Major refactor of graphics and ECS infrastructure: - Removed IResourceManager, IRenderSystem, IFenceSynchronizer interfaces; ResourceManager and RenderSystem are now concrete classes. - Updated all render graph, pipeline, and context code to use concrete ResourceManager. - Refactored camera/frustum math and render extraction for clarity and correctness; frustum now uses inline arrays. - RenderingLayerMask is now an immutable struct with bitwise operators. - Meshlet and meshlet group data structures improved; meshlet build callback signature updated. - Logging system overhauled: LogMessage is now a class, LogCollection supports change events, and Logger is used directly in the debug console. - ECS query API: ChunkView.Count renamed to EntityCount; query builder/iterators use VirtualStack.Scope. - Updated render pipeline and passes for new resource manager and render list APIs. - Cleaned up obsolete files, improved code style, and updated documentation. - HLSL meshlet shader updated for new struct layout. - Debug console now uses new logger and log collection. BREAKING CHANGE: Public APIs for resource management, rendering, ECS queries, and logging have changed. Interfaces removed; use new concrete types and updated method signatures.
221 lines
7.5 KiB
C#
221 lines
7.5 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.RHI;
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namespace Ghost.Graphics.RenderGraphModule;
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/// <summary>
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/// Main render graph class that manages resource allocation and pass execution.
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/// </summary>
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public sealed class RenderGraph : IDisposable
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{
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private readonly ResourceManager _resourceManager;
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private readonly IResourceAllocator _resourceAllocator;
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private readonly IResourceDatabase _resourceDatabase;
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private readonly RenderGraphObjectPool _objectPool;
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private readonly RenderGraphResourceRegistry _resources;
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private readonly List<RenderGraphPassBase> _passes;
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private readonly List<RenderGraphPassBase> _compiledPasses;
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private readonly List<NativeRenderPass> _nativePasses;
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private readonly RenderGraphBuilder _builder;
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private readonly ResourceAliasingManager _aliasingManager;
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private readonly List<CompiledBarrier> _compiledBarriers = new(128);
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private readonly RenderGraphCompilationCache _compilationCache = new();
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private readonly RenderGraphContext _context;
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private readonly RenderGraphCompiler _compiler;
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private readonly RenderGraphExecutor _executor;
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private readonly RenderGraphNativePassBuilder _nativePassBuilder;
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private readonly RenderGraphBlackboard _blackboard;
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private bool _compiled;
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public RenderGraphBlackboard Blackboard => _blackboard;
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public RenderGraph(ResourceManager resourceManager, IResourceAllocator resourceAllocator, IResourceDatabase resourceDatabase, IPipelineLibrary pipelineLibrary, IShaderCompiler shaderCompiler)
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{
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_resourceManager = resourceManager;
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_resourceAllocator = resourceAllocator;
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_resourceDatabase = resourceDatabase;
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_objectPool = new RenderGraphObjectPool();
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_resources = new RenderGraphResourceRegistry(_objectPool);
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_passes = new List<RenderGraphPassBase>(32);
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_compiledPasses = new List<RenderGraphPassBase>(32);
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_nativePasses = new List<NativeRenderPass>(32);
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_builder = new RenderGraphBuilder();
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_aliasingManager = new ResourceAliasingManager(_resourceAllocator, _objectPool);
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_compilationCache = new RenderGraphCompilationCache();
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_context = new RenderGraphContext(
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_resourceManager,
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_resourceDatabase,
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pipelineLibrary,
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shaderCompiler,
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_resources
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);
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_nativePassBuilder = new RenderGraphNativePassBuilder(_objectPool, _resources);
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_compiler = new RenderGraphCompiler(_resourceManager, _resourceDatabase, _resourceAllocator, _resources, _aliasingManager, _nativePassBuilder, _compilationCache);
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_executor = new RenderGraphExecutor(_resourceManager, _resourceDatabase, _resources, _context);
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_blackboard = new RenderGraphBlackboard();
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}
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/// <summary>
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/// Resets the render graph for a new frame.
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/// </summary>
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public void Reset()
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{
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_blackboard.Clear();
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_resources.Clear();
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_aliasingManager.Clear();
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_compiledBarriers.Clear();
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// Return passes to the pool and reset count
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for (var i = 0; i < _passes.Count; i++)
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{
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var pass = _passes[i];
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pass.Reset(_objectPool);
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}
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_passes.Clear();
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_compiledPasses.Clear();
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for (var i = 0; i < _nativePasses.Count; i++)
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{
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_objectPool.Return(_nativePasses[i]);
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}
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_nativePasses.Clear();
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_compiled = false;
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}
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/// <summary>
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/// Imports an external texture into the render graph.
