434 lines
12 KiB
C++
434 lines
12 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <list>
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#include <d3dx9.h>
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#include "Common.h"
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#include "Statistics.h"
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#include "Config.h"
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#include "main.h"
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#include "VertexManager.h"
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#include "Render.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "D3DUtil.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderCache.h"
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#include "TextureCache.h"
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#include "Utils.h"
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#include "EmuWindow.h"
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#include "AVIDump.h"
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#include "OnScreenDisplay.h"
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#include "Fifo.h"
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#include "debugger/debugger.h"
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static float m_targetWidth;
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static float m_targetHeight;
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static float xScale;
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static float yScale;
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static int m_recordWidth;
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static int m_recordHeight;
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static bool m_LastFrameDumped;
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static bool m_AVIDumping;
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#define NUMWNDRES 6
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extern int g_Res[NUMWNDRES][2];
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bool Renderer::Init()
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{
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EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]);
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D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode);
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m_targetWidth = (float)D3D::GetDisplayWidth();
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m_targetHeight = (float)D3D::GetDisplayHeight();
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xScale = m_targetWidth / (float)EFB_WIDTH;
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yScale = m_targetHeight / (float)EFB_HEIGHT;
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m_LastFrameDumped = false;
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m_AVIDumping = false;
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// We're not using fixed function, except for some 2D.
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// Let's just set the matrices to identity to be sure.
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D3DXMATRIX mtx;
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D3DXMatrixIdentity(&mtx);
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D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
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D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
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D3D::font.Init();
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for (int i = 0; i < 8; i++)
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D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
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D3D::BeginFrame(true, 0);
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VertexManager::BeginFrame();
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return true;
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}
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void Renderer::Shutdown()
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{
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D3D::font.Shutdown();
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D3D::EndFrame();
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D3D::Close();
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if (m_AVIDumping)
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{
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AVIDump::Stop();
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}
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}
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float Renderer::GetTargetScaleX()
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{
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return xScale;
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}
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float Renderer::GetTargetScaleY()
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{
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return yScale;
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}
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void Renderer::RenderText(const char *text, int left, int top, u32 color)
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{
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D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text, false);
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}
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void dumpMatrix(D3DXMATRIX &mtx)
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{
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for (int y = 0; y < 4; y++)
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{
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char temp[256];
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sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]);
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g_VideoInitialize.pLog(temp, FALSE);
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}
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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result.left = (rc.left * m_targetWidth) / EFB_WIDTH;
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result.top = (rc.top * m_targetHeight) / EFB_HEIGHT;
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result.right = (rc.right * m_targetWidth) / EFB_WIDTH;
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result.bottom = (rc.bottom * m_targetHeight) / EFB_HEIGHT;
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return result;
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}
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void formatBufferDump(const char *in, char *out, int w, int h, int p)
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{
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for (int y = 0; y < h; y++)
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{
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const char *line = in + (h - y - 1) * p;
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for (int x = 0; x < w; x++)
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{
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memcpy(out, line, 3);
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out += 3;
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line += 4;
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}
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}
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}
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void Renderer::SwapBuffers()
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{
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if (g_bSkipCurrentFrame)
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return;
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// Center window again.
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if (EmuWindow::GetParentWnd())
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{
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RECT rcWindow;
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GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
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int width = rcWindow.right - rcWindow.left;
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int height = rcWindow.bottom - rcWindow.top;
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::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
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}
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// Frame dumping routine
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if (g_Config.bDumpFrames) {
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D3DDISPLAYMODE DisplayMode;
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if (SUCCEEDED(D3D::dev->GetDisplayMode(0, &DisplayMode))) {
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LPDIRECT3DSURFACE9 surf;
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if (SUCCEEDED(D3D::dev->CreateOffscreenPlainSurface(DisplayMode.Width, DisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surf, NULL))) {
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if (!m_LastFrameDumped) {
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RECT windowRect;
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GetWindowRect(EmuWindow::GetWnd(), &windowRect);
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m_recordWidth = windowRect.right - windowRect.left;
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m_recordHeight = windowRect.bottom - windowRect.top;
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m_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), m_recordWidth, m_recordHeight);
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if (!m_AVIDumping) {
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PanicAlert("Error dumping frames to AVI.");
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} else {
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char msg [255];
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sprintf(msg, "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, m_recordWidth, m_recordHeight);
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OSD::AddMessage(msg, 2000);
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}
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}
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if (m_AVIDumping) {
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if (SUCCEEDED(D3D::dev->GetFrontBufferData(0, surf))) {
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RECT windowRect;
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GetWindowRect(EmuWindow::GetWnd(), &windowRect);
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D3DLOCKED_RECT rect;
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if (SUCCEEDED(surf->LockRect(&rect, &windowRect, D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY))) {
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char *data = (char *)malloc(3 * m_recordWidth * m_recordHeight);
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formatBufferDump((const char *)rect.pBits, data, m_recordWidth, m_recordHeight, rect.Pitch);
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AVIDump::AddFrame(data);
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free(data);
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surf->UnlockRect();
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}
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}
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}
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m_LastFrameDumped = true;
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surf->Release();
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}
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}
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}
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else
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{
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if(m_LastFrameDumped && m_AVIDumping) {
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AVIDump::Stop();
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m_AVIDumping = false;
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}
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m_LastFrameDumped = false;
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}
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char st[8192];
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// Finish up the current frame, print some stats
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if (g_Config.bOverlayStats)
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{
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Statistics::ToString(st);
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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}
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if (g_Config.bOverlayProjStats)
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{
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Statistics::ToStringProj(st);
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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}
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OSD::DrawMessages();
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#if defined(DVPROFILE)
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if (g_bWriteProfile) {
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//g_bWriteProfile = 0;
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static int framenum = 0;
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const int UPDATE_FRAMES = 8;
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if (++framenum >= UPDATE_FRAMES) {
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DVProfWrite("prof.txt", UPDATE_FRAMES);
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DVProfClear();
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framenum = 0;
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}
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}
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#endif
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D3D::EndFrame();
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DEBUGGER_PAUSE_COUNT_N_WITHOUT_UPDATE(NEXT_FRAME);
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// D3D frame is now over
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// Clean out old stuff from caches.
