237 lines
6.1 KiB
Rust
237 lines
6.1 KiB
Rust
use crate::Transformation;
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use glow::HasContext;
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use iced_graphics::layer;
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use iced_native::Rectangle;
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const MAX_INSTANCES: usize = 100_000;
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#[derive(Debug)]
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pub struct Pipeline {
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program: <glow::Context as HasContext>::Program,
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vertex_array: <glow::Context as HasContext>::VertexArray,
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instances: <glow::Context as HasContext>::Buffer,
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current_transform: Transformation,
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current_scale: f32,
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}
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impl Pipeline {
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pub fn new(gl: &glow::Context) -> Pipeline {
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let program = unsafe {
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create_program(
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gl,
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&[
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(glow::VERTEX_SHADER, include_str!("shader/quad.vert")),
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(glow::FRAGMENT_SHADER, include_str!("shader/quad.frag")),
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],
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)
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};
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unsafe {
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gl.use_program(Some(program));
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gl.uniform_matrix_4_f32_slice(
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Some(0),
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false,
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&Transformation::identity().into(),
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);
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gl.uniform_1_f32(Some(1), 1.0);
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gl.use_program(None);
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}
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let (vertex_array, instances) =
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unsafe { create_instance_buffer(gl, MAX_INSTANCES) };
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Pipeline {
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program,
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vertex_array,
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instances,
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current_transform: Transformation::identity(),
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current_scale: 1.0,
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}
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}
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pub fn draw(
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&mut self,
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gl: &glow::Context,
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target_height: u32,
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instances: &[layer::Quad],
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transformation: Transformation,
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scale: f32,
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bounds: Rectangle<u32>,
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) {
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unsafe {
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gl.enable(glow::SCISSOR_TEST);
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gl.scissor(
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bounds.x as i32,
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(target_height - (bounds.y + bounds.height)) as i32,
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bounds.width as i32,
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bounds.height as i32,
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);
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gl.use_program(Some(self.program));
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gl.bind_vertex_array(Some(self.vertex_array));
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.instances));
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}
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if transformation != self.current_transform {
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unsafe {
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gl.uniform_matrix_4_f32_slice(
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Some(0),
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false,
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&transformation.into(),
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);
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self.current_transform = transformation;
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}
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}
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if scale != self.current_scale {
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unsafe {
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gl.uniform_1_f32(Some(1), scale);
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}
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self.current_scale = scale;
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}
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let mut i = 0;
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let total = instances.len();
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while i < total {
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let end = (i + MAX_INSTANCES).min(total);
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let amount = end - i;
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unsafe {
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gl.buffer_sub_data_u8_slice(
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glow::ARRAY_BUFFER,
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0,
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bytemuck::cast_slice(&instances[i..end]),
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);
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gl.draw_arrays_instanced(
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glow::TRIANGLE_STRIP,
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0,
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4,
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amount as i32,
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);
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}
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i += MAX_INSTANCES;
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}
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unsafe {
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gl.bind_vertex_array(None);
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gl.use_program(None);
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gl.disable(glow::SCISSOR_TEST);
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}
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}
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}
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unsafe fn create_program(
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gl: &glow::Context,
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shader_sources: &[(u32, &str)],
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) -> <glow::Context as HasContext>::Program {
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let program = gl.create_program().expect("Cannot create program");
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let mut shaders = Vec::with_capacity(shader_sources.len());
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for (shader_type, shader_source) in shader_sources.iter() {
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let shader = gl
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.create_shader(*shader_type)
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.expect("Cannot create shader");
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gl.shader_source(shader, shader_source);
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gl.compile_shader(shader);
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if !gl.get_shader_compile_status(shader) {
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panic!(gl.get_shader_info_log(shader));
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}
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gl.attach_shader(program, shader);
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shaders.push(shader);
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}
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gl.link_program(program);
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if !gl.get_program_link_status(program) {
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panic!(gl.get_program_info_log(program));
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}
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for shader in shaders {
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gl.detach_shader(program, shader);
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gl.delete_shader(shader);
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}
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program
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}
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unsafe fn create_instance_buffer(
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gl: &glow::Context,
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size: usize,
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) -> (
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<glow::Context as HasContext>::VertexArray,
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<glow::Context as HasContext>::Buffer,
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) {
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let vertex_array = gl.create_vertex_array().expect("Create vertex array");
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let buffer = gl.create_buffer().expect("Create instance buffer");
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gl.bind_vertex_array(Some(vertex_array));
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(buffer));
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gl.buffer_data_size(
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glow::ARRAY_BUFFER,
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(size * std::mem::size_of::<layer::Quad>()) as i32,
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glow::DYNAMIC_DRAW,
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);
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let stride = std::mem::size_of::<layer::Quad>() as i32;
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gl.enable_vertex_attrib_array(0);
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gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
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gl.vertex_attrib_divisor(0, 1);
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gl.enable_vertex_attrib_array(1);
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gl.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, stride, 4 * 2);
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gl.vertex_attrib_divisor(1, 1);
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gl.enable_vertex_attrib_array(2);
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gl.vertex_attrib_pointer_f32(2, 4, glow::FLOAT, false, stride, 4 * (2 + 2));
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gl.vertex_attrib_divisor(2, 1);
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gl.enable_vertex_attrib_array(3);
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gl.vertex_attrib_pointer_f32(
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3,
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4,
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glow::FLOAT,
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false,
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stride,
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4 * (2 + 2 + 4),
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);
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gl.vertex_attrib_divisor(3, 1);
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gl.enable_vertex_attrib_array(4);
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gl.vertex_attrib_pointer_f32(
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4,
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1,
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glow::FLOAT,
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false,
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stride,
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4 * (2 + 2 + 4 + 4),
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);
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gl.vertex_attrib_divisor(4, 1);
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gl.enable_vertex_attrib_array(5);
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gl.vertex_attrib_pointer_f32(
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5,
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1,
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glow::FLOAT,
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false,
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stride,
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4 * (2 + 2 + 4 + 4 + 1),
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);
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gl.vertex_attrib_divisor(5, 1);
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gl.bind_vertex_array(None);
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gl.bind_buffer(glow::ARRAY_BUFFER, None);
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(vertex_array, buffer)
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}
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