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https://github.com/dolphin-emu/dolphin.git
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rename some files
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1695 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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@ -364,7 +364,7 @@ static void BuildSwapModeTable()
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}
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}
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char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0)
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const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0)
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{
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text[sizeof(text) - 1] = 0x7C; // canary
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DVSTARTPROFILE();
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@ -89,7 +89,7 @@ public:
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}
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};
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char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0);
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const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0);
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void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0);
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#endif
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@ -77,7 +77,7 @@ static char text[16384];
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char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha);
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char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
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const char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
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{
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text[sizeof(text) - 1] = 0x7C; // canary
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DVSTARTPROFILE();
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@ -94,7 +94,7 @@ public:
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}
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};
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char *GenerateVertexShader(u32 components, bool has_zbuffer_target);
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const char *GenerateVertexShader(u32 components, bool has_zbuffer_target);
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender);
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#endif
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@ -1205,6 +1205,14 @@
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RelativePath=".\Src\NativeVertexFormat.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\TransformEngine.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\TransformEngine.h"
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>
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</File>
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<File
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RelativePath=".\Src\VertexLoader.cpp"
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>
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@ -1270,11 +1278,11 @@
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>
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</File>
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<File
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RelativePath=".\Src\PixelShaderManager.cpp"
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RelativePath=".\Src\PixelShaderCache.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\PixelShaderManager.h"
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RelativePath=".\Src\PixelShaderCache.h"
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>
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</File>
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<File
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@ -1293,18 +1301,6 @@
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RelativePath=".\Src\TextureCache.h"
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>
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</File>
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<File
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RelativePath=".\Src\TransformEngine.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\TransformEngine.h"
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>
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</File>
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<File
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RelativePath=".\Transformer.hlsl"
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>
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</File>
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<File
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RelativePath=".\Src\VertexShader.cpp"
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>
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@ -1314,11 +1310,11 @@
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>
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</File>
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<File
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RelativePath=".\Src\VertexShaderManager.cpp"
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RelativePath=".\Src\VertexShaderCache.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\VertexShaderManager.h"
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RelativePath=".\Src\VertexShaderCache.h"
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>
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</File>
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</Filter>
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@ -258,6 +258,11 @@ namespace D3D
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Vs.Major = (D3D::caps.VertexShaderVersion >>8) & 0xFF;
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Vs.Minor = (D3D::caps.VertexShaderVersion) & 0xFF;
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if (caps.NumSimultaneousRTs < 2)
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{
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MessageBox(0, "Warning - your graphics card does not support multiple render targets.", 0, 0);
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}
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// Device state would normally be set here
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return S_OK;
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}
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@ -19,7 +19,7 @@
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#include "Statistics.h"
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#include "Utils.h"
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#include "Profiler.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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@ -15,12 +15,13 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _PIXELSHADERMANAGER_H
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#define _PIXELSHADERMANAGER_H
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#ifndef _PIXELSHADERCACHE_H
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#define _PIXELSHADERCACHE_H
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#include "D3DBase.h"
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#include <map>
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#include "PixelShader.h"
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#include "VertexShader.h"
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@ -33,7 +34,6 @@ class PShaderCache
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struct PSCacheEntry
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{
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LPDIRECT3DPIXELSHADER9 shader;
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//CGPShader shader;
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int frameCount;
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PSCacheEntry()
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@ -48,7 +48,6 @@ class PShaderCache
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}
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};
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typedef std::map<tevhash, PSCacheEntry> PSCache;
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static PSCache pshaders;
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@ -61,4 +60,4 @@ public:
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};
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#endif // _PIXELSHADERMANAGER_H
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#endif // _PIXELSHADERCACHE_H
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@ -21,7 +21,7 @@
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#include "Statistics.h"
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#include "Utils.h"
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#include "Profiler.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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@ -15,8 +15,8 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VERTEXSHADERMANAGER_H
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#define _VERTEXSHADERMANAGER_H
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#ifndef _VERTEXSHADERCACHE_H
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#define _VERTEXSHADERCACHE_H
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#include "D3DBase.h"
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@ -54,4 +54,4 @@ public:
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static void SetShader();
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};
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#endif // _VERTEXSHADERMANAGER_H
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#endif // _VERTEXSHADERCACHE_H
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@ -123,7 +123,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader()
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}
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PSCacheEntry& newentry = pshaders[uid];
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char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(),
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(),
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Renderer::GetZBufferTarget() != 0,
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Renderer::GetRenderMode() != Renderer::RM_Normal);
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@ -227,7 +227,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
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u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
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// Needed for texture format using tlut.
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// TODO: Slower == Safer. Recalculate tlut lenght for each cases just to be sure.
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// TODO: Slower == Safer. Recalculate tlut length for each cases just to be sure.
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u32 hashseed = 0;
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switch (format) {
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case GX_TF_C4:
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@ -237,7 +237,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
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hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 256);
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break;
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case GX_TF_C14X2:
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hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 384);
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hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 512);
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break;
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}
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