| Commit message (Collapse) | Author | Age | Files | Lines |
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These enums were redundant.
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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v2: Mark atomic counters as read-only variables. Move offset overlap
code to the linker. Use the contains_atomic() convenience method.
v3: Use pointer to integer instead of non-const reference. Add
comment so we remember to add a spec quotation from the next GLSL
release once the issue of atomic counter aggregation within
structures is clarified.
v4 (idr): Don't use std::map because it's overkill. Add an assertion
that ctx->Const.MaxAtomicBufferBindings <= MAX_COMBINED_ATOMIC_BUFFERS.
Signed-off-by: Francisco Jerez <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This will simplify the addition of layout(location) qualifiers for
separate shader objects. This was validated with new piglit tests
arb_explicit_attrib_location/1.30/compiler/not-enabled-01.vert and
arb_explicit_attrib_location/1.30/compiler/not-enabled-02.vert.
v2: Refactor error checking to check_explicit_attrib_location_allowed
and eliminate the gotos. Suggested by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This will let us use strcasecmp() from anywhere inside Mesa without
having to worry about the fact that it doesn't exist in MSVC.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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From the GLSL 1.50 spec, section 4.3.8.1 (Input Layout Qualifiers):
The layout qualifier identifiers for geometry shader inputs are
layout-qualifier-id
points
lines
lines_adjacency
triangles
triangles_adjacency
And from section 4.3.8.2 (Output Layout Qualifiers)
The layout qualifier identifiers for geometry shader outputs are
layout-qualifier-id
points
line_strip
triangle_strip
max_vertices = integer-constant
We were erroneously allowing line_strip and triangle_strip to be used
as input qualifiers, and we were allowing lines, lines_adjacency,
triangles, and triangles_adjacency to be used as output qualifiers.
Fixes piglit tests "glsl-1.50-gs-{input,output}-layout-qualifiers *".
Reviewed-by: Ian Romanick <[email protected]>
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MSVC doesn't have a strcasecmp() function; it uses _stricmp() instead.
Reviewed-by: Jose Fonseca <[email protected]>
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In desktop GLSL, location qualifiers are case-insensitive. In GLSL
ES, they are case-sensitive. This patch handles the difference by
using a new function to match layout qualifiers,
match_layout_qualifier(), which calls either strcmp() or strcasecmp()
as appropriate.
Fixes piglit tests:
- layout-not-case-sensitive-in.geom
- layout-not-case-sensitive-max-vert.geom
- layout-not-case-sensitive-out.geom
- layout-not-case-sensitive.frag
Reviewed-by: Kenneth Graunke <[email protected]>
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Although it's not explicitly stated in the GLSL 1.50 spec, unsized
arrays are allowed in interface blocks.
section 1.2.3 (Changes from revision 5 of version 1.5) of the GLSL
1.50 spec says:
* Completed full update to grammar section. Tested spec examples
against it:
...
* add unsized arrays for block members
And section 7.1 (Vertex and Geometry Shader Special Variables)
includes an unsized array in the built-in gl_PerVertex interface
block:
out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];
};
Furthermore, GLSL 4.30 contains an example of an unsized array
occurring inside an interface block. From section 4.3.9 (Interface
Blocks):
uniform Transform { // API uses "Transform[2]" to refer to instance 2
mat4 ModelViewMatrix;
mat4 ModelViewProjectionMatrix;
vec4 a[]; // array will get implicitly sized
float Deformation;
} transforms[4];
This patch adds the parser rule to support unsized arrays inside
interface blocks. Later patches in the series will add the
appropriate semantics to handle them.
Fixes piglit tests:
- spec/glsl-1.50/execution/unsized-in-unnamed-interface-block
- spec/glsl-1.50/linker/unsized-in-unnamed-interface-block
Reviewed-by: Jordan Justen <[email protected]>
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This is better than overriding the extension enable based on the
language version; it's robust against shaders that do:
#version 140
#extension GL_ARB_uniform_buffer_object : disable
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Explicit attribute locations are supported with GLSL 3.30, GLSL ES 3.00,
or "#extension GL_ARB_explicit_attrib_location: enable". Using a helper
function makes it easy to check for this.
This enables support in GLSL 3.30, which was previously missing.
Previously, we overrode the extension enable flag for ES 3.00. This is
not robust against a shader such as:
#version 330
#extension GL_ARB_explicit_attrib_location : disable
Disabling extensions should not remove core language functionality.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Changes to the grammar for GL_ARB_shading_language_420pack (commit
6eec502) moved precision qualifiers out of the type_specifier production
chain. This caused declarations such as:
struct S {
lowp float f;
};
to generate parse errors. Section 4.1.8 (Structures) of both the GLSL
ES 1.00 spec and GLSL 1.30 specs says:
"Member declarators may contain precision qualifiers, but may not
contain any other qualifiers."
So, it sure seems like we shouldn't generate a parse error. :)
Instead of type_specifier, use fully_specified_type in struct members.
