forked from BilalY/Rasagar
431 lines
16 KiB
C#
431 lines
16 KiB
C#
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Internal development tool.
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/// Manages gpu-buffers for shader debug printing.
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/// </summary>
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public sealed class ShaderDebugPrintManager
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{
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private static readonly ShaderDebugPrintManager s_Instance = new ShaderDebugPrintManager();
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private const int k_FramesInFlight = 4;
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private const int k_MaxBufferElements = 1024 * 16; // Must match the shader size definition
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private List<GraphicsBuffer> m_OutputBuffers = new List<GraphicsBuffer>();
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private List<Rendering.AsyncGPUReadbackRequest> m_ReadbackRequests =
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new List<Rendering.AsyncGPUReadbackRequest>();
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// Cache Action to avoid delegate allocation
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private Action<AsyncGPUReadbackRequest> m_BufferReadCompleteAction;
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private int m_FrameCounter = 0;
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private bool m_FrameCleared = false;
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private string m_OutputLine = "";
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private Action<string> m_OutputAction;
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private static readonly int m_ShaderPropertyIDInputMouse = Shader.PropertyToID("_ShaderDebugPrintInputMouse");
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private static readonly int m_ShaderPropertyIDInputFrame = Shader.PropertyToID("_ShaderDebugPrintInputFrame");
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private static readonly int m_shaderDebugOutputData = Shader.PropertyToID("shaderDebugOutputData");
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// A static "container" for all profiler markers.
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private static class Profiling
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{
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// Uses nameof to avoid aliasing
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public static readonly ProfilingSampler BufferReadComplete = new ProfilingSampler($"{nameof(ShaderDebugPrintManager)}.{nameof(BufferReadComplete)}");
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}
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// Should match: com.unity.render-pipelines.core/ShaderLibrary/ShaderDebugPrint.hlsl
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enum DebugValueType
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{
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TypeUint = 1,
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TypeInt = 2,
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TypeFloat = 3,
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TypeUint2 = 4,
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TypeInt2 = 5,
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TypeFloat2 = 6,
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TypeUint3 = 7,
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TypeInt3 = 8,
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TypeFloat3 = 9,
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TypeUint4 = 10,
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TypeInt4 = 11,
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TypeFloat4 = 12,
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TypeBool = 13,
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};
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private const uint k_TypeHasTag = 128;
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private int DebugValueTypeToElemSize(DebugValueType type)
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{
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switch (type)
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{
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case DebugValueType.TypeUint:
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case DebugValueType.TypeInt:
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case DebugValueType.TypeFloat:
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case DebugValueType.TypeBool:
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return 1;
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case DebugValueType.TypeUint2:
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case DebugValueType.TypeInt2:
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case DebugValueType.TypeFloat2:
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return 2;
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case DebugValueType.TypeUint3:
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case DebugValueType.TypeInt3:
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case DebugValueType.TypeFloat3:
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return 3;
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case DebugValueType.TypeUint4:
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case DebugValueType.TypeInt4:
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case DebugValueType.TypeFloat4:
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return 4;
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default:
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return 0;
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}
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}
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private ShaderDebugPrintManager()
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{
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for (int i = 0; i < k_FramesInFlight; i++)
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{
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m_OutputBuffers.Add(new GraphicsBuffer(GraphicsBuffer.Target.Structured, k_MaxBufferElements, 4));
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m_ReadbackRequests.Add(new Rendering.AsyncGPUReadbackRequest());
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}
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m_BufferReadCompleteAction = BufferReadComplete;
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m_OutputAction = DefaultOutput;
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}
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/// <summary>
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/// Get the current instance.
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/// </summary>
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public static ShaderDebugPrintManager instance => s_Instance;
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/// <summary>
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/// Set shader input constants.
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/// </summary>
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/// <param name="cmd">CommandBuffer to store the commands.</param>
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/// <param name="input">Input parameters for the constants.</param>
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public void SetShaderDebugPrintInputConstants(CommandBuffer cmd, ShaderDebugPrintInput input)
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{
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var mouse = new Vector4(input.pos.x, input.pos.y, input.leftDown ? 1 : 0, input.rightDown ? 1 : 0);
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cmd.SetGlobalVector(m_ShaderPropertyIDInputMouse, mouse);
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cmd.SetGlobalInt(m_ShaderPropertyIDInputFrame, m_FrameCounter);
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}
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/// <summary>
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/// Binds the gpu-buffers for current frame.
