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156 lines
9.5 KiB
156 lines
9.5 KiB
using System;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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namespace FidelityFX
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{
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/// <summary>
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/// Helper class for bundling and managing persistent resources required by the FSR2 process.
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/// This includes lookup tables, default fallback resources and double-buffered resources that get swapped between frames.
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/// </summary>
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internal class Fsr2Resources
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{
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public Texture2D DefaultExposure;
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public Texture2D DefaultReactive;
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public Texture2D LanczosLut;
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public Texture2D MaximumBiasLut;
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public RenderTexture AutoExposure;
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public RenderTexture SceneLuminance;
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public readonly RenderTexture[] DilatedMotionVectors = new RenderTexture[2];
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public readonly RenderTexture[] LockStatus = new RenderTexture[2];
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public readonly RenderTexture[] InternalUpscaled = new RenderTexture[2];
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public readonly RenderTexture[] LumaHistory = new RenderTexture[2];
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public void Create(Fsr2.ContextDescription contextDescription)
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{
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// Generate the data for the LUT
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const int lanczos2LutWidth = 128;
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float[] lanczos2Weights = new float[lanczos2LutWidth];
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for (int currentLanczosWidthIndex = 0; currentLanczosWidthIndex < lanczos2LutWidth; ++currentLanczosWidthIndex)
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{
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float x = 2.0f * currentLanczosWidthIndex / (lanczos2LutWidth - 1);
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float y = Fsr2.Lanczos2(x);
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lanczos2Weights[currentLanczosWidthIndex] = y;
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}
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float[] maximumBias = new float[MaximumBiasTextureWidth * MaximumBiasTextureHeight];
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for (int i = 0; i < maximumBias.Length; ++i)
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{
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maximumBias[i] = MaximumBias[i] / 2.0f;
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}
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// Resource FSR2_LanczosLutData: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R16_SNORM, FFX_RESOURCE_FLAGS_NONE
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// R16_SNorm textures are not supported by Unity on most platforms, strangely enough. So instead we use R32_SFloat and upload pre-normalized float data.
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LanczosLut = new Texture2D(lanczos2LutWidth, 1, GraphicsFormat.R32_SFloat, TextureCreationFlags.None) { name = "FSR2_LanczosLutData" };
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LanczosLut.SetPixelData(lanczos2Weights, 0);
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LanczosLut.Apply();
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// Resource FSR2_MaximumUpsampleBias: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R16_SNORM, FFX_RESOURCE_FLAGS_NONE
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MaximumBiasLut = new Texture2D(MaximumBiasTextureWidth, MaximumBiasTextureHeight, GraphicsFormat.R32_SFloat, TextureCreationFlags.None) { name = "FSR2_MaximumUpsampleBias" };
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MaximumBiasLut.SetPixelData(maximumBias, 0);
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MaximumBiasLut.Apply();
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// Resource FSR2_DefaultExposure: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R32G32_FLOAT, FFX_RESOURCE_FLAGS_NONE
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DefaultExposure = new Texture2D(1, 1, GraphicsFormat.R32G32_SFloat, TextureCreationFlags.None) { name = "FSR2_DefaultExposure" };
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DefaultExposure.SetPixel(0, 0, Color.clear);
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DefaultExposure.Apply();
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// Resource FSR2_DefaultReactivityMask: FFX_RESOURCE_USAGE_READ_ONLY, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_NONE
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DefaultReactive = new Texture2D(1, 1, GraphicsFormat.R8_UNorm, TextureCreationFlags.None) { name = "FSR2_DefaultReactivityMask" };
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DefaultReactive.SetPixel(0, 0, Color.clear);
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DefaultReactive.Apply();
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// Resource FSR2_AutoExposure: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R32G32_FLOAT, FFX_RESOURCE_FLAGS_NONE
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AutoExposure = new RenderTexture(1, 1, 0, GraphicsFormat.R32G32_SFloat) { name = "FSR2_AutoExposure", enableRandomWrite = true };
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AutoExposure.Create();
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// Resource FSR2_ExposureMips: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
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// This is a rather special case: it's an aliasable resource, but because we require a mipmap chain and bind specific mip levels per shader, we can't easily use temporary RTs for this.
