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https://github.com/Lime3DS/Lime3DS.git
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initial sloppy texture dumping implementation (opengl only)
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@ -14,6 +14,7 @@
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#include <vector>
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#include <boost/range/iterator_range.hpp>
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#include <glad/glad.h>
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#include <lodepng.h>
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#include "common/alignment.h"
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#include "common/bit_field.h"
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#include "common/color.h"
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@ -22,8 +23,11 @@
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#include "common/microprofile.h"
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#include "common/scope_exit.h"
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#include "common/vector_math.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/hle/kernel/process.h"
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#include "core/memory.h"
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#include "core/settings.h"
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#include "video_core/pica_state.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
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@ -860,6 +864,27 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
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ASSERT(gl_buffer_size == width * height * GetGLBytesPerPixel(pixel_format));
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// Decode and dump texture if texture dumping is enabled
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bool should_dump = false;
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std::string dump_path;
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if (Settings::values.dump_textures) {
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dump_path = fmt::format("{}/textures", FileUtil::GetUserPath(FileUtil::UserPath::DumpDir));
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if (!FileUtil::IsDirectory(dump_path))
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FileUtil::CreateDir(dump_path);
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dump_path += fmt::format(
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"/{:016X}",
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Core::System::GetInstance().Kernel().GetCurrentProcess()->codeset->program_id);
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if (!FileUtil::IsDirectory(dump_path))
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FileUtil::CreateDir(dump_path);
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// Hash the encoded texture
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const u64 tex_hash = Common::ComputeHash64(gl_buffer.get(), gl_buffer_size);
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dump_path += fmt::format("/tex1_{}x{}_{:016X}_{}.png", width, height, tex_hash,
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static_cast<u32>(pixel_format));
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if (!FileUtil::Exists(dump_path)) {
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should_dump = true;
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}
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}
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// Load data from memory to the surface
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GLint x0 = static_cast<GLint>(rect.left);
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GLint y0 = static_cast<GLint>(rect.bottom);
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@ -896,6 +921,37 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
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&gl_buffer[buffer_offset]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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if (should_dump) {
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// Dump texture to RGBA8 and encode as PNG
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LOG_INFO(Render_OpenGL, "Dumping texture to {}", dump_path);
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std::vector<u8> decoded_texture;
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std::vector<u8> png;
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decoded_texture.resize(width * height * 4);
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glBindTexture(GL_TEXTURE_2D, target_tex);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &decoded_texture[0]);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Flip the RGBA8 texture
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assert(rgba8_tex.size() = width * height * 4);
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const u64 line_size = width * 4;
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// Thanks MSVC for not being able to make variable length arrays
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u8* temp_row = new u8[line_size];
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u32 offset_1;
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u32 offset_2;
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for (u64 line = 0; line < height / 2; line++) {
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offset_1 = line * line_size;
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offset_2 = (height - line - 1) * line_size;
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// Swap lines
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std::memcpy(temp_row, &decoded_texture[offset_1], line_size);
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std::memcpy(&decoded_texture[offset_1], &decoded_texture[offset_2], line_size);
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std::memcpy(&decoded_texture[offset_2], temp_row, line_size);
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}
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delete temp_row;
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u32 png_error = lodepng::encode(dump_path, decoded_texture, width, height);
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if (png_error) {
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LOG_CRITICAL(Render_OpenGL, "Failed to save decoded texture! {}",
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lodepng_error_text(png_error));
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}
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}
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cur_state.texture_units[0].texture_2d = old_tex;
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cur_state.Apply();
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@ -1045,7 +1101,8 @@ Surface FindMatch(const SurfaceCache& surface_cache, const SurfaceParams& params
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surface->type != SurfaceType::Fill)
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return;
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// Found a match, update only if this is better than the previous one
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// Found a match, update only if this is better than the previous
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// one
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auto UpdateMatch = [&] {
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match_surface = surface;
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match_valid = is_valid;
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@ -1244,8 +1301,8 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params, ScaleMatc
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if (surface == nullptr) {
