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https://git.sr.ht/~eliasnaur/gio
synced 2026-07-07 02:15:34 +00:00
gpu: fix clip intersection with the D3D backend
Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -9,6 +9,7 @@ import (
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"gioui.org/f32"
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"gioui.org/f32"
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"gioui.org/op"
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"gioui.org/op"
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"gioui.org/op/clip"
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"gioui.org/op/paint"
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"gioui.org/op/paint"
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)
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)
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@@ -39,6 +40,64 @@ func TestHeadless(t *testing.T) {
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}
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}
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}
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}
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func TestClipping(t *testing.T) {
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w, release := newTestWindow(t)
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defer release()
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sz := w.size
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col := color.RGBA{A: 0xff, R: 0xca, G: 0xfe}
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col2 := color.RGBA{A: 0xff, R: 0x00, G: 0xfe}
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var ops op.Ops
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pop := paint.PaintOp{Rect: f32.Rectangle{Max: f32.Point{
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X: float32(sz.X),
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Y: float32(sz.Y),
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}}}
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paint.ColorOp{Color: col}.Add(&ops)
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clip.Rect{
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Rect: f32.Rectangle{
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Min: f32.Point{X: 50, Y: 50},
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Max: f32.Point{X: 250, Y: 250},
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},
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SE: 75,
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}.Op(&ops).Add(&ops)
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pop.Add(&ops)
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paint.ColorOp{Color: col2}.Add(&ops)
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clip.Rect{
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Rect: f32.Rectangle{
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Min: f32.Point{X: 100, Y: 100},
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Max: f32.Point{X: 350, Y: 350},
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},
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NW: 75,
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}.Op(&ops).Add(&ops)
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pop.Add(&ops)
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w.Frame(&ops)
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img, err := w.Screenshot()
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if err != nil {
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t.Fatal(err)
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}
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if *dumpImages {
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if err := saveImage("clip.png", img); err != nil {
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t.Fatal(err)
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}
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}
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bg := color.RGBA{A: 0xff, R: 0xff, G: 0xff, B: 0xff}
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tests := []struct {
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x, y int
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color color.RGBA
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}{
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{120, 120, col},
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{130, 130, col2},
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{210, 210, col2},
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{230, 230, bg},
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}
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for _, test := range tests {
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if got := img.RGBAAt(test.x, test.y); got != test.color {
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t.Errorf("(%d,%d): got color %v, expected %v", test.x, test.y, got, test.color)
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}
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}
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}
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func newTestWindow(t *testing.T) (*Window, func()) {
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func newTestWindow(t *testing.T) (*Window, func()) {
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t.Helper()
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t.Helper()
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sz := image.Point{X: 800, Y: 600}
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sz := image.Point{X: 800, Y: 600}
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+7
-1
@@ -538,15 +538,21 @@ func (r *renderer) intersectPath(p *pathOp, clip image.Rectangle) {
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if !p.path {
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if !p.path {
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return
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return
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}
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}
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o := p.place.Pos.Add(clip.Min).Sub(p.clip.Min)
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uv := image.Rectangle{
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uv := image.Rectangle{
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Min: p.place.Pos,
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Max: p.place.Pos.Add(p.clip.Size()),
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}
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o := clip.Min.Sub(p.clip.Min)
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sub := image.Rectangle{
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Min: o,
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Min: o,
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Max: o.Add(clip.Size()),
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Max: o.Add(clip.Size()),
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}
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}
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fbo := r.pather.stenciler.cover(p.place.Idx)
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fbo := r.pather.stenciler.cover(p.place.Idx)
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r.ctx.BindTexture(0, fbo.tex)
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r.ctx.BindTexture(0, fbo.tex)
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coverScale, coverOff := texSpaceTransform(toRectF(uv), fbo.size)
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coverScale, coverOff := texSpaceTransform(toRectF(uv), fbo.size)
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subScale, subOff := texSpaceTransform(toRectF(sub), p.clip.Size())
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r.pather.stenciler.iprog.uniforms.vert.uvTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
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r.pather.stenciler.iprog.uniforms.vert.uvTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
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r.pather.stenciler.iprog.uniforms.vert.subUVTransform = [4]float32{subScale.X, subScale.Y, subOff.X, subOff.Y}
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r.pather.stenciler.iprog.prog.UploadUniforms()
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r.pather.stenciler.iprog.prog.UploadUniforms()
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r.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
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r.ctx.DrawArrays(backend.DrawModeTriangleStrip, 0, 4)
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}
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}
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+2
-1
@@ -83,7 +83,8 @@ type stencilUniforms struct {
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type intersectUniforms struct {
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type intersectUniforms struct {
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vert struct {
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vert struct {
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uvTransform [4]float32
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uvTransform [4]float32
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subUVTransform [4]float32
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}
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}
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}
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}
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+49
-13
File diff suppressed because one or more lines are too long
@@ -17,6 +17,23 @@ vec3[2] fboTextureTransform() {
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return t;
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return t;
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}
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}
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// fboTransform returns a transformation
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// that cancels the implied transformation between
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// the clip space and the framebuffer.
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// Only two rows are returned. The last is implied
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// to be [0, 0, 1].
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vec3[2] fboTransform() {
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vec3[2] t;
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#ifdef HLSL
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t[0] = vec3(1.0, 0.0, 0.0);
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t[1] = vec3(0.0, 1.0, 0.0);
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#else
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t[0] = vec3(1.0, 0.0, 0.0);
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t[1] = vec3(0.0, -1.0, 0.0);
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#endif
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return t;
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}
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// toClipSpace converts an OpenGL gl_Position value to a
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// toClipSpace converts an OpenGL gl_Position value to a
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// native GPU position.
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// native GPU position.
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vec4 toClipSpace(vec4 pos) {
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vec4 toClipSpace(vec4 pos) {
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@@ -4,18 +4,25 @@
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precision highp float;
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precision highp float;
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#include <common.inc>
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layout(location = 0) in vec2 pos;
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 uv;
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layout(location = 1) in vec2 uv;
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layout(binding = 0) uniform Block {
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layout(binding = 0) uniform Block {
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vec4 uvTransform;
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vec4 uvTransform;
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vec4 subUVTransform;
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};
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};
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layout(location = 0) out vec2 vUV;
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layout(location = 0) out vec2 vUV;
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void main() {
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void main() {
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vec2 p = pos;
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vec3[2] fboTrans = fboTransform();
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p.y = -p.y;
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vec3 p = transform3x2(fboTrans, vec3(pos, 1.0));
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gl_Position = vec4(p, 0, 1);
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gl_Position = vec4(p, 1);
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vUV = uv*uvTransform.xy + uvTransform.zw;
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vec3[2] fboTexTrans = fboTextureTransform();
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vec3 uv3 = transform3x2(fboTexTrans, vec3(uv, 1.0));
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vUV = uv3.xy*subUVTransform.xy + subUVTransform.zw;
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vUV = transform3x2(fboTexTrans, vec3(vUV, 1.0)).xy;
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vUV = vUV*uvTransform.xy + uvTransform.zw;
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}
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}
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