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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 23:12:24 +00:00
Change RenderTarget global to be an internal swrenderer variable
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parent
aaee6e333f
commit
f9175561bb
10 changed files with 42 additions and 26 deletions
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@ -694,8 +694,6 @@ void D_Display ()
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}
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}
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RenderTarget = screen;
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// change the view size if needed
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if (setsizeneeded && StatusBar != NULL)
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{
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@ -53,6 +53,8 @@ void PolyRenderer::RenderView(player_t *player)
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{
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using namespace swrenderer;
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swrenderer::RenderTarget = screen;
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bool saved_swtruecolor = r_swtruecolor;
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r_swtruecolor = screen->IsBgra();
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@ -82,7 +84,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
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const bool savedoutputformat = swrenderer::r_swtruecolor;
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viewwidth = width;
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RenderTarget = canvas;
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swrenderer::RenderTarget = canvas;
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swrenderer::bRenderingToCanvas = true;
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R_SetWindow(12, width, height, height, true);
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swrenderer::R_SWRSetWindow(12, width, height, height, WidescreenRatio);
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@ -97,7 +99,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
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canvas->Unlock();
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RenderTarget = screen;
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swrenderer::RenderTarget = screen;
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swrenderer::bRenderingToCanvas = false;
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R_ExecuteSetViewSize();
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float trueratio;
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@ -153,8 +155,8 @@ void PolyRenderer::RenderRemainingPlayerSprites()
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void PolyRenderer::ClearBuffers()
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{
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PolyVertexBuffer::Clear();
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PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
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PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
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PolyStencilBuffer::Instance()->Clear(swrenderer::RenderTarget->GetWidth(), swrenderer::RenderTarget->GetHeight(), 0);
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PolySubsectorGBuffer::Instance()->Resize(swrenderer::RenderTarget->GetPitch(), swrenderer::RenderTarget->GetHeight());
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NextStencilValue = 0;
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SeenLinePortals.clear();
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SeenMirrors.clear();
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@ -162,6 +164,8 @@ void PolyRenderer::ClearBuffers()
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void PolyRenderer::SetSceneViewport()
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{
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using namespace swrenderer;
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if (RenderTarget == screen) // Rendering to screen
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{
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int height;
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@ -165,12 +165,12 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
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// Adjust PSprite for fullscreen views
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if (camera->player && (RenderTarget != screen || viewheight == RenderTarget->GetHeight() || (RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
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if (camera->player && (swrenderer::RenderTarget != screen || viewheight == swrenderer::RenderTarget->GetHeight() || (swrenderer::RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
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{
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AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
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if (swrenderer::RenderTarget != screen || viewheight == swrenderer::RenderTarget->GetHeight())
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{
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texturemid -= weapon->YAdjust;
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}
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@ -338,7 +338,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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if (!noaccel && swrenderer::RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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{
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FRenderStyle style = visstyle.RenderStyle;
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style.CheckFuzz();
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@ -100,8 +100,6 @@ CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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else if (self > 1.f) self = 1.f;
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}
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DCanvas *RenderTarget; // [RH] canvas to render to
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int viewwindowx;
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int viewwindowy;
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@ -908,7 +906,7 @@ void R_SetupFrame (AActor *actor)
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validcount++;
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if (RenderTarget == screen && r_clearbuffer != 0)
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if (r_clearbuffer != 0)
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{
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int color;
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int hom = r_clearbuffer;
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@ -12,8 +12,6 @@ class FSerializer;
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// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
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#define NUMCOLORMAPS 32
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extern DCanvas *RenderTarget;
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extern DVector3 ViewPos;
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extern DVector3 ViewActorPos;
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extern DAngle ViewAngle;
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@ -244,18 +244,7 @@ void FSoftwareRenderer::OnModeSet ()
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void FSoftwareRenderer::ClearBuffer(int color)
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{
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if (!r_swtruecolor)
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{
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memset(RenderTarget->GetBuffer(), color, RenderTarget->GetPitch() * RenderTarget->GetHeight());
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}
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else
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{
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uint32_t bgracolor = GPalette.BaseColors[color].d;
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int size = RenderTarget->GetPitch() * RenderTarget->GetHeight();
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uint32_t *dest = (uint32_t *)RenderTarget->GetBuffer();
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for (int i = 0; i < size; i++)
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dest[i] = bgracolor;
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}
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RenderScene::Instance()->SetClearColor(color);
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}
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void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
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@ -49,6 +49,7 @@
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_clearbuffer)
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namespace swrenderer
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{
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@ -60,8 +61,15 @@ namespace swrenderer
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return &instance;
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}
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void RenderScene::SetClearColor(int color)
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{
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clearcolor = color;
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}
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void RenderScene::RenderView(player_t *player)
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{
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RenderTarget = screen;
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int width = SCREENWIDTH;
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int height = SCREENHEIGHT;
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int stHeight = ST_Y;
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@ -75,6 +83,22 @@ namespace swrenderer
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R_InitColumnDrawers();
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}
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if (r_clearbuffer != 0)
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{
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if (!r_swtruecolor)
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{
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memset(RenderTarget->GetBuffer(), clearcolor, RenderTarget->GetPitch() * RenderTarget->GetHeight());
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}
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else
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{
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uint32_t bgracolor = GPalette.BaseColors[clearcolor].d;
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int size = RenderTarget->GetPitch() * RenderTarget->GetHeight();
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uint32_t *dest = (uint32_t *)RenderTarget->GetBuffer();
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for (int i = 0; i < size; i++)
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dest[i] = bgracolor;
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}
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}
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R_BeginDrawerCommands();
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RenderActorView(player->mo);
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@ -31,6 +31,8 @@ namespace swrenderer
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void Init();
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void ScreenResized();
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void Deinit();
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void SetClearColor(int color);
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void RenderActorView(AActor *actor, bool dontmaplines = false);
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void RenderView(player_t *player);
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@ -40,5 +42,6 @@ namespace swrenderer
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private:
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bool dontmaplines = false;
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int clearcolor = 0;
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};
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}
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@ -44,6 +44,7 @@ namespace swrenderer
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double FocalLengthX;
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double FocalLengthY;
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DCanvas *RenderTarget;
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bool bRenderingToCanvas;
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double globaluclip, globaldclip;
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double CenterX, CenterY;
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@ -18,6 +18,7 @@
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namespace swrenderer
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{
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extern DCanvas *RenderTarget;
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extern bool bRenderingToCanvas;
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extern fixed_t viewingrangerecip;
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extern double FocalLengthX;
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