2016-03-21 04:10:14 +00:00
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#include "TextureSheet.h"
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namespace New3D {
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TextureSheet::TextureSheet()
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{
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2016-10-08 11:59:25 +00:00
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m_temp.resize(1024 * 1024 * 4); // temporay buffer for textures
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2016-03-21 04:10:14 +00:00
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}
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int TextureSheet::ToIndex(int x, int y)
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{
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return (y * 2048) + x;
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}
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std::shared_ptr<Texture> TextureSheet::BindTexture(const UINT16* src, int format, bool mirrorU, bool mirrorV, int x, int y, int width, int height)
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{
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//========
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int index;
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//========
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x &= 2047;
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y &= 2047;
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if ((x + width) > 2048 || (y + height) > 2048) {
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2016-10-06 20:10:45 +00:00
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return nullptr;
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2016-03-21 04:10:14 +00:00
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}
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2016-10-06 20:10:45 +00:00
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if (width > 1024 || height > 1024) { // sanity checking
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return nullptr;
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2016-03-21 04:10:14 +00:00
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}
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index = ToIndex(x, y);
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2016-05-21 15:50:54 +00:00
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auto range = m_texMap[format].equal_range(index);
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2016-03-21 04:10:14 +00:00
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2016-05-19 19:04:44 +00:00
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if (range.first == range.second) {
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// nothing found so create a new texture
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2016-03-21 04:10:14 +00:00
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std::shared_ptr<Texture> t(new Texture());
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2016-05-21 15:50:54 +00:00
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m_texMap[format].insert(std::pair<int, std::shared_ptr<Texture>>(index, t));
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2016-03-21 04:10:14 +00:00
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t->UploadTexture(src, m_temp.data(), format, mirrorU, mirrorV, x, y, width, height);
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return t;
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}
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else {
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2016-05-19 19:04:44 +00:00
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// iterate to try and find a match
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2016-03-21 04:10:14 +00:00
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for (auto it = range.first; it != range.second; ++it) {
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int x2, y2, width2, height2, format2;
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it->second->GetDetails(x2, y2, width2, height2, format2);
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if (width == width2 && height == height2) {
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return it->second;
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}
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}
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2016-05-19 19:04:44 +00:00
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// nothing found so create a new entry
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2016-03-21 04:10:14 +00:00
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std::shared_ptr<Texture> t(new Texture());
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2016-05-21 15:50:54 +00:00
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m_texMap[format].insert(std::pair<int, std::shared_ptr<Texture>>(index, t));
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2016-03-21 04:10:14 +00:00
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t->UploadTexture(src, m_temp.data(), format, mirrorU, mirrorV, x, y, width, height);
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return t;
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}
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}
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void TextureSheet::Release()
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{
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2016-05-21 15:50:54 +00:00
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for (int i = 0; i < 12; i++) {
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2016-03-21 04:10:14 +00:00
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m_texMap[i].clear();
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}
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}
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void TextureSheet::Invalidate(int x, int y, int width, int height)
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{
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2016-11-22 20:30:10 +00:00
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//============
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int newX;
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int newY;
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int newWidth;
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int newHeight;
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2016-03-21 04:10:14 +00:00
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int count;
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int sWidth; // sample width
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int sHeight; // sample height
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2016-11-22 20:30:10 +00:00
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//============
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2016-03-21 04:10:14 +00:00
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2016-11-22 20:30:10 +00:00
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if (width <= 512) {
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newX = (x + width) - 512;
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newWidth = 512;
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}
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else {
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newX = x;
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newWidth = width;
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}
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if (height <= 512) {
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newY = (y + height) - 512;
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newHeight = 512;
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}
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else {
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newY = y;
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newHeight = height;
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}
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2016-03-21 04:10:14 +00:00
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2016-11-22 20:30:10 +00:00
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CropTile(x, y, newX, newY, newWidth, newHeight);
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sWidth = newWidth / 32;
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sHeight = newHeight / 32;
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2016-03-21 04:10:14 +00:00
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count = sWidth * sHeight;
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for (int i = 0; i < count; i++) {
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2016-11-22 20:30:10 +00:00
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int posX = newX + ((i%sWidth) * 32);
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int posY = newY + ((i / sWidth) * 32);
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int index = ToIndex(posX, posY);
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2016-03-21 04:10:14 +00:00
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2016-11-22 20:30:10 +00:00
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if (posX >= x && posY >= y) { // invalidate this area of memory
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for (int j = 0; j < 12; j++) {
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m_texMap[j].erase(index);
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}
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}
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else { // check for overlapping data tiles and invalidate as necessary
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2016-03-21 04:10:14 +00:00
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2016-11-22 20:30:10 +00:00
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for (int j = 0; j < 12; j++) {
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2016-03-21 04:10:14 +00:00
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2016-11-22 20:30:10 +00:00
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auto range = m_texMap[j].equal_range(index);
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for (auto it = range.first; it != range.second; ++it) {
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if (it->second->CheckMapPos(x, x + width, y, y + height)) {
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m_texMap[j].erase(index);
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break;
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}
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}
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2016-03-21 04:10:14 +00:00
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}
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}
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}
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}
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2016-11-22 20:30:10 +00:00
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void TextureSheet::CropTile(int oldX, int oldY, int &newX, int &newY, int &newWidth, int &newHeight)
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{
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if (newX < 0) {
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newWidth += newX;
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newX = 0;
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}
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if (newY < 0) {
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newHeight += newY;
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newY = 0;
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}
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if (oldY >= 1024 && newY < 1024) { // gone into next memory page, limitation of our flat model
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newHeight -= 1024 - newY;
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newY = 1024;
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}
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}
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2016-05-21 15:50:54 +00:00
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int TextureSheet::GetTexFormat(int originalFormat, bool contour)
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{
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if (!contour) {
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return originalFormat; // the same
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}
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switch (originalFormat)
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{
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case 1:
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case 2:
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case 3:
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case 4:
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return originalFormat + 7; // these formats are identical to 1-4, except they lose the 4 bit alpha part when contour is enabled
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default:
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return originalFormat;
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}
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}
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2016-10-06 01:37:29 +00:00
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void TextureSheet::GetMicrotexPos(int basePage, int id, int& x, int& y)
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{
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int xCoords[8] = { 0, 128, 0, 128, 0, 128, 0, 128 };
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int yCoords[8] = { 0, 0, 128, 128, 0, 0, 128, 128 };
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// i'm assuming .. the micro texture map is always on the other memory bank to the base texture
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// this logic works for all our current games
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// the microtextures are always on the top left of each texture sheet
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basePage = (basePage + 1) & 1; // wrap around base page
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x = xCoords[id];
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2017-03-11 01:18:43 +00:00
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y = yCoords[id] + (basePage * 1024);
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2016-10-06 01:37:29 +00:00
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}
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2016-03-21 04:10:14 +00:00
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} // New3D
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