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/// </summary>
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/// <param name="cmd">CommandBuffer to store the commands.</param>
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public void SetShaderDebugPrintBindings(CommandBuffer cmd)
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{
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int index = m_FrameCounter % k_FramesInFlight;
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if (!m_ReadbackRequests[index].done)
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{
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// We shouldn't end up here too often
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m_ReadbackRequests[index].WaitForCompletion();
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}
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cmd.SetGlobalBuffer(m_shaderDebugOutputData, m_OutputBuffers[index]);
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ClearShaderDebugPrintBuffer();
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}
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private void ClearShaderDebugPrintBuffer()
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{
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// Only clear the buffer the first time this is called in each frame
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if (!m_FrameCleared)
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{
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int index = m_FrameCounter % k_FramesInFlight;
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NativeArray<uint> data = new NativeArray<uint>(1, Allocator.Temp);
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data[0] = 0;
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m_OutputBuffers[index].SetData(data, 0, 0, 1);
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m_FrameCleared = true;
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}
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}
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private void BufferReadComplete(Rendering.AsyncGPUReadbackRequest request)
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{
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using var profScope = new ProfilingScope(Profiling.BufferReadComplete);
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Assert.IsTrue(request.done);
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if (!request.hasError)
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{
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NativeArray<uint> data = request.GetData<uint>(0);
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uint count = data[0];
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if (count >= k_MaxBufferElements)
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{
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count = k_MaxBufferElements;
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// Shader print buffer is full, some data is lost!
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Debug.LogWarning("Debug Shader Print Buffer Full!");
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}
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string newOutputLine = "";
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if (count > 0)
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newOutputLine += "Frame #" + m_FrameCounter + ": ";
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unsafe // Need to do ugly casts via pointers
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{
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uint* ptr = (uint*)data.GetUnsafePtr();
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for (int i = 1; i < count;)
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{
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DebugValueType type = (DebugValueType)(data[i] & 0x0f);
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bool hasTag = (data[i] & k_TypeHasTag) == k_TypeHasTag;
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// ensure elem for tag after the header
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if (hasTag && i + 1 < count)
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{
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uint tagEncoded = data[i + 1];
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i++;
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for (int j = 0; j < 4; j++)
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{
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char c = (char)(tagEncoded & 255);
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// skip '\0', for low-level output (avoid string termination)
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if (c == 0)
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continue;
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newOutputLine += c;
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tagEncoded >>= 8;
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}
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newOutputLine += " ";
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}
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// ensure elem for payload after the header/tag
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int elemSize = DebugValueTypeToElemSize(type);
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if (i + elemSize > count)
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break;
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i++; // [i] == payload
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switch (type)
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{
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case DebugValueType.TypeUint:
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{
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newOutputLine += $"{data[i]}u";
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break;
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}
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case DebugValueType.TypeInt:
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{
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int valueInt = *(int*)&ptr[i];
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newOutputLine += valueInt;
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break;
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}
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case DebugValueType.TypeFloat:
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{
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float valueFloat = *(float*)&ptr[i];
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newOutputLine += $"{valueFloat}f";
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break;
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}
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case DebugValueType.TypeUint2:
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{
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uint* valueUint2 = &ptr[i];
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newOutputLine += $"uint2({valueUint2[0]}, {valueUint2[1]})";
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break;
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}
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case DebugValueType.TypeInt2:
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{
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int* valueInt2 = (int*)&ptr[i];
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newOutputLine += $"int2({valueInt2[0]}, {valueInt2[1]})";
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break;
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}
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case DebugValueType.TypeFloat2:
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{
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float* valueFloat2 = (float*)&ptr[i];
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newOutputLine += $"float2({valueFloat2[0]}, {valueFloat2[1]})";
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break;
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}
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case DebugValueType.TypeUint3:
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{
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uint* valueUint3 = &ptr[i];
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newOutputLine += $"uint3({valueUint3[0]}, {valueUint3[1]}, {valueUint3[2]})";
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break;
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}
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case DebugValueType.TypeInt3:
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{
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int* valueInt3 = (int*)&ptr[i];
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newOutputLine += $"int3({valueInt3[0]}, {valueInt3[1]}, {valueInt3[2]})";
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break;
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}
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case DebugValueType.TypeFloat3:
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{
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float* valueFloat3 = (float*)&ptr[i];
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newOutputLine += $"float3({valueFloat3[0]}, {valueFloat3[1]}, {valueFloat3[2]})";
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break;
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}
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case DebugValueType.TypeUint4:
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{
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uint* valueUint4 = &ptr[i];
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newOutputLine += $"uint4({valueUint4[0]}, {valueUint4[1]}, {valueUint4[2]}, {valueUint4[3]})";
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break;
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}
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case DebugValueType.TypeInt4:
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{
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int* valueInt4 = (int*)&ptr[i];
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newOutputLine += $"int4({valueInt4[0]}, {valueInt4[1]}, {valueInt4[2]}, {valueInt4[3]})";
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break;
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}
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case DebugValueType.TypeFloat4:
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{
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float* valueFloat4 = (float*)&ptr[i];
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newOutputLine += $"float4({valueFloat4[0]}, {valueFloat4[1]}, {valueFloat4[2]}, {valueFloat4[3]})";
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break;
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}
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case DebugValueType.TypeBool:
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{
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newOutputLine += ((data[i] == 0) ? "False" : "True");
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break;
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}
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default:
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i = (int)count; // Cannot handle the rest if there is an unknown type
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break;
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}
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i += elemSize;
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newOutputLine += " ";
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}
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}
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if (count > 0)
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{
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m_OutputLine = newOutputLine;
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m_OutputAction(newOutputLine);
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}
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}
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else
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{
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const string errorMsg = "Error at read back!";
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m_OutputLine = errorMsg;
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m_OutputAction(errorMsg);
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}
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}
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/// <summary>
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/// Initiate async read-back of the GPU buffer to the CPU.
