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@ -32,20 +32,6 @@ namespace OpenGL { |
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namespace { |
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namespace { |
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constexpr std::size_t SWAP_CHAIN_SIZE = 3; |
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struct Frame { |
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u32 width{}; /// Width of the frame (to detect resize)
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u32 height{}; /// Height of the frame
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bool color_reloaded{}; /// Texture attachment was recreated (ie: resized)
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OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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GLsync render_fence{}; /// Fence created on the render thread
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GLsync present_fence{}; /// Fence created on the presentation thread
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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}; |
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constexpr GLint PositionLocation = 0; |
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constexpr GLint PositionLocation = 0; |
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constexpr GLint TexCoordLocation = 1; |
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constexpr GLint TexCoordLocation = 1; |
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constexpr GLint ModelViewMatrixLocation = 0; |
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constexpr GLint ModelViewMatrixLocation = 0; |
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@ -58,24 +44,6 @@ struct ScreenRectVertex { |
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std::array<GLfloat, 2> tex_coord; |
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std::array<GLfloat, 2> tex_coord; |
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}; |
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}; |
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/// Returns true if any debug tool is attached
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bool HasDebugTool() { |
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const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED"); |
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if (nsight) { |
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return true; |
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} |
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GLint num_extensions; |
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glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); |
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for (GLuint index = 0; index < static_cast<GLuint>(num_extensions); ++index) { |
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const auto name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, index)); |
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if (!std::strcmp(name, "GL_EXT_debug_tool")) { |
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return true; |
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} |
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} |
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return false; |
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} |
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/**
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/**
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left |
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left |
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* corner and (width, height) on the lower-bottom. |
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* corner and (width, height) on the lower-bottom. |
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@ -159,135 +127,15 @@ void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severit |
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} // Anonymous namespace
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} // Anonymous namespace
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/**
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* For smooth Vsync rendering, we want to always present the latest frame that the core generates, |
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* but also make sure that rendering happens at the pace that the frontend dictates. This is a |
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* helper class that the renderer uses to sync frames between the render thread and the presentation |
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* thread |
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*/ |
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class FrameMailbox { |
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public: |
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std::mutex swap_chain_lock; |
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std::condition_variable present_cv; |
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std::array<Frame, SWAP_CHAIN_SIZE> swap_chain{}; |
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std::queue<Frame*> free_queue; |
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std::deque<Frame*> present_queue; |
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Frame* previous_frame{}; |
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FrameMailbox() { |
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for (auto& frame : swap_chain) { |
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free_queue.push(&frame); |
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} |
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} |
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~FrameMailbox() { |
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// lock the mutex and clear out the present and free_queues and notify any people who are
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// blocked to prevent deadlock on shutdown
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std::scoped_lock lock{swap_chain_lock}; |
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std::queue<Frame*>().swap(free_queue); |
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present_queue.clear(); |
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present_cv.notify_all(); |
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} |
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void ReloadPresentFrame(Frame* frame, u32 height, u32 width) { |
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frame->present.Release(); |
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frame->present.Create(); |
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GLint previous_draw_fbo{}; |
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo); |
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glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle); |
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, |
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frame->color.handle); |
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!"); |
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} |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo); |
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frame->color_reloaded = false; |
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} |
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void ReloadRenderFrame(Frame* frame, u32 width, u32 height) { |
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// Recreate the color texture attachment
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frame->color.Release(); |
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frame->color.Create(); |
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const GLenum internal_format = frame->is_srgb ? GL_SRGB8 : GL_RGB8; |
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glNamedRenderbufferStorage(frame->color.handle, internal_format, width, height); |
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// Recreate the FBO for the render target
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frame->render.Release(); |
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frame->render.Create(); |
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glBindFramebuffer(GL_FRAMEBUFFER, frame->render.handle); |
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, |
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frame->color.handle); |
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!"); |
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} |
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frame->width = width; |
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frame->height = height; |
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frame->color_reloaded = true; |
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} |
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Frame* GetRenderFrame() { |
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std::unique_lock lock{swap_chain_lock}; |
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// If theres no free frames, we will reuse the oldest render frame
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if (free_queue.empty()) { |
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auto frame = present_queue.back(); |
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present_queue.pop_back(); |
