| Commit message (Collapse) | Author | Age | Files | Lines |
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This is needed for the FILE * type in brw_print_vue_map().
Apparently, all files that include brw_compiler.h already pick this up
via some include chain, so this isn't actually a build fix. However,
I have patches which introduce new consumers of brw_compiler.h that
fail to build because of the missing #include.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Boyan Ding <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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v2: from Martin Peres
- Replace a tab with spaces
v3: from Martin Peres
- disable EGL_KHR_image_pixmap when is_different_gpu is set (Axel Davy)
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Martin Peres <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Used to support EGL_KHR_image_pixmap.
Signed-off-by: Boyan Ding <[email protected]>
Reviewed-by: Martin Peres <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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v2: From Martin Peres
- Tell we are compiling the dri3 backend in configure.ac
- Update the Makefile.am
- get rid of the LIBDRM_HAS_RENDERNODE_SUPPORT macro
- fix some warnings related to EGLuint64KHR to int64_t conversions
- use dri2_get_dri_config to get the __DRIconfig instead of open-coding it
- replace the occasional tabs with spaces
v3: From Martin Peres
- fix and indent problem (Matt Turner)
- drop the authenticate function, use NULL in the vtable instead (Emil)
- drop some useless includes (Emil Velikov)
- mandate libdrm (Emil Velikov)
- link to xcb-dri3 (Kristian Høgsberg)
- convert to the new loader interface for drwable (Kristian)
- remove some dead code after the dropping of some vfuncs (Kristian)
- add a comment on the topic of rendering to the frontbuffer
v4: From Martin Peres
- do not expose the preserved swap behavior (Acked by Eric Anholt)
Signed-off-by: Boyan Ding <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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_EGLSurface
dri3 for EGL will use different struct other than dri2_egl_surface for
an EGL surface, the common code only uses __DRIdrawable from that
struct, so instead of converting _EGLSurface to dri2_egl_surface, let
the platform code return the __DRIdrawable by its own (although the
current platforms use the same function).
v2: From Martin Peres
- convert to the new drawable interface (Kristian)
Signed-off-by: Boyan Ding <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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v2: From Martin Peres
- convert to the new drawable interface
- delete dead code after the dropping of some vfuncs
- delete the width and height attributes since they are found in the helper
Signed-off-by: Boyan Ding <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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v2: From Martin Peres
- Try to fit in the 80-col limit as much as possible
v3: From Martin Peres
- introduce loader_dri3_helper.la to avoid dragging the xcb dep everywhere (Kristian & Emil)
- get rid of the width, height, dri_screen and is_different_gpu vfuncs (Kristian)
- replace the create/destroy functions with init/fini for dri3 drawables
- prefix static functions with dri3_ and exported ones with loader_dri3 (Emil)
- keep the function definition consistent (Emil)
Signed-off-by: Boyan Ding <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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brw_compile_gs() should return a pointer to unsigned, but it is returning the
bool 'false' at some point, hence annoying us with a compiler warning:
In function 'const unsigned int* brw::brw_compile_gs(const brw_compiler*,
void*, void*, const brw_gs_prog_key*, brw_gs_prog_data*, const nir_shader*,
gl_shader_program*, int, unsigned int*, char**)':
brw_vec4_gs_visitor.cpp:776:14: warning: converting 'false' to pointer type
'const unsigned int*' [-Wconversion-null]
return false;
^
Reviewed-by: Jordan Justen <[email protected]>
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constructor
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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interface block
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Precision qualifier should be ignored on desktop OpenGL.
v2: include spec quote (Samuel)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Fixes issues with tessellation builtin variables since precision was
introduced to IR with commit f84bc57d7dc02fceb805803131426c791eadeff9.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Up until now, we've been letting core Mesa initialize it to 36 for us
(which is presumably BRW_MAX_UBO (12) * (VS+GS+FS stages -> 3)).
With compute and tessellation, we need to increase this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This was getting pretty out of hand, and with compute partially in place
and tessellation on the way, it was only going to get worse.
This patch makes a "stage exists?" predicate and a "number of stages"
count and uses them to clean up a lot of calculations. We can just
loop over shader stages and set things for the ones that exist. For
combined counts, we can just multiply by the number of stages.
It also tries to organize a little bit.
We should probably use _mesa_has_geometry_shaders/tessellation/compute
here, but we can't because ctx->Version isn't initialized yet. Perhaps
that could be fixed in the future.
No change in "glxinfo -l" on Broadwell.
v2: Drop stray compute shader hunk. Mark stage_exists as const.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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I was going to add scalar_tcs and scalar_tes flags, and then thought
better of it and decided to convert this to an array. Simpler.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Since 779cabfc7d022de8b7b9bc7fdac0caffa8646c51 the same txformat table entries
are used for "normal" texturing as well as for blits. However, I forgot to put
in an entry for the bgrx8 (le) and xrgb8 (be) formats - the normal texturing
path can't hit them because the radeon tex format chooser will never chose
them, but we get that format from the dri buffers (at least I assume we got
it from there).