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/// Prepare a new GPU buffer for the next frame.
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/// </summary>
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public void EndFrame()
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{
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int index = m_FrameCounter % k_FramesInFlight;
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m_ReadbackRequests[index] = Rendering.AsyncGPUReadback.Request(m_OutputBuffers[index], m_BufferReadCompleteAction);
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m_FrameCounter++;
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m_FrameCleared = false;
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}
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/// <summary>
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/// Initiate synchronous read-back of the GPU buffer to the CPU and executes output action. By default prints to the debug log.
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/// </summary>
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public void PrintImmediate()
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{
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int index = m_FrameCounter % k_FramesInFlight;
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var request = Rendering.AsyncGPUReadback.Request(m_OutputBuffers[index]);
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request.WaitForCompletion();
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m_BufferReadCompleteAction(request);
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m_FrameCounter++;
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m_FrameCleared = false;
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}
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// Custom output API
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/// <summary>
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/// Get current print line.
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/// </summary>
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public string outputLine { get => m_OutputLine; }
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/// <summary>
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/// Action taken for each print line. By default prints to the debug log.
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/// </summary>
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public Action<string> outputAction { set => m_OutputAction = value; }
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/// <summary>
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/// The default output action. Print to the debug log.
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/// </summary>
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/// <param name="line">Line to be printed.</param>
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public void DefaultOutput(string line)
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{
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Debug.Log(line);
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}
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}
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/// <summary>
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/// Shader constant input parameters.
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/// </summary>
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public struct ShaderDebugPrintInput
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{
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// Mouse input for the shader
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/// <summary>
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/// Mouse position.
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/// GameView bottom-left == (0,0) top-right == (surface.width, surface.height) where surface == game display surface/rendertarget
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/// For screen pixel coordinates, game-view should be set to "Free Aspect".
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/// Works only in PlayMode.
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/// </summary>
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public Vector2 pos { get; set; }
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/// <summary>
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/// Left mouse button is pressed.
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/// </summary>
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public bool leftDown { get; set; }
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/// <summary>
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/// Right mouse button is pressed.
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/// </summary>
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public bool rightDown { get; set; }
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/// <summary>
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/// Middle mouse button is pressed.
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/// </summary>
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public bool middleDown { get; set; }
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/// <summary>
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/// Pretty print parameters for debug purposes.
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/// </summary>
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/// <returns>A string containing debug information</returns>
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// NOTE: Separate from ToString on purpose.
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public string String()
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{
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return $"Mouse: {pos.x}x{pos.y} Btns: Left:{leftDown} Right:{rightDown} Middle:{middleDown} ";
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}
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}
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/// <summary>
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/// Reads system input to produce ShaderDebugPrintInput parameters.
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/// </summary>
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public static class ShaderDebugPrintInputProducer
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{
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/// <summary>
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/// Read system input.
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/// </summary>
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/// <returns>Input parameters for ShaderDebugPrintManager.</returns>
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static public ShaderDebugPrintInput Get()
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{
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var r = new ShaderDebugPrintInput();
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#if ENABLE_LEGACY_INPUT_MANAGER
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r.pos = Input.mousePosition;
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r.leftDown = Input.GetMouseButton(0);
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r.rightDown = Input.GetMouseButton(1);
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r.middleDown = Input.GetMouseButton(2);
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#endif
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#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
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// NOTE: needs Unity.InputSystem asmdef reference.
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var mouse = InputSystem.Mouse.current;
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r.pos = mouse.position.ReadValue();
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r.leftDown = mouse.leftButton.isPressed;
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r.rightDown = mouse.rightButton.isPressed;
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r.middleDown = mouse.middleButton.isPressed;
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#endif
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return r;
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}
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}
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}
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