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return frame; |
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} |
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Frame* frame = free_queue.front(); |
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free_queue.pop(); |
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return frame; |
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} |
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void ReleaseRenderFrame(Frame* frame) { |
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std::unique_lock lock{swap_chain_lock}; |
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present_queue.push_front(frame); |
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present_cv.notify_one(); |
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} |
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Frame* TryGetPresentFrame(int timeout_ms) { |
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std::unique_lock lock{swap_chain_lock}; |
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// wait for new entries in the present_queue
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms), |
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[&] { return !present_queue.empty(); }); |
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if (present_queue.empty()) { |
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// timed out waiting for a frame to draw so return the previous frame
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return previous_frame; |
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} |
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// free the previous frame and add it back to the free queue
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if (previous_frame) { |
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free_queue.push(previous_frame); |
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} |
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// the newest entries are pushed to the front of the queue
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Frame* frame = present_queue.front(); |
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present_queue.pop_front(); |
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// remove all old entries from the present queue and move them back to the free_queue
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for (auto f : present_queue) { |
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free_queue.push(f); |
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} |
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present_queue.clear(); |
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previous_frame = frame; |
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return frame; |
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} |
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}; |
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RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_, |
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RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_, |
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Core::Frontend::EmuWindow& emu_window_, |
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Core::Frontend::EmuWindow& emu_window_, |
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Core::Memory::Memory& cpu_memory_, Tegra::GPU& gpu_, |
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Core::Memory::Memory& cpu_memory_, Tegra::GPU& gpu_, |
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std::unique_ptr<Core::Frontend::GraphicsContext> context) |
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std::unique_ptr<Core::Frontend::GraphicsContext> context) |
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: RendererBase{emu_window_, std::move(context)}, telemetry_session{telemetry_session_}, |
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: RendererBase{emu_window_, std::move(context)}, telemetry_session{telemetry_session_}, |
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emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, program_manager{device}, |
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has_debug_tool{HasDebugTool()} {} |
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emu_window{emu_window_}, cpu_memory{cpu_memory_}, gpu{gpu_}, program_manager{device} {} |
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RendererOpenGL::~RendererOpenGL() = default; |
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RendererOpenGL::~RendererOpenGL() = default; |
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MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64)); |
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MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128)); |
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void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { |
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void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { |
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if (!framebuffer) { |
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if (!framebuffer) { |
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return; |
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return; |
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@ -296,79 +144,34 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { |
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PrepareRendertarget(framebuffer); |
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PrepareRendertarget(framebuffer); |
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RenderScreenshot(); |
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RenderScreenshot(); |
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Frame* frame; |
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{ |
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MICROPROFILE_SCOPE(OpenGL_WaitPresent); |
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frame = frame_mailbox->GetRenderFrame(); |
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// Clean up sync objects before drawing
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// INTEL driver workaround. We can't delete the previous render sync object until we are
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// sure that the presentation is done
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if (frame->present_fence) { |
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glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED); |
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} |
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// delete the draw fence if the frame wasn't presented
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if (frame->render_fence) { |
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glDeleteSync(frame->render_fence); |
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frame->render_fence = 0; |
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} |
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// wait for the presentation to be done
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if (frame->present_fence) { |
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glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED); |
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glDeleteSync(frame->present_fence); |
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frame->present_fence = 0; |
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} |
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} |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); |
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DrawScreen(emu_window.GetFramebufferLayout()); |
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{ |
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MICROPROFILE_SCOPE(OpenGL_RenderFrame); |
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const auto& layout = render_window.GetFramebufferLayout(); |
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++m_current_frame; |
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// Recreate the frame if the size of the window has changed
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if (layout.width != frame->width || layout.height != frame->height || |
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screen_info.display_srgb != frame->is_srgb) { |
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LOG_DEBUG(Render_OpenGL, "Reloading render frame"); |
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frame->is_srgb = screen_info.display_srgb; |
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frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height); |
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} |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame->render.handle); |
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DrawScreen(layout); |
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); |
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glFlush(); |
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frame_mailbox->ReleaseRenderFrame(frame); |
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m_current_frame++; |
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rasterizer->TickFrame(); |
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} |
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rasterizer->TickFrame(); |
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render_window.PollEvents(); |