This is untested but essentially addressing the same bug as for radeon.
(I don't think that the second entry per le/be table is actually necessary,
but shouldn't hurt...)
Tested-by: Ian Romanick <[email protected]>
Acked-by: Alex Deucher <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: "11.0" <[email protected]>
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Since d21320f6258b2e1780a15c1ca718963d8a15ca18 the same txformat table entries
are used for "normal" texturing as well as for blits. However, I forgot to put
in an entry for the bgrx8 (le) and xrgb8 (be) formats - the normal texturing
path can't hit them because the radeon tex format chooser will never chose
them, but we get that format from the dri buffers (at least I assume we got
it from there). This caused lots of piglit regressions (and probably lots of
trouble outside piglit too).
This fixes bug https://bugs.freedesktop.org/show_bug.cgi?id=92900.
Tested-by: Ian Romanick <[email protected]>
Acked-by: Alex Deucher <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: "11.0" <[email protected]>
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fallback_required
Previously GL_FRAMEBUFFER was used. However, if GL_EXT_framebuffer_blit
is supported (note: it is supported by every Mesa driver), this is
*sometimes* an alias for GL_DRAW_FRAMEBUFFER (getters) and *sometimes*
an alias for *both* GL_DRAW_FRAMEBUFFER and GL_READ_FRAMEBUFFER
(setters). As a result, the code saved one binding but modified both.
If the bindings were different, the GL_READ_FRAMEBUFFER would be
incorrect on exit.
Fixes the piglit fbo-generatemipmap-versus-READ_FRAMEBUFFER test.
Ideally this function would use DSA functions and not modify the binding
at all. However, that would be a much more intrusive change because
_mesa_meta_bind_fbo_image would also need to be modified.
_mesa_meta_bind_fbo_image has a lot of callers. Much of this code is
about to get a major rework due to bug #92363, so I don't think it
matters too much. In fact, I discovered this bug while working on the
other bug. Le bon temps!
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Requires proper kernel tiling configuration so check the tiling
config registers.
v2: send the right version of the patch
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
Cc: [email protected]
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The offset is different on CI and newer.
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Alex Deucher <[email protected]>
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Signed-off-by: Neil Roberts <[email protected]>
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Otherwise it won't end up in the tarball.
Signed-off-by: Emil Velikov <[email protected]>
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Replace the current loop by a direct call to _mesa_fls() function.
It also fixes an implicit bug in the current code where num_textures
seems to be one value less than it should be when sh->Program->SamplersUsed > 0.
For instance, num_textures is 0 instead of 1 when
sh->Program->SamplersUsed is 1.
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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If a source operand in a MOV has source modifiers, then we cannot
copy-propagate it from the parent instruction and remove the MOV.
v2: remove the check for source modifiers from is_move() (Jason)
v3: Put the check for source modifiers back into is_move() since
this function is called from copy_prop_alu_src(). Add source
modifiers checks to is_vec() instead.
Reviewed-by: Jason Ekstrand <[email protected]>
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Only the regular "clear" call is supposed to respect the render
condition. The rest should ignore it.
Signed-off-by: Ilia Mirkin <[email protected]>
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The geometry and tessellation control shader stages both read from
multiple URB entries (one per vertex). The thread payload contains
several URB handles which reference these separate memory segments.
In GLSL, these inputs are represented as per-vertex arrays; the
outermost array index selects which vertex's inputs to read. This
array index does not necessarily need to be constant.
To handle that, we need to use indirect addressing on GRFs to select
which of the thread payload registers has the appropriate URB handle.
(This is before we can even think about applying the pull model!)
This patch introduces a new opcode which performs a MOV from a
source using VxH indirect addressing (which allows each of the 8
SIMD channels to select distinct data.)
Based on a patch by Jason Ekstrand.
v2: Rename from INDIRECT_THREAD_PAYLOAD_MOV to MOV_INDIRECT; make it
a bit more generic. Use regs_read() instead of hacking up the
register allocator. (Suggested by Jason Ekstrand.)
v3: Fix regs_read() to be more accurate for small unaligned regions.
Also rebase on Matt's work.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]> [v3]
Reviewed-by: Abdiel Janulgue <[email protected]> [v1]
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Currently only one metric is exposed but more will be added later.
Signed-off-by: Samuel Pitoiset <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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These compute-related MP performance counters have been reverse
engineered using CUPTI which is part of NVIDIA CUDA.
As for nvc0, we use a compute kernel to read out those performance
counters, and the command stream to configure them. Note that Tesla
only exposes 4 MP performance counters, while Fermi has 8.
Only G84+ is supported because G80 is an old and weird card.
Tested on G84, G96, G200, MCP79 and GT218 with glxgears, glxspheres64,
xonotic-glx, heaven and valley.