However, fully_specified_type allows a lot of other qualifiers that are
not allowed on structure members, so expeclitly disallow them.
Note, this makes struct_declaration look an awful lot like
member_declaration (used for interface blocks). We may want to
(somehow) unify these rules to reduce code duplication at some point.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68753
Reported-by: Aras Pranckevicius <[email protected]>
Cc: Aras Pranckevicius <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "9.2" <[email protected]>
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No longer used.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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The variable means that UBO qualifiers are allowed in a particular
context (e.g., not allowed in a struct field declaration), rather than a
particular set of UBO qualifiers are valid.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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GLSL 1.50 incorporates the functionality of the
ARB_fragment_coord_conventions extension, so we need to make this
functionality available even if the extension isn't enabled.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Limited semantic checking (compatibility between declarations, checking
that they're in the right shader target, etc.) is done.
v2: Remove stray debug printfs.
v3 (Paul Berry <[email protected]>): Process input layout
qualifiers at ast_to_hir time rather than at parse time, since certain
error conditions depend on the relative ordering between input layout
qualifiers, declarations, and calls to .length().
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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YYLEX_PARAM is no longer supported as of Bison 3.0. Instead, the Bison
developers recommend using %lex-param.
%lex-param takes a type and variable name, similar to %parse-param,
so you can't pass an arbitrary expression like state->scanner. But Flex
insists on passing the actual scanner object, not an arbitrary object
like state.
To solve this, the parser defines a wrapper lex() function which accepts
"state," and calls Flex's lex() function with state->scanner.
Fixes the build with Bison 3.0. Also works with Bison 2.7.1.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=67354
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Tested-by: Laurent Carlier <[email protected]>
Cc: "9.2" [email protected]
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Bison 3.0 removes the YYLEX_PARAM macro. In preparation for handling
this using %lex-param, the parser needs a wrapper function for the
actual Flex lex() function.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=67354
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Tested-by: Laurent Carlier <[email protected]>
Cc: "9.2" [email protected]
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The majority of calls to _mesa_glsl_error(), _mesa_glsl_warning(), and
_mesa_glsl_parse_state::check_version() use a message that begins with
a lower case letter and ends without a period. This patch makes all
messages follow that convention.
Also, error/warning messages shouldn't end in '\n', since
_mesa_glsl_msg() automatically adds '\n' at the end of the message.
Reviewed-by: Matt Turner <[email protected]>
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Nothing actually uses this yet.
v2: Remove >= 0 checks. They'll be handled in later validation.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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These were already semi-relaxed, since the storage qualifier rule
already skipped when 420pack was enabled.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The GL_ARB_shading_language_420pack extension/GLSL 4.20 split centroid
off into a new category, "auxiliary storage qualifiers," and allow these
to be placed anywhere in the series. So we have to stop recognizing
"centroid in"/"centroid out"/"centroid varying" in the grammar and get
more creative.
The same approach used before works here, too.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This is necessary for the parser to be able to accept precision
qualifiers not immediately adjacent to the type, such as "const highp
inout float foo".
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Currently, we store precision in ast_type_specifier, rather than
ast_type_qualifier. This works because precision is the last qualifier,
and immediately adjacent to the type.
Default precision statements (such as "precision highp float") are
represented as ast_type_specifier objects, with a boolean to indicate
that it's a default precision statement rather than an ordinary type.
ast_type_specifier::precision will be moving to ast_type_qualifier soon,
in order to support arbitrary qualifier ordering. However, we still
need to store a "this is a precision statement" flag /and/ the default
precision in ast_type_specifier.
This patch changes the boolean into a new field, default_precision.
If default_precision != ast_precision_none, it's a precision statement
with the specified precision. Otherwise, it's an ordinary type.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This makes the complier accept both "const in" and "in const".
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This will make it easy to support both "const in" and "in const", as
required by GLSL 4.20/ARB_shading_language_420pack.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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"Parameter direction qualifier" is a new term I invented just now; it's
not part of any GLSL specification.
This paves the way handling multiple parameter qualifiers, in any order,
as required by GLSL 4.20/ARB_shading_language_420pack.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Most of ast_type_qualifier is simply a bitfield (represented as a
structure of unsigned:1 bits in a union with an unsigned). However, it
also contains ARB_explicit_attrib_location's location/index fields.
In the past, this has worked by simply returning the layout qualifier's
ast_type_qualifier and merging the other bits into it. However, that's
not obvious until you break it by switching $1 and $2.
Using merge_qualifier() copies them appropriately, and also properly
overrides layout qualifiers. It also checks for duplicate qualifiers,
which renders some of the checks in the previous patch unnecessary.
However, those checks provide better error messages, such as "Duplicate
interpolation qualifier", rather than just "duplicate qualifier".
