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https://github.com/RetroDECK/Duckstation.git
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GPU/HW: Move drawing offset to CPU-side
Saves updating the uniform buffer.
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parent
40481305c4
commit
e2e2b573c0
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@ -53,7 +53,6 @@ void GPU::SoftReset()
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m_drawing_area.Set(0, 0, 0, 0);
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m_drawing_area_changed = true;
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m_drawing_offset = {};
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m_drawing_offset_changed = true;
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std::memset(&m_crtc_state, 0, sizeof(m_crtc_state));
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m_crtc_state.regs.display_address_start = 0;
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m_crtc_state.regs.horizontal_display_range = 0xC60260;
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@ -148,7 +147,6 @@ bool GPU::DoState(StateWrapper& sw)
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m_draw_mode.texture_page_changed = true;
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m_draw_mode.texture_window_changed = true;
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m_drawing_area_changed = true;
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m_drawing_offset_changed = true;
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UpdateDMARequest();
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}
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@ -508,7 +508,6 @@ protected:
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bool m_set_texture_disable_mask = false;
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bool m_drawing_area_changed = false;
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bool m_drawing_offset_changed = false;
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bool m_force_progressive_scan = false;
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struct CRTCState
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@ -195,7 +195,6 @@ bool GPU::HandleSetDrawingOffsetCommand(const u32*& command_ptr, u32 command_siz
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m_drawing_offset.x = x;
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m_drawing_offset.y = y;
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m_drawing_offset_changed = true;
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}
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EndCommand();
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@ -118,7 +118,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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const VertexPosition vp{command_ptr[buffer_pos++]};
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const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
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vertices[i].Set(vp.x, vp.y, color, texpage, packed_texcoord);
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vertices[i].Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, texpage, packed_texcoord);
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}
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// Cull polygons which are too large.
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@ -150,7 +150,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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const VertexPosition vp{command_ptr[buffer_pos++]};
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const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
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vertices[3].Set(vp.x, vp.y, color, texpage, packed_texcoord);
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vertices[3].Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, texpage, packed_texcoord);
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// Cull polygons which are too large.
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if (std::abs(vertices[3].x - vertices[2].x) >= MAX_PRIMITIVE_WIDTH ||
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@ -183,8 +183,8 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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u32 buffer_pos = 1;
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const u32 color = rc.color_for_first_vertex;
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const VertexPosition vp{command_ptr[buffer_pos++]};
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const s32 pos_x = vp.x;
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const s32 pos_y = vp.y;
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const s32 pos_x = m_drawing_offset.x + vp.x;
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const s32 pos_y = m_drawing_offset.y + vp.y;
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const auto [texcoord_x, texcoord_y] =
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UnpackTexcoord(rc.texture_enable ? Truncate16(command_ptr[buffer_pos++]) : 0);
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@ -278,7 +278,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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const VertexPosition vp{command_ptr[buffer_pos++]};
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BatchVertex vertex;
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vertex.Set(vp.x, vp.y, color, 0, 0);
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vertex.Set(m_drawing_offset.x + vp.x, m_drawing_offset.y + vp.y, color, 0, 0);
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if (i > 0)
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{
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@ -312,16 +312,10 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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if (min_x <= max_x)
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{
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const Common::Rectangle<u32> area_covered(
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std::clamp(m_drawing_offset.x + min_x, static_cast<s32>(m_drawing_area.left),
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static_cast<s32>(m_drawing_area.right)),
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std::clamp(m_drawing_offset.y + min_y, static_cast<s32>(m_drawing_area.top),
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static_cast<s32>(m_drawing_area.bottom)),
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std::clamp(m_drawing_offset.x + max_x, static_cast<s32>(m_drawing_area.left),
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static_cast<s32>(m_drawing_area.right)) +
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1,
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std::clamp(m_drawing_offset.y + max_y, static_cast<s32>(m_drawing_area.top),
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static_cast<s32>(m_drawing_area.bottom)) +
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1);
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std::clamp(min_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right)),
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std::clamp(min_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom)),
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std::clamp(max_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right)) + 1,