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u16 target_res_scale = params.res_scale;
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if (match_res_scale != ScaleMatch::Exact) {
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// This surface may have a subrect of another surface with a higher res_scale, find it
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// to adjust our params
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// This surface may have a subrect of another surface with a higher
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// res_scale, find it to adjust our params
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SurfaceParams find_params = params;
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Surface expandable = FindMatch<MatchFlags::Expand | MatchFlags::Invalid>(
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surface_cache, find_params, match_res_scale);
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@ -1346,7 +1403,8 @@ SurfaceRect_Tuple RasterizerCacheOpenGL::GetSurfaceSubRect(const SurfaceParams&
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// Can't have gaps in a surface
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new_params.width = aligned_params.stride;
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new_params.UpdateParams();
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// GetSurface will create the new surface and possibly adjust res_scale if necessary
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// GetSurface will create the new surface and possibly adjust res_scale if
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// necessary
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surface = GetSurface(new_params, match_res_scale, load_if_create);
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} else if (load_if_create) {
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ValidateSurface(surface, aligned_params.addr, aligned_params.size);
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@ -1503,9 +1561,10 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
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if (surface) {
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face.watcher = surface->CreateWatcher();
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} else {
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// Can occur when texture address is invalid. We mark the watcher with nullptr in
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// this case and the content of the face wouldn't get updated. These are usually
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// leftover setup in the texture unit and games are not supposed to draw using them.
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// Can occur when texture address is invalid. We mark the watcher
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// with nullptr in this case and the content of the face wouldn't
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// get updated. These are usually leftover setup in the texture unit
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// and games are not supposed to draw using them.
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face.watcher = nullptr;
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}
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}
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@ -1605,7 +1664,8 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(
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auto color_vp_interval = color_params.GetSubRectInterval(viewport_clamped);
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auto depth_vp_interval = depth_params.GetSubRectInterval(viewport_clamped);
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// Make sure that framebuffers don't overlap if both color and depth are being used
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// Make sure that framebuffers don't overlap if both color and depth are being
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// used
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if (using_color_fb && using_depth_fb &&
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boost::icl::length(color_vp_interval & depth_vp_interval)) {
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LOG_CRITICAL(Render_OpenGL, "Color and depth framebuffer memory regions overlap; "
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@ -1793,9 +1853,10 @@ void RasterizerCacheOpenGL::FlushRegion(PAddr addr, u32 size, Surface flush_surf
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SurfaceRegions flushed_intervals;
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for (auto& pair : RangeFromInterval(dirty_regions, flush_interval)) {
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// small sizes imply that this most likely comes from the cpu, flush the entire region
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// the point is to avoid thousands of small writes every frame if the cpu decides to access
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// that region, anything higher than 8 you're guaranteed it comes from a service
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// small sizes imply that this most likely comes from the cpu, flush the
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// entire region the point is to avoid thousands of small writes every frame
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// if the cpu decides to access that region, anything higher than 8 you're
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// guaranteed it comes from a service
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const auto interval = size <= 8 ? pair.first : pair.first & flush_interval;
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auto& surface = pair.second;
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@ -1852,7 +1913,8 @@ void RasterizerCacheOpenGL::InvalidateRegion(PAddr addr, u32 size, const Surface
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cached_surface->invalid_regions.insert(interval);
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cached_surface->InvalidateAllWatcher();
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// Remove only "empty" fill surfaces to avoid destroying and recreating OGL textures
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// Remove only "empty" fill surfaces to avoid destroying and recreating
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// OGL textures
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if (cached_surface->type == SurfaceType::Fill &&
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cached_surface->IsSurfaceFullyInvalid()) {
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remove_surfaces.emplace(cached_surface);
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@ -1921,8 +1983,8 @@ void RasterizerCacheOpenGL::UpdatePagesCachedCount(PAddr addr, u32 size, int del
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const u32 page_start = addr >> Memory::PAGE_BITS;
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const u32 page_end = page_start + num_pages;
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// Interval maps will erase segments if count reaches 0, so if delta is negative we have to
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// subtract after iterating
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// Interval maps will erase segments if count reaches 0, so if delta is negative
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// we have to subtract after iterating
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const auto pages_interval = PageMap::interval_type::right_open(page_start, page_end);
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if (delta > 0)
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cached_pages.add({pages_interval, delta});
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