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render_window.PollEvents(); |
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if (has_debug_tool) { |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); |
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Present(0); |
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context->SwapBuffers(); |
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} |
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context->SwapBuffers(); |
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} |
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} |
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void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) { |
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void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) { |
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if (framebuffer) { |
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// If framebuffer is provided, reload it from memory to a texture
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if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) || |
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screen_info.texture.height != static_cast<GLsizei>(framebuffer->height) || |
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screen_info.texture.pixel_format != framebuffer->pixel_format || |
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gl_framebuffer_data.empty()) { |
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(screen_info.texture, *framebuffer); |
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} |
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// Load the framebuffer from memory, draw it to the screen, and swap buffers
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LoadFBToScreenInfo(*framebuffer); |
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if (!framebuffer) { |
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return; |
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} |
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// If framebuffer is provided, reload it from memory to a texture
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if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) || |
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screen_info.texture.height != static_cast<GLsizei>(framebuffer->height) || |
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screen_info.texture.pixel_format != framebuffer->pixel_format || |
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gl_framebuffer_data.empty()) { |
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(screen_info.texture, *framebuffer); |
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} |
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} |
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// Load the framebuffer from memory, draw it to the screen, and swap buffers
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LoadFBToScreenInfo(*framebuffer); |
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} |
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} |
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { |
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { |
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@ -418,8 +221,6 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color |
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} |
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} |
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void RendererOpenGL::InitOpenGLObjects() { |
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void RendererOpenGL::InitOpenGLObjects() { |
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frame_mailbox = std::make_unique<FrameMailbox>(); |
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glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), |
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glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), |
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Settings::values.bg_blue.GetValue(), 0.0f); |
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Settings::values.bg_blue.GetValue(), 0.0f); |
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@ -647,51 +448,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { |
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program_manager.RestoreGuestPipeline(); |
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program_manager.RestoreGuestPipeline(); |
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} |
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} |
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bool RendererOpenGL::TryPresent(int timeout_ms) { |
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if (has_debug_tool) { |
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LOG_DEBUG(Render_OpenGL, |
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"Skipping presentation because we are presenting on the main context"); |
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return false; |
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} |
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return Present(timeout_ms); |
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} |
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bool RendererOpenGL::Present(int timeout_ms) { |
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const auto& layout = render_window.GetFramebufferLayout(); |
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auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms); |
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if (!frame) { |
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LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present"); |
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return false; |
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} |
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// Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
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// readback since we won't be doing any blending
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glClear(GL_COLOR_BUFFER_BIT); |
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// Recreate the presentation FBO if the color attachment was changed
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if (frame->color_reloaded) { |
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LOG_DEBUG(Render_OpenGL, "Reloading present frame"); |
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frame_mailbox->ReloadPresentFrame(frame, layout.width, layout.height); |
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} |
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glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED); |
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// INTEL workaround.
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// Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
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// it on the emulation thread without too much penalty
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// glDeleteSync(frame.render_sync);
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// frame.render_sync = 0;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle); |
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glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height, |
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GL_COLOR_BUFFER_BIT, GL_LINEAR); |
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// Insert fence for the main thread to block on
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frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); |
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glFlush(); |
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); |
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return true; |
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} |
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void RendererOpenGL::RenderScreenshot() { |
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void RendererOpenGL::RenderScreenshot() { |
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if (!renderer_settings.screenshot_requested) { |
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if (!renderer_settings.screenshot_requested) { |
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return; |
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return; |
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@ -706,7 +462,7 @@ void RendererOpenGL::RenderScreenshot() { |
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screenshot_framebuffer.Create(); |
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screenshot_framebuffer.Create(); |
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glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle); |
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glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle); |
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Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout}; |
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const Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout}; |
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GLuint renderbuffer; |
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GLuint renderbuffer; |
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glGenRenderbuffers(1, &renderbuffer); |
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glGenRenderbuffers(1, &renderbuffer); |
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