Trying to fix invalid descriptorlayout
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@@ -1,11 +1,14 @@
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#include "BasePass.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Window.h"
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#include "Scene/Components/CameraComponent.h"
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#include "Scene/Actor/CameraActor.h"
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using namespace Seele;
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BasePassMeshProcessor::BasePassMeshProcessor(const PScene scene, Gfx::PGraphics graphics, uint8 translucentBasePass)
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BasePassMeshProcessor::BasePassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass)
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: MeshProcessor(scene, graphics)
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, target(viewport)
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, translucentBasePass(translucentBasePass)
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{
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}
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@@ -16,31 +19,49 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
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void BasePassMeshProcessor::addMeshBatch(
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const MeshBatch& batch,
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const PPrimitiveComponent primitiveComponent,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 staticMeshId)
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{
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const PMaterial material = batch.material;
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const PMaterialAsset material = batch.material;
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const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
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const PVertexShaderInput vertexInput = batch.vertexInput;
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//TODO query tesselation
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const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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const Gfx::ShaderCollection* collection = material->getRenderMaterial()->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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assert(collection != nullptr);
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for(uint32 i = 0; i < batch.elements.size(); ++i)
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{
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Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocatedDescriptorSet();
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descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer);
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descriptorSet->writeChanges();
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cachedPrimitiveSets.add(descriptorSet);
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}
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Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
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buildMeshDrawCommand(batch,
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primitiveComponent,
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renderPass,
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renderCommand,
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material,
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collection->vertexShader,
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collection->controlShader,
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collection->evalutionShader,
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collection->geometryShader,
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collection->fragmentShader,
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false);
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renderCommand->setViewport(target);
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uint32 primitiveDescriptorIndex = 0;
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for(uint32 i = 0; i < batch.elements.size(); ++i)
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{
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pipelineLayout->addDescriptorLayout(2, material->getRenderMaterial()->getDescriptorLayout());
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pipelineLayout->create();
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descriptorSets[2] = material->getDescriptor();
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descriptorSets[3] = cachedPrimitiveSets[primitiveDescriptorIndex++];
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buildMeshDrawCommand(batch,
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// primitiveComponent,
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renderPass,
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pipelineLayout,
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renderCommand,
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descriptorSets,
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collection->vertexShader,
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collection->controlShader,
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collection->evalutionShader,
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collection->geometryShader,
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collection->fragmentShader,
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false);
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}
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renderCommands.add(renderCommand);
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}
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@@ -52,12 +73,16 @@ Array<Gfx::PRenderCommand> BasePassMeshProcessor::getRenderCommands()
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void BasePassMeshProcessor::clearCommands()
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{
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renderCommands.clear();
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cachedPrimitiveSets.clear();
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}
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BasePass::BasePass(const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport)
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: processor(new BasePassMeshProcessor(scene, graphics, false))
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BasePass::BasePass(const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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: processor(new BasePassMeshProcessor(scene, viewport, graphics, false))
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, scene(scene)
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, graphics(graphics)
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, viewport(viewport)
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, descriptorSets(4)
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, source(source->getCameraComponent())
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{
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Gfx::PRenderTargetAttachment colorAttachment = new Gfx::SwapchainAttachment(viewport->getOwner());
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TextureCreateInfo depthBufferInfo;
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@@ -70,20 +95,83 @@ BasePass::BasePass(const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport v
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new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
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renderPass = graphics->createRenderPass(layout);
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BulkResourceData uniformInitializer;
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basePassLayout = graphics->createPipelineLayout();
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lightLayout = graphics->createDescriptorLayout();
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lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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uniformInitializer.size = sizeof(LightEnv);
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uniformInitializer.data = (uint8*)&scene->getLightEnvironment();
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lightUniform = graphics->createUniformBuffer(uniformInitializer);
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lightLayout->create();
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basePassLayout->addDescriptorLayout(0, lightLayout);
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descriptorSets[0] = lightLayout->allocatedDescriptorSet();
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viewLayout = graphics->createDescriptorLayout();
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viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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uniformInitializer.size = sizeof(ViewParameter);
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uniformInitializer.data = (uint8*)&viewParams;
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viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
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viewLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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uniformInitializer.size = sizeof(ScreenToViewParameter);
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uniformInitializer.data = (uint8*)&screenToViewParams;
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screenToViewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
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viewLayout->create();
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basePassLayout->addDescriptorLayout(1, viewLayout);
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descriptorSets[1] = viewLayout->allocatedDescriptorSet();
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primitiveLayout = graphics->createDescriptorLayout();
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primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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primitiveLayout->create();
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basePassLayout->addDescriptorLayout(3, primitiveLayout);
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}
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BasePass::~BasePass()
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BasePass::~BasePass()
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{
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}
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void BasePass::beginFrame()
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{
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processor->clearCommands();
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primitiveLayout->reset();
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BulkResourceData uniformUpdate;
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uniformUpdate.size = sizeof(LightEnv);
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uniformUpdate.data = (uint8*)&scene->getLightEnvironment();
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lightUniform->updateContents(uniformUpdate);
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descriptorSets[0]->beginFrame();
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descriptorSets[0]->updateBuffer(0, lightUniform);
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descriptorSets[0]->writeChanges();
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viewParams.viewMatrix = source->getViewMatrix();
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viewParams.projectionMatrix = source->getProjectionMatrix();
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viewParams.cameraPosition = Vector4(source->getTransform().getPosition(), 0);
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screenToViewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix);
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screenToViewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
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uniformUpdate.size = sizeof(ViewParameter);
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamBuffer->updateContents(uniformUpdate);
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uniformUpdate.size = sizeof(ScreenToViewParameter);
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uniformUpdate.data = (uint8*)&screenToViewParams;
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screenToViewParamBuffer->updateContents(uniformUpdate);
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descriptorSets[1]->beginFrame();
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descriptorSets[1]->updateBuffer(0, viewParamBuffer);
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descriptorSets[1]->updateBuffer(1, screenToViewParamBuffer);
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descriptorSets[1]->writeChanges();
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}
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void BasePass::render()
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{
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processor->clearCommands();
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graphics->beginRenderPass(renderPass);
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for (auto &&primitive : scene->getStaticMeshes())
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{
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processor->addMeshBatch(primitive, nullptr, renderPass);
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processor->addMeshBatch(primitive, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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}
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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}
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void BasePass::endFrame()
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{
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}
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