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int w = contextDescription.MaxRenderSize.x / 2, h = contextDescription.MaxRenderSize.y / 2;
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int mipCount = 1 + Mathf.FloorToInt(Mathf.Log(Math.Max(w, h), 2.0f));
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SceneLuminance = new RenderTexture(w, h, 0, GraphicsFormat.R16_SFloat, mipCount) { name = "FSR2_ExposureMips", enableRandomWrite = true, useMipMap = true, autoGenerateMips = false };
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SceneLuminance.Create();
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// Resources FSR2_InternalDilatedVelocity1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_NONE
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CreateDoubleBufferedResource(DilatedMotionVectors, "FSR2_InternalDilatedVelocity", contextDescription.MaxRenderSize, GraphicsFormat.R16G16_SFloat);
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// Resources FSR2_LockStatus1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16_FLOAT, FFX_RESOURCE_FLAGS_NONE
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CreateDoubleBufferedResource(LockStatus, "FSR2_LockStatus", contextDescription.DisplaySize, GraphicsFormat.R16G16_SFloat);
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// Resources FSR2_InternalUpscaled1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_NONE
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CreateDoubleBufferedResource(InternalUpscaled, "FSR2_InternalUpscaled", contextDescription.DisplaySize, GraphicsFormat.R16G16B16A16_SFloat);
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// Resources FSR2_LumaHistory1/2: FFX_RESOURCE_USAGE_RENDERTARGET | FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8B8A8_UNORM, FFX_RESOURCE_FLAGS_NONE
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CreateDoubleBufferedResource(LumaHistory, "FSR2_LumaHistory", contextDescription.DisplaySize, GraphicsFormat.R8G8B8A8_UNorm);
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}
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private static void CreateDoubleBufferedResource(RenderTexture[] resource, string name, Vector2Int size, GraphicsFormat format)
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{
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for (int i = 0; i < 2; ++i)
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{
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resource[i] = new RenderTexture(size.x, size.y, 0, format) { name = name + (i + 1), enableRandomWrite = true };
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resource[i].Create();
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}
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}
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public void Destroy()
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{
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DestroyResource(LumaHistory);
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DestroyResource(InternalUpscaled);
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DestroyResource(LockStatus);
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DestroyResource(DilatedMotionVectors);
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DestroyResource(ref SceneLuminance);
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DestroyResource(ref AutoExposure);
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DestroyResource(ref DefaultReactive);
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DestroyResource(ref DefaultExposure);
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DestroyResource(ref MaximumBiasLut);
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DestroyResource(ref LanczosLut);
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}
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private static void DestroyResource(ref Texture2D resource)
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{
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if (resource == null)
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return;
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UnityEngine.Object.Destroy(resource);
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resource = null;
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}
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private static void DestroyResource(ref RenderTexture resource)
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{
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if (resource == null)
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return;
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resource.Release();
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resource = null;
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}
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private static void DestroyResource(RenderTexture[] resource)
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{
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for (int i = 0; i < resource.Length; ++i)
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DestroyResource(ref resource[i]);
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}
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private const int MaximumBiasTextureWidth = 16;
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private const int MaximumBiasTextureHeight = 16;
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private static readonly float[] MaximumBias =
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{
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.876f, 1.809f, 1.772f, 1.753f, 1.748f,
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.869f, 1.801f, 1.764f, 1.745f, 1.739f,
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.976f, 1.841f, 1.774f, 1.737f, 1.716f, 1.71f,
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.914f, 1.784f, 1.716f, 1.673f, 1.649f, 1.641f,
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.793f, 1.676f, 1.604f, 1.562f, 1.54f, 1.533f,
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.802f, 1.619f, 1.536f, 1.492f, 1.467f, 1.454f, 1.449f,
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.812f, 1.575f, 1.496f, 1.456f, 1.432f, 1.416f, 1.408f, 1.405f,
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.555f, 1.479f, 1.438f, 1.413f, 1.398f, 1.387f, 1.381f, 1.379f,
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.812f, 1.555f, 1.474f, 1.43f, 1.404f, 1.387f, 1.376f, 1.368f, 1.363f, 1.362f,
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2.0f, 2.0f, 2.0f, 2.0f, 2.0f, 1.802f, 1.575f, 1.479f, 1.43f, 1.401f, 1.382f, 1.369f, 1.36f, 1.354f, 1.351f, 1.35f,
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2.0f, 2.0f, 1.976f, 1.914f, 1.793f, 1.619f, 1.496f, 1.438f, 1.404f, 1.382f, 1.367f, 1.357f, 1.349f, 1.344f, 1.341f, 1.34f,
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1.876f, 1.869f, 1.841f, 1.784f, 1.676f, 1.536f, 1.456f, 1.413f, 1.387f, 1.369f, 1.357f, 1.347f, 1.341f, 1.336f, 1.333f, 1.332f,
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1.809f, 1.801f, 1.774f, 1.716f, 1.604f, 1.492f, 1.432f, 1.398f, 1.376f, 1.36f, 1.349f, 1.341f, 1.335f, 1.33f, 1.328f, 1.327f,
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1.772f, 1.764f, 1.737f, 1.673f, 1.562f, 1.467f, 1.416f, 1.387f, 1.368f, 1.354f, 1.344f, 1.336f, 1.33f, 1.326f, 1.323f, 1.323f,
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1.753f, 1.745f, 1.716f, 1.649f, 1.54f, 1.454f, 1.408f, 1.381f, 1.363f, 1.351f, 1.341f, 1.333f, 1.328f, 1.323f, 1.321f, 1.32f,
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1.748f, 1.739f, 1.71f, 1.641f, 1.533f, 1.449f, 1.405f, 1.379f, 1.362f, 1.35f, 1.34f, 1.332f, 1.327f, 1.323f, 1.32f, 1.319f,
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};
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}
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}
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