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std::clamp(max_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom)) + 1);
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m_vram_dirty_rect.Include(area_covered);
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}
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}
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@ -447,7 +441,7 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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{
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if (m_batch.texture_mode != texture_mode || m_batch.transparency_mode != transparency_mode ||
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m_batch.primitive != rc_primitive || dithering_enable != m_batch.dithering || m_drawing_area_changed ||
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m_drawing_offset_changed || m_draw_mode.IsTextureWindowChanged())
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m_draw_mode.IsTextureWindowChanged())
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{
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FlushRender();
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}
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@ -471,14 +465,6 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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m_batch_ubo_dirty = true;
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}
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if (m_drawing_offset_changed)
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{
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m_drawing_offset_changed = false;
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m_batch_ubo_data.u_pos_offset[0] = m_drawing_offset.x;
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m_batch_ubo_data.u_pos_offset[1] = m_drawing_offset.y;
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m_batch_ubo_dirty = true;
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}
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// update state
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m_batch.primitive = rc_primitive;
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m_batch.texture_mode = texture_mode;
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@ -95,13 +95,12 @@ protected:
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struct BatchUBOData
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{
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s32 u_pos_offset[2];
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u32 u_texture_window_mask[2];
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u32 u_texture_window_offset[2];
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float u_src_alpha_factor;
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float u_dst_alpha_factor;
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u32 u_set_mask_while_drawing;
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u32 padding[3];
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u32 padding[1];
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};
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struct RendererStats
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@ -218,7 +218,6 @@ bool GPU_HW_OpenGL_ES::CompilePrograms()
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prog.Bind();
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prog.RegisterUniform("u_pos_offset");
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prog.RegisterUniform("u_texture_window_mask");
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prog.RegisterUniform("u_texture_window_offset");
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prog.RegisterUniform("u_src_alpha_factor");
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@ -311,12 +310,11 @@ void GPU_HW_OpenGL_ES::SetDrawState(BatchRenderMode render_mode)
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if (m_batch_ubo_dirty)
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{
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prog.Uniform2iv(0, m_batch_ubo_data.u_pos_offset);
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prog.Uniform2uiv(1, m_batch_ubo_data.u_texture_window_mask);
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prog.Uniform2uiv(2, m_batch_ubo_data.u_texture_window_offset);
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prog.Uniform1f(3, m_batch_ubo_data.u_src_alpha_factor);
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prog.Uniform1f(4, m_batch_ubo_data.u_dst_alpha_factor);
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prog.Uniform1i(5, static_cast<s32>(m_batch_ubo_data.u_set_mask_while_drawing));
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prog.Uniform2uiv(0, m_batch_ubo_data.u_texture_window_mask);
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prog.Uniform2uiv(1, m_batch_ubo_data.u_texture_window_offset);
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prog.Uniform1f(2, m_batch_ubo_data.u_src_alpha_factor);
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prog.Uniform1f(3, m_batch_ubo_data.u_dst_alpha_factor);
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prog.Uniform1i(4, static_cast<s32>(m_batch_ubo_data.u_set_mask_while_drawing));
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m_batch_ubo_dirty = false;
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}
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}
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@ -344,8 +344,8 @@ void GPU_HW_ShaderGen::DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_
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void GPU_HW_ShaderGen::WriteBatchUniformBuffer(std::stringstream& ss)
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{
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DeclareUniformBuffer(ss, {"int2 u_pos_offset", "uint2 u_texture_window_mask", "uint2 u_texture_window_offset",
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"float u_src_alpha_factor", "float u_dst_alpha_factor", "bool u_set_mask_while_drawing"});
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DeclareUniformBuffer(ss, {"uint2 u_texture_window_mask", "uint2 u_texture_window_offset", "float u_src_alpha_factor",
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"float u_dst_alpha_factor", "bool u_set_mask_while_drawing"});
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}
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std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
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@ -370,8 +370,8 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
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ss << R"(
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{
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// 0..+1023 -> -1..1
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float pos_x = (float(a_pos.x + u_pos_offset.x) / 512.0) - 1.0;
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float pos_y = (float(a_pos.y + u_pos_offset.y) / -256.0) + 1.0;
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float pos_x = (float(a_pos.x) / 512.0) - 1.0;
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float pos_y = (float(a_pos.y) / -256.0) + 1.0;
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v_pos = float4(pos_x, pos_y, 0.0, 1.0);
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v_col0 = a_col0;
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