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https://github.com/scratchfoundation/bgfx.git
synced 2025-02-17 20:31:57 -05:00
Updated 24-nbody to demonstrate how to use indirect buffer.
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a91232015f
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3 changed files with 75 additions and 7 deletions
16
examples/24-nbody/cs_indirect.sc
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16
examples/24-nbody/cs_indirect.sc
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@ -0,0 +1,16 @@
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/*
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* Copyright 2014 Stanlo Slasinski. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "bgfx_compute.sh"
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#include "uniforms.sh"
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BUFFER_WR(indirectBuffer, uvec4, 0);
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NUM_THREADS(1, 1, 1)
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void main()
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{
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drawIndexedIndirect(indirectBuffer, 0, 6, u_dispatchSize * threadGroupUpdateSize, 0, 0, 0);
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dispatchIndirect(indirectBuffer, 1, u_dispatchSize, 1, 1);
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}
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@ -118,7 +118,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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);
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);
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const bgfx::Caps* caps = bgfx::getCaps();
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const bgfx::Caps* caps = bgfx::getCaps();
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const bool computeSupported = !!(caps->supported & BGFX_CAPS_COMPUTE);
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const bool computeSupported = !!(caps->supported & BGFX_CAPS_COMPUTE);
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const bool indirectSupported = !!(caps->supported & BGFX_CAPS_DRAW_INDIRECT);
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if (computeSupported)
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if (computeSupported)
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{
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{
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@ -162,10 +163,17 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv, 3);
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bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv, 3);
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bgfx::ShaderHandle initInstancesShader = loadShader("cs_init_instances");
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bgfx::ProgramHandle initInstancesProgram = bgfx::createProgram(loadShader("cs_init_instances"), true);
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bgfx::ProgramHandle initInstancesProgram = bgfx::createProgram(initInstancesShader, true);
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bgfx::ProgramHandle updateInstancesProgram = bgfx::createProgram(loadShader("cs_update_instances"), true);
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bgfx::ShaderHandle updateInstancesShader = loadShader("cs_update_instances");
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bgfx::ProgramHandle updateInstancesProgram = bgfx::createProgram(updateInstancesShader, true);
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bgfx::ProgramHandle indirectProgram = BGFX_INVALID_HANDLE;
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bgfx::IndirectBufferHandle indirectBuffer = BGFX_INVALID_HANDLE;
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if (indirectSupported)
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{
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indirectProgram = bgfx::createProgram(loadShader("cs_indirect"), true);
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indirectBuffer = bgfx::createIndirectBuffer(2);
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}
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u_paramsDataStruct u_paramsData;
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u_paramsDataStruct u_paramsData;
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InitializeParams(0, &u_paramsData);
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InitializeParams(0, &u_paramsData);
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@ -184,6 +192,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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int32_t scrollArea = 0;
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int32_t scrollArea = 0;
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bool useIndirect = false;
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entry::MouseState mouseState;
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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{
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@ -194,6 +204,11 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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const double freq = double(bx::getHPFrequency() );
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const double freq = double(bx::getHPFrequency() );
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const float deltaTime = float(frameTime/freq);
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const float deltaTime = float(frameTime/freq);
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if (deltaTime > 1000.0)
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{
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abort();
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}
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// Set view 0 default viewport.
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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bgfx::setViewRect(0, 0, 0, width, height);
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@ -225,6 +240,11 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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imguiSlider("Particle intensity", u_paramsData.particleIntensity, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle intensity", u_paramsData.particleIntensity, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle size", u_paramsData.particleSize, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle size", u_paramsData.particleSize, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle power", u_paramsData.particlePower, 0.001f, 16.0f, 0.01f);
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imguiSlider("Particle power", u_paramsData.particlePower, 0.001f, 16.0f, 0.01f);
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imguiSeparatorLine();
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if (imguiCheck("Use draw/dispatch indirect", useIndirect, indirectSupported) )
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{
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useIndirect = !useIndirect;
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}
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imguiEndScrollArea();
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imguiEndScrollArea();
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imguiEndFrame();
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imguiEndFrame();
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@ -243,12 +263,27 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1);
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bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1);
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}
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}
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if (useIndirect)
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{
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bgfx::setUniform(u_params, &u_paramsData, 3);
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bgfx::setBuffer(0, indirectBuffer, bgfx::Access::Write);
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bgfx::dispatch(0, indirectProgram);
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}
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(2, prevPositionBuffer1, bgfx::Access::Write);
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bgfx::setBuffer(2, prevPositionBuffer1, bgfx::Access::Write);
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bgfx::setBuffer(3, currPositionBuffer1, bgfx::Access::Write);
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bgfx::setBuffer(3, currPositionBuffer1, bgfx::Access::Write);
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bgfx::setUniform(u_params, &u_paramsData, 3);
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bgfx::setUniform(u_params, &u_paramsData, 3);
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bgfx::dispatch(0, updateInstancesProgram, u_paramsData.dispatchSize, 1, 1);
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if (useIndirect)
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{
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bgfx::dispatch(0, updateInstancesProgram, indirectBuffer, 1);
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}
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else
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{
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bgfx::dispatch(0, updateInstancesProgram, u_paramsData.dispatchSize, 1, 1);
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}
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bx::xchg(currPositionBuffer0, currPositionBuffer1);
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bx::xchg(currPositionBuffer0, currPositionBuffer1);
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bx::xchg(prevPositionBuffer0, prevPositionBuffer1);
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bx::xchg(prevPositionBuffer0, prevPositionBuffer1);
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@ -305,7 +340,14 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Submit primitive for rendering to view 0.
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// Submit primitive for rendering to view 0.
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bgfx::submit(0);
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if (useIndirect)
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{
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bgfx::submit(0, indirectBuffer, 0);
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}
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else
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{
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bgfx::submit(0);
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}
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// Advance to next frame. Rendering thread will be kicked to
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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// process submitted rendering primitives.
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@ -315,6 +357,14 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Cleanup.
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// Cleanup.
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cameraDestroy();
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cameraDestroy();
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imguiDestroy();
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imguiDestroy();
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if (indirectSupported)
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{
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bgfx::destroyProgram(indirectProgram);
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bgfx::destroyIndirectBuffer(indirectBuffer);
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}
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bgfx::destroyUniform(u_params);
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bgfx::destroyUniform(u_params);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer0);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer0);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer1);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer1);
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@ -5,6 +5,8 @@
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uniform vec4 u_params[3];
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uniform vec4 u_params[3];
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#define threadGroupUpdateSize 512
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#define u_timeStep u_params[0].x
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#define u_timeStep u_params[0].x
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#define u_dispatchSize floatBitsToUint(u_params[0].y)
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#define u_dispatchSize floatBitsToUint(u_params[0].y)
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#define u_gravity u_params[0].z
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#define u_gravity u_params[0].z
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