note: The size of the macro memory is unknown, we just make
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// a guess here and use 256kb as the size. Increase if needed.
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private const int MacroCodeSize = 256 * 256;
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private readonly Macro[] _macros;
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private readonly int[] _macroCode;
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/// <summary>
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/// MME Shadow RAM Control.
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/// </summary>
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public ShadowRamControl ShadowCtrl { get; private set; }
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/// <summary>
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/// Creates a new instance of the GPU General Purpose FIFO class.
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/// </summary>
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/// <param name="context">GPU context</param>
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public GPFifoClass(GpuContext context)
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{
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_context = context;
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_state = new DeviceState<GPFifoClassState>(new Dictionary<string, RwCallback>
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{
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{ nameof(GPFifoClassState.Semaphored), new RwCallback(Semaphored, null) },
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{ nameof(GPFifoClassState.Syncpointb), new RwCallback(Syncpointb, null) },
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{ nameof(GPFifoClassState.WaitForIdle), new RwCallback(WaitForIdle, null) },
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{ nameof(GPFifoClassState.LoadMmeInstructionRam), new RwCallback(LoadMmeInstructionRam, null) },
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{ nameof(GPFifoClassState.LoadMmeStartAddressRam), new RwCallback(LoadMmeStartAddressRam, null) },
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{ nameof(GPFifoClassState.SetMmeShadowRamControl), new RwCallback(SetMmeShadowRamControl, null) }
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});
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_macros = new Macro[MacrosCount];
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_macroCode = new int[MacroCodeSize];
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}
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/// <summary>
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/// Reads data from the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <returns>Data at the specified offset</returns>
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public int Read(int offset) => _state.Read(offset);
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/// <summary>
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/// Writes data to the class registers.
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/// </summary>
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/// <param name="offset">Register byte offset</param>
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/// <param name="data">Data to be written</param>
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public void Write(int offset, int data) => _state.Write(offset, data);
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/// <summary>
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/// Writes a GPU counter to guest memory.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void Semaphored(int argument)
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{
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ulong address = ((ulong)_state.State.SemaphorebOffsetLower << 2) |
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((ulong)_state.State.SemaphoreaOffsetUpper << 32);
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int value = _state.State.SemaphorecPayload;
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SemaphoredOperation operation = _state.State.SemaphoredOperation;
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// TODO: Acquire operations (Wait), interrupts for invalid combinations.
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if (operation == SemaphoredOperation.Release)
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{
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_context.MemoryAccessor.Write(address, value);
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}
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else if (operation == SemaphoredOperation.Reduction)
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{
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bool signed = _state.State.SemaphoredFormat == SemaphoredFormat.Signed;
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int mem = _context.MemoryAccessor.Read<int>(address);
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switch (_state.State.SemaphoredReduction)
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{
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case SemaphoredReduction.Min:
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value = signed ? Math.Min(mem, value) : (int)Math.Min((uint)mem, (uint)value);
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break;
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case SemaphoredReduction.Max:
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value = signed ? Math.Max(mem, value) : (int)Math.Max((uint)mem, (uint)value);
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break;
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case SemaphoredReduction.Xor:
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value ^= mem;
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break;
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case SemaphoredReduction.And:
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value &= mem;
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break;
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case SemaphoredReduction.Or:
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value |= mem;
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break;
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case SemaphoredReduction.Add:
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value += mem;
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break;
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case SemaphoredReduction.Inc:
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value = (uint)mem < (uint)value ? mem + 1 : 0;
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break;
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case SemaphoredReduction.Dec:
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value = (uint)mem > 0 && (uint)mem <= (uint)value ? mem - 1 : value;
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break;
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}
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_context.MemoryAccessor.Write(address, value);
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}
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}
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/// <summary>
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/// Apply a fence operation on a syncpoint.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void Syncpointb(int argument)
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{
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SyncpointbOperation operation = _state.State.SyncpointbOperation;
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uint syncpointId = (uint)_state.State.SyncpointbSyncptIndex;
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if (operation == SyncpointbOperation.Wait)
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{
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uint threshold = (uint)_state.State.SyncpointaPayload;
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_context.Synchronization.WaitOnSyncpoint(syncpointId, threshold, Timeout.InfiniteTimeSpan);
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}
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else if (operation == SyncpointbOperation.Incr)
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{
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_context.Synchronization.IncrementSyncpoint(syncpointId);
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}
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_context.AdvanceSequence();
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}
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/// <summary>
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/// Waits for the GPU to be idle.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void WaitForIdle(int argument)
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{
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_context.Methods.PerformDeferredDraws();
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_context.Renderer.Pipeline.Barrier();
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}
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/// <summary>
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/// Send macro code/data to the MME
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void LoadMmeInstructionRam(int argument)
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{
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_macroCode[_state.State.LoadMmeInstructionRamPointer++] = argument;
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}
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/// <summary>
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/// Bind a macro index to a position for the MME
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void LoadMmeStartAddressRam(int argument)
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{
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_macros[_state.State.LoadMmeStartAddressRamPointer++] = new Macro(argument);
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}
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/// <summary>
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/// Change the shadow RAM setting
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/// </summary>
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/// <param name="argument">Method call argument</param>
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public void SetMmeShadowRamControl(int argument)
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{
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ShadowCtrl = (ShadowRamControl)argument;
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}
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/// <summary>
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/// Pushes an argument to a macro.
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/// </summary>
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/// <param name="index">Index of the macro</param>
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/// <param name="argument">Argument to be pushed to the macro</param>
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public void MmePushArgument(int index, int argument)
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{
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_macros[index].PushArgument(argument);
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}
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/// <summary>
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/// Prepares a macro for execution.
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/// </summary>
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/// <param name="index">Index of the macro</param>
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/// <param name="argument">Initial argument passed to the macro</param>
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public void MmeStart(int index, int argument)
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{
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_macros[index].StartExecution(argument);
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}
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/// <summary>
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/// Executes a macro.
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/// </summary>
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/// <param name="index">Index of the macro</param>
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/// <param name="state">Current GPU state</param>
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public void CallMme(int index, GpuState state)
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{
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_macros[index].Execute(_macroCode, ShadowCtrl, state);
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}
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}
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}
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