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frameCount++;
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PixelShaderCache::Cleanup();
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VertexShaderCache::Cleanup();
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TextureCache::Cleanup();
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//Begin new frame
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//Set default viewport and scissor, for the clear to work correctly
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stats.ResetFrame();
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = (DWORD)m_targetWidth;
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vp.Height = (DWORD)m_targetHeight;
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vp.MinZ = 0;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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RECT rc;
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rc.left = 0;
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rc.top = 0;
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rc.right = (LONG)m_targetWidth;
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rc.bottom = (LONG)m_targetHeight;
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D3D::dev->SetScissorRect(&rc);
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D3D::dev->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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// We probably shouldn't clear here.
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D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x00000000, 0, 0);
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u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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D3D::BeginFrame(false, clearColor, 1.0f);
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// This probably causes problems, and the visual difference is tiny anyway.
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// So let's keep it commented out.
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// D3D::EnableAlphaToCoverage();
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VertexManager::BeginFrame();
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if (g_Config.bOldCard)
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D3D::font.SetRenderStates(); //compatibility with low end cards
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}
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bool Renderer::SetScissorRect()
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{
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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int yoff = bpmem.scissorOffset.y * 2 - 342;
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RECT rc;
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rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342);
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rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342);
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rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341);
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rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341);
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rc.left = (int)(rc.left * xScale);
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rc.top = (int)(rc.top * yScale);
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rc.right = (int)(rc.right * xScale);
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rc.bottom = (int)(rc.bottom * yScale);
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if (rc.right >= rc.left && rc.bottom >= rc.top) {
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D3D::dev->SetScissorRect(&rc);
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return true;
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}
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else
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{
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WARN_LOG(VIDEO, "SCISSOR ERROR");
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return false;
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}
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}
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void Renderer::SetColorMask()
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{
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DWORD write = 0;
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if (bpmem.blendmode.alphaupdate)
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write = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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}
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u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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{
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// Get the rectangular target region covered by the EFB pixel.
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EFBRectangle efbPixelRc;
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efbPixelRc.left = x;
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efbPixelRc.top = y;
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efbPixelRc.right = x + 1;
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efbPixelRc.bottom = y + 1;
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TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
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// TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel
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switch (type)
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{
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case PEEK_Z:
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{
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// if (s_MSAASamples > 1)
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{
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// Resolve our rectangle.
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// g_framebufferManager.GetEFBDepthTexture(efbPixelRc);
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// glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetResolvedFramebuffer());
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}
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// Sample from the center of the target region.
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int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
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int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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u32 z = 0;
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// glReadPixels(srcX, srcY, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
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// Scale the 32-bit value returned by glReadPixels to a 24-bit
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// value (GC uses a 24-bit Z-buffer).
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// TODO: in RE0 this value is often off by one, which causes lighting to disappear
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return z >> 8;
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}
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case POKE_Z:
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// TODO: Implement
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break;
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case PEEK_COLOR: // GXPeekARGB
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{
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// Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit...
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// Tested in Killer 7, the first 8bits represent the alpha value which is used to
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// determine if we're aiming at an enemy (0x80 / 0x88) or not (0x70)
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// Wind Waker is also using it for the pictograph to determine the color of each pixel
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// if (s_MSAASamples > 1)
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{
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// Resolve our rectangle.
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// g_framebufferManager.GetEFBColorTexture(efbPixelRc);
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// glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetResolvedFramebuffer());
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}
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// Sample from the center of the target region.
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int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
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int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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// Read back pixel in BGRA format, then byteswap to get GameCube's ARGB Format.
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u32 color = 0;
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// glReadPixels(srcX, srcY, 1, 1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &color);
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return color;
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}
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case POKE_COLOR:
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// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
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// the exact location. Note: EFB pokes are susceptible to Z-buffering
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// and perhaps blending.
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//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
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break;
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}
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return 0;
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}
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// mtx.m[0][3] = pMatrix[1]; // -0.5f/m_targetWidth; <-- fix d3d pixel center?
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// mtx.m[1][3] = pMatrix[3]; // +0.5f/m_targetHeight; <-- fix d3d pixel center?
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// Called from VertexShaderManager
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void UpdateViewport()
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{
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// -------------------------------------
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float MValueX = Renderer::GetTargetScaleX();
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float MValueY = Renderer::GetTargetScaleY();
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D3DVIEWPORT9 vp;
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// Stretch picture with increased internal resolution
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vp.X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX);
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vp.Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
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vp.Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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vp.Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f;
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vp.MaxZ = xfregs.rawViewport[5] / 16777215.0f;
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D3D::dev->SetViewport(&vp);
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}
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