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The new 4.20 rules explicitly allow multiple layout(...) sections.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This makes the compiler accept invariant, storage, layout, and
interpolation qualifiers in any order when ARB_shading_language_420pack
is enabled.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The GL_ARB_shading_language_420pack extension/GLSL 4.20 allow qualifiers
to be specified in (basically) any order. In order to support this, we
can't hardcode the ordering restrictions in the grammar.
This patch alters the grammar to accept invariant, storage, layout, and
interpolation qualifiers in any order, but adds C code to enforce the
ordering requirements. In the 420pack case, we should be able to simply
skip the error checks.
As a bonus, this also lets us generate decent error messages, rather
than Bison's awful "unexpected TOKEN" errors.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Historically, we indented grammar production rules with a single 8-space
tab, but code inside of blocks used Mesa's 3-space indents.
This meant when editing code, you had to use an 8-space tab for the
first level of indentation, and 3-spaces after that. Unless you
specifically configure your editor to understand this, it will get the
indentation wrong on every single line you touch, which quickly devolves
into a colossal waste of time.
It's also inconsistent with every other file in the entire project.
This patch removes all tabs and moves to a consistent 3-space indent.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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When working on a parser, it's very easy to accidentally introduce
new shift/reduce conflicts. Failing the build guarantees they'll
be noticed and fixed.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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The single remaining shift/reduce conflict was the classic ELSE problem:
292 selection_rest_statement: statement . ELSE statement
293 | statement .
ELSE shift, and go to state 479
ELSE [reduce using rule 293 (selection_rest_statement)]
$default reduce using rule 293 (selection_rest_statement)
The correct behavior here is to shift, which is what happens by default.
However, resolving it explicitly will make it possible to fail the build
on new errors, making them much easier to detect.
The classic way to solve this is to use right associativity:
http://www.gnu.org/software/bison/manual/html_node/Non-Operators.html
Since there is no THEN token in GLSL, we need to fake one. %right THEN
creates a new terminal symbol; the %prec directive says to use the
precedence of that terminal.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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Required by GL_ARB_shading_language_420pack.
Parts based on work done by Todd Previte and Ken Graunke, implementing
basic support for C-style initializers of arrays.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Explicit index support was added by commit 1256a5dc.
Reviewed-by: Ian Romanick <[email protected]>
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If we didn't successfully parse the #version line, there's no point in
continuing with parsing and compiling: it's already failed.
Furthermore, it can actually be harmful: right after handling #version,
we call _mesa_glsl_initialize_types(), which checks state->es_shader and
language_version. If it isn't valid, it hits an assertion failure.
Fixes Piglit's "invalid-version-es." When processing "#version 110 es",
our code set state->es_shader and state->language_version = 110. It
then properly determined that this was invalid and flagged an error.
Since we continued anyway, we hit the assertion mentioned above.
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Previously uniform blocks allowed for the 'uniform' keyword
to be used with members of a uniform blocks. With interface
blocks 'in' can be used on 'in' interface block members and
'out' can be used on 'out' interface block members.
The basic_interface_block rule will verify that the same
qualifier type is used with the block and each member.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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An interface block member may specify the type:
in {
in vec4 in_var_with_qualifier;
};
When specified with the member, it must match the same
type as interface block type.
It can also omit the qualifier:
uniform {
vec4 uniform_var_without_qualifier;
};
When the type is not specified with the member,
it will adopt the same type as the interface block.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Interface blocks in GLSL 150 allow an instance name to be used.
v2:
* use state->check_version
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously only 'uniform' was allowed for uniform blocks.
Now, in/out can be parsed, but it will only be allowed for
GLSL >= 150.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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V2: - emit `sample` parameter properly for multisample texelFetch()
- fix spurious whitespace change
- introduce a new opcode ir_txf_ms rather than overloading the
existing ir_txf further. This makes doing the right thing in
the driver somewhat simpler.
V3: - fix weird whitespace
V4: - don't forget to include the new opcode in tex_opcode_strs[]
(thanks Kenneth for spotting this)
Signed-off-by: Chris Forbes <[email protected]>
[V2] Reviewed-by: Eric Anholt <[email protected]>
[V2] Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The size is parsed and stored in the AST, but it is not used yet.
Processing of the array size is added in the patch "glsl: Handle
instance array declarations"
v2: Update the commit message (suggested by Carl Worth). Add a comment
to ast_uniform_block::array_size (suggested by Paul Berry).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In GLSL ES 3.00 (and GLSL 1.50), uniform blocks can have an associated
"instance name", which essentially namespaces the variables inside.
This patch adds basic parsing for this new feature, but doesn't yet hook
it up to actually do anything yet.
It does not support for arrays of interface blocks; a later commit will
take care of that.
This change temporarily regresses the piglit test
interface-name-access-without-interface-name.vert. This shader failed
to compile before (the expected result), but it failed to compile for
the wrong reason. This is not a real regression.
v2: Add some comments to ast_uniform_block::instance_name. Suggested by
Paul Berry.
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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