Signed-off-by: Samuel Pitoiset <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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This adds the ability to launch simple compute kernels like the one I
will use to read out MP performance counters in the upcoming patch.
This compute support is based on the work of Francisco Jerez (aka curro)
that he did as part of his EVoC project in 2011/2012 to get OpenCL
working on Tesla. His original work can be found here:
https://github.com/curro/mesa/commits/nv50-compute
I did some improvements on the original code, like fixing using both 3D
and COMPUTE simultaneously, improving global buffers binding, and making
the code closer to what nvc0 already does. This compute support has been
tested by Pierre Moreau and myself with some compute kernels. This is a
step towards OpenCL.
Speaking about this, it seems like compute programs overlap fragment
programs when they are used both. To fix this, we need to re-validate
fragment programs when binding compute programs and vice versa.
Note that, textures, samplers and surfaces still need to be implemented.
Signed-off-by: Samuel Pitoiset <[email protected]>
Tested-by: Pierre Moreau <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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As for nvc0, we need to free memory allocated by interpolation
parameters. This fixes a memory leak spotted by valgrind.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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No need to allocate more GPR than used in the compute kernel which
reads MP performance counters on Fermi.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
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nir/nir_control_flow.c: In function ‘split_block_cursor.isra.11’:
nir/nir_control_flow.c:460:15: warning: ‘after’ may be used uninitialized in this function [-Wmaybe-uninitialized]
*_after = after;
^
nir/nir_control_flow.c:458:16: warning: ‘before’ may be used uninitialized in this function [-Wmaybe-uninitialized]
*_before = before;
^
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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We need to use per-slot offsets when there's non-uniform indexing,
as each SIMD channel could have a different index. We want to use
them for any non-constant index (even if uniform), as it lives in
the message header instead of the descriptor, allowing us to set
offsets in GRFs rather than immediates.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Abdiel Janulgue <[email protected]>
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GLSL 4.00 and GL_ARB_gpu_shader5 introduced a new int -> uint implicit
conversion rule and updated the rules for modulus to use them. (In
earlier languages, none of the implicit conversion rules did anything
relevant, so there was no point in applying them.)
This allows expressions such as:
int foo;
uint bar;
uint mod = foo % bar;
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I've been carrying around a patch to do this for the last few months,
and it's been exceedingly useful for debugging GS and tessellation
problems. I've caught lots of bugs by inspecting the interface
expectations of two adjacent stages.
It's not that much spam, so I figure we may as well just print it.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Matt Turner <[email protected]>
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This makes expressions like component(fs_reg(ATTR, n), 7) get a proper
<0,1,0> region instead of the invalid <0,8,0>.
Nobody uses this today, but I plan to.
v2: Rebase on Matt's changes; simplify.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]> [v1]
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With the many variants of IO intrinsics, particular sources are often in
different locations. It's convenient to say "give me the indirect
offset" or "give me the vertex index" and have it just work, without
having to think about exactly which kind of intrinsic you have.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We'd like to shadow these when possible, but the current code doesn't
work properly for TCS outputs. For now, disable it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Normally, we rely on nir_lower_outputs_to_temporaries to create shadow
variables for outputs, buffering the results and writing them all out
at the end of the program. However, this is infeasible for tessellation
control shader outputs.
Tessellation control shaders can generate multiple output vertices, and
write per-vertex outputs. These are arrays indexed by the vertex
number; each thread only writes one element, but can read any other
element - including those being concurrently written by other threads.
The barrier() intrinsic synchronizes between threads.
Even if we tried to shadow every output element (which is of dubious
value), we'd have to read updated values in at barrier() time, which
means we need to allow output reads.
Most stages should continue using nir_lower_outputs_to_temporaries(),
but in theory drivers could choose not to if they really wanted.
v2: Rebase to accomodate Jason's review feedback.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Similar to nir_load_per_vertex_input, but for outputs. This is not
useful in geometry shaders, but will be useful in tessellation shaders.
v2: Change stage_uses_per_vertex_outputs() to is_per_vertex_output(),
taking a nir_variable (requested by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Tessellation control shader inputs are an array indexed by the vertex
number, like geometry shader inputs. There aren't per-patch TCS inputs.
Tessellation evaluation shaders have both per-vertex and per-patch
inputs. Per-vertex inputs get the new intrinsics; per-patch inputs
continue to use the ordinary load_input intrinsics, as they already
work like we want them to.
v2: Change stage_uses_per_vertex_inputs into is_per_vertex_input(),
which takes a variable (requested by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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brw_meta_fast_clear.c: In function 'get_buffer_rect':
brw_meta_fast_clear.c:318:37: warning: unused parameter 'brw' [-Wunused-parameter]
get_buffer_rect(struct brw_context *brw, struct gl_framebuffer *fb,
^
brw_meta_fast_clear.c:319:44: warning: unused parameter 'irb' [-Wunused-parameter]
struct intel_renderbuffer *irb, struct rect *rect)
^
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Cc: "10.6 11.0" <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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