Further shader compilation development.
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@@ -9,195 +9,60 @@
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#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
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#include "opengl/shader_program_lookup.hpp"
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#include "opengl/handles/shader_handle.hpp"
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#include "opengl/handles/shader_program_handle.hpp"
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#include "shader_program/metadata_type.hpp"
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#include "shader_program/features/mesh_features.hpp"
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#include "shader_program/features/point_cloud_features.hpp"
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#include "util/string_lookup.hpp"
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#include "shader_program/metadata_type.hpp"
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#include "shader_preprocessor.hpp"
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#include "opengl/metadata/shader_metadata.hpp"
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#include "opengl/data/shader_data.hpp"
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#include "opengl/handles/shader_handle_set.hpp"
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#include "opengl/shading/requirements/shader_requirements.hpp"
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#include "opengl/metadata/shader_set_metadata.hpp"
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#include "opengl/shading/requirements/shader_set_requirements.hpp"
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namespace zgl
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{
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class shader_program_compiler
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{
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using shader_lookup_entry_type = std::pair<shader_metadata, shader_data>;
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static constexpr auto gl_shader_types = std::array<GLenum, shading::stage::count>{
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GL_VERTEX_SHADER,
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GL_TESS_CONTROL_SHADER,
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GL_TESS_EVALUATION_SHADER,
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GL_GEOMETRY_SHADER,
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GL_FRAGMENT_SHADER
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};
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public:
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void register_shader_sources(
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void preprocess(
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const dynamic_shader_source_store& shader_sources
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);
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void compile_shaders(
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const dynamic_shader_source_store& shader_sources,
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std::span<const shader_program::metadata_type> required_capabilities,
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std::vector<shader_handle>& shader_handles
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std::span<const shading::shader_set_requirements> requirements,
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std::span<shader_set_metadata> metadata,
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std::span<shader_handle_set> shader_sets
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);
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protected:
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void tokenize_declarations(
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std::string_view source,
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std::vector<std::string_view> tokens,
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std::vector<std::size_t> declaration_token_counts,
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std::span<std::size_t> declaration_type_indices
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shader_handle find_shader(
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const shading::shader_requirements& requirements
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);
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std::optional<shader_program::metadata_type> parse_metadata_from_tokens(
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std::span<const std::string_view> tokens,
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std::span<const std::size_t> declaration_token_counts,
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std::span<const std::size_t> declaration_type_indices
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);
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[[nodiscard]] static bool parse_stage_declaration(
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std::span<const std::string_view> tokens,
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shader_program::metadata_type& metadata
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);
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[[nodiscard]] static bool parse_geometry_declaration(
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std::span<const std::string_view> tokens,
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shader_program::metadata_type& metadata
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);
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[[nodiscard]] static bool parse_features_declaration(
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std::span<const std::string_view> tokens,
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shader_program::metadata_type& metadata
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);
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[[nodiscard]] static bool parse_static_enable_declaration(
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std::span<const std::string_view> tokens,
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shader_program::metadata_type& metadata
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);
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[[nodiscard]] static bool parse_dynamic_enable_declaration(
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std::span<const std::string_view> tokens,
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shader_program::metadata_type& metadata
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);
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template<typename T>
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static void parse_feature_tokens(
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std::span<const std::string_view> tokens,
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const ztu::string_lookup<T>& feature_lookup,
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T& features
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);
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std::optional<dynamic_shader_source_store::id_type> zgl::shader_program_compiler::find_compatible_shader_source(
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shader_program::metadata_type& requirements
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);
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template<typename T>
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void add_required_feature_defines(
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T toggle_flags,
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std::span<const std::string> defines,
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std::vector<const char*>& shader_strings
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bool compile_shader(
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GLenum shader_type,
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std::span<const char*> source_strings,
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shader_data& shader
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);
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private:
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enum class metadata_declaration_type : std::size_t
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{
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stage = 0,
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geometry = 1,
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features = 2,
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static_enable = 3,
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dynamic_enable = 4,
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invalid = std::numeric_limits<std::size_t>::max()
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};
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shader_preprocessor m_preprocessor{};
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inline static auto declaration_lookup = ztu::string_lookup<metadata_declaration_type>{
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{ "STAGE", metadata_declaration_type::stage },
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{ "GEOMETRY", metadata_declaration_type::geometry },
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{ "FEATURES", metadata_declaration_type::features },
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{ "STATIC_ENABLE", metadata_declaration_type::static_enable }
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{ "DYNAMIC_ENABLE", metadata_declaration_type::dynamic_enable }
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};
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inline static auto stage_lookup = ztu::string_lookup<shader_program::stage::types>{
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{ "VERTEX", shader_program::stage::types::vertex },
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{ "GEOMETRY", shader_program::stage::types::geometry },
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{ "FRAGMENT", shader_program::stage::types::fragment },
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};
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inline static auto geometry_lookup = ztu::string_lookup<shader_program::geometry::types>{
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{ "MESH", shader_program::geometry::types::mesh },
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{ "POINT_CLOUD", shader_program::geometry::types::point_cloud }
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};
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inline static auto mesh_feature_lookup = []
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{
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using namespace shader_program::features::mesh;
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auto lookup = ztu::string_lookup<flags>{};
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lookup.reserve(all.size());
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constexpr auto all_flags = std::array{
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flags::face, flags::line, flags::point,
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flags::luminance, flags::color, flags::alpha,
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flags::lighting, flags::texture, flags::uniform_color
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};
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for (const auto& [ define, flag ] : std::ranges::views::zip(defines, all_flags))
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{
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lookup.emplace(std::string(define), flag);
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}
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return lookup;
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}();
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inline static auto point_cloud_feature_lookup = []
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{
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using namespace shader_program::features::point_cloud;
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auto lookup = ztu::string_lookup<flags>{};
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lookup.reserve(all.size());
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constexpr auto all_flags = std::array{
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flags::square, flags::lighting, flags::luminance,
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flags::color, flags::alpha, flags::uniform_color,
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flags::rainbow
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};
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for (const auto& [ define, flag ] : std::ranges::views::zip(defines, all_flags))
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{
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lookup.emplace(std::string(define), flag);
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}
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return lookup;
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}();
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inline static auto mesh_feature_defines = []
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{
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using namespace shader_program::features::mesh;
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auto statements = std::array<std::string, all.size()>{};
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std::ranges::transform(
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defines,
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statements.begin(),
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[](const auto& name) {
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return std::format("#define {}\n", name);
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}
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);
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return statements;
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}();
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inline static auto point_cloud_feature_defines = []
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{
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using namespace shader_program::features::point_cloud;
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auto statements = std::array<std::string, all.size()>{};
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std::ranges::transform(
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defines,
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statements.begin(),
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[](const auto& name) {
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return std::format("#define {}\n", name);
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}
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);
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return statements;
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}();
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std::vector<std::pair<shader_program::metadata_type, dynamic_shader_source_store::id_type>> shader_lookup;
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std::vector<shading::shader_source_requirements> m_source_requirement_buffer{};
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std::vector<preprocessed_shader_source_metadata> m_preprocessed_shader_source_metadata_buffer;
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std::vector<const char*> m_source_strings_buffer;
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std::vector<shader_lookup_entry_type> m_shader_lookup;
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};
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}
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