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/// </summary>
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/// <param name="texture">The external texture handle.</param>
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/// <returns>The identifier of the imported render graph texture. Invalid if import fails.</returns>
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public Identifier<RGTexture> ImportTexture(Handle<Texture> texture, string name,
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Color128 clearColor = default, float clearDepth = 1.0f, byte clearStencil = 0,
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bool clearAtFirstUse = true, bool discardAtLastUse = true)
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{
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var r = _resourceDatabase.GetResourceDescription(texture.AsResource());
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if (r.IsFailure)
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{
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return Identifier<RGTexture>.Invalid;
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}
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var desc = r.Value;
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return _resources.ImportTexture(in desc.TextureDescription, texture, name, clearColor, clearDepth, clearStencil, clearAtFirstUse, discardAtLastUse);
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}
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/// <summary>
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/// Imports an external buffer into the render graph.
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/// </summary>
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/// <param name="buffer">The external buffer handle.</param>
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/// <returns>The identifier of the imported render graph buffer. Invalid if import fails.</returns>
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public Identifier<RGBuffer> ImportBuffer(Handle<GraphicsBuffer> buffer, string name)
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{
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var r = _resourceDatabase.GetResourceDescription(buffer.AsResource());
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if (r.IsFailure)
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{
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return Identifier<RGBuffer>.Invalid;
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}
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var desc = r.Value;
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return _resources.ImportBuffer(in desc.BufferDescription, buffer, name);
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}
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public IRasterRenderGraphBuilder AddRasterRenderPass<TPassData>(string name, out TPassData passData)
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where TPassData : class, new()
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{
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var renderPass = _objectPool.Rent<RasterRenderGraphPass<TPassData>>();
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renderPass.Init(_passes.Count, _objectPool.Rent<TPassData>(), name, RenderPassType.Raster);
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passData = renderPass.passData;
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_passes.Add(renderPass);
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_builder.Init(this, renderPass, _resources);
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return _builder;
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}
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public IComputeRenderGraphBuilder AddComputeRenderPass<TPassData>(string name, out TPassData passData)
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where TPassData : class, new()
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{
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var renderPass = _objectPool.Rent<ComputeRenderGraphPass<TPassData>>();
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renderPass.Init(_passes.Count, _objectPool.Rent<TPassData>(), name, RenderPassType.Compute);
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passData = renderPass.passData;
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_passes.Add(renderPass);
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_builder.Init(this, renderPass, _resources);
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return _builder;
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}
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public IUnsafeRenderGraphBuilder AddUnsafeRenderPass<TPassData>(string name, out TPassData passData)
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where TPassData : class, new()
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{
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var renderPass = _objectPool.Rent<UnsafeRenderGraphPass<TPassData>>();
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renderPass.Init(_passes.Count, _objectPool.Rent<TPassData>(), name, RenderPassType.Unsafe);
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passData = renderPass.passData;
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_passes.Add(renderPass);
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_builder.Init(this, renderPass, _resources);
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return _builder;
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}
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/// <summary>
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/// Compiles the render graph by culling unused passes and determining resource lifetimes.
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/// </summary>
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public Error Compile(in ViewState viewState)
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{
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if (_compiled)
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{
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return Error.None;
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}
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_resources.ResolveTextureSizes(in viewState);
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var graphHash = RenderGraphHasher.ComputeGraphHash(_passes, _resources);
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var error = _compiler.Compile(in viewState, graphHash, _passes, _compiledPasses, _nativePasses, _compiledBarriers);
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if (error != Error.None)
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{
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return error;
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}
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_compiled = true;
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return Error.None;
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}
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/// <summary>
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/// Executes all compiled passes using native render passes where possible.
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/// </summary>
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public Error Execute(ICommandBuffer commandBuffer)
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{
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if (!_compiled)
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{
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return Error.InvalidState;
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}
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return _executor.Execute(commandBuffer, _compiledPasses, _nativePasses, _compiledBarriers);
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}
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public void Dispose()
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{
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_compiler.Dispose();
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// HACK: Ideally, we should have a Dispose method. But for now, we just reset to release resources.
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Reset();
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}
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}
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