mirror of
https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
Initial support for integer format textures.
They can't be rendered to and ImageData can't use the formats, for now.
This commit is contained in:
@@ -119,16 +119,8 @@ void Shader::mapActiveUniforms()
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u.name = std::string(cname, (size_t) namelen);
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(gltype);
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u.access = ACCESS_READ;
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u.textureType = getUniformTextureType(gltype);
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u.texelBufferType = getUniformTexelBufferType(gltype);
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u.isDepthSampler = isDepthTextureType(gltype);
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if (u.baseType == UNIFORM_MATRIX)
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u.matrix = getMatrixSize(gltype);
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else
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u.components = getUniformTypeComponents(gltype);
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computeUniformTypeInfo(gltype, u);
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// glGetActiveUniform appends "[0]" to the end of array uniform names...
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if (u.name.length() > 3)
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@@ -160,7 +152,7 @@ void Shader::mapActiveUniforms()
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else
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{
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unit.isTexelBuffer = false;
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unit.texture = gl.getDefaultTexture(u.textureType);
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unit.texture = gl.getDefaultTexture(u.textureType, u.dataBaseType);
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}
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for (int i = 0; i < u.count; i++)
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@@ -718,6 +710,40 @@ void Shader::updateUniform(const UniformInfo *info, int count, bool internalupda
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}
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}
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static bool isResourceBaseTypeCompatible(DataBaseType a, DataBaseType b)
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{
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if (a == DATA_BASETYPE_FLOAT || a == DATA_BASETYPE_UNORM || a == DATA_BASETYPE_SNORM)
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return b == DATA_BASETYPE_FLOAT || b == DATA_BASETYPE_UNORM || b == DATA_BASETYPE_SNORM;
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if (a == DATA_BASETYPE_INT && b == DATA_BASETYPE_INT)
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return true;
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if (a == DATA_BASETYPE_UINT && b == DATA_BASETYPE_UINT)
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return true;
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return false;
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}
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static DataBaseType getDataBaseType(PixelFormat format)
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{
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switch (getPixelFormatInfo(format).dataType)
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{
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case PIXELFORMATTYPE_UNORM:
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return DATA_BASETYPE_UNORM;
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case PIXELFORMATTYPE_SNORM:
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return DATA_BASETYPE_SNORM;
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case PIXELFORMATTYPE_UFLOAT:
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case PIXELFORMATTYPE_SFLOAT:
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return DATA_BASETYPE_FLOAT;
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case PIXELFORMATTYPE_SINT:
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return DATA_BASETYPE_INT;
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case PIXELFORMATTYPE_UINT:
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return DATA_BASETYPE_UINT;
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default:
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return DATA_BASETYPE_FLOAT;
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}
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}
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void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
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{
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Shader::sendTextures(info, textures, count, false);
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@@ -742,7 +768,6 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
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if (tex != nullptr)
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{
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const SamplerState &sampler = tex->getSamplerState();
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if (!tex->isReadable())
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{
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if (internalUpdate)
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@@ -750,7 +775,7 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
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else
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throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader.");
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}
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else if (info->isDepthSampler != sampler.depthSampleMode.hasValue)
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else if (info->isDepthSampler != tex->getSamplerState().depthSampleMode.hasValue)
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{
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if (internalUpdate)
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continue;
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@@ -772,6 +797,13 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
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throw love::Exception("Texture's type (%s) must match the type of %s (%s).", textypestr, info->name.c_str(), shadertextypestr);
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}
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}
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else if (!isResourceBaseTypeCompatible(info->dataBaseType, getDataBaseType(tex->getPixelFormat())))
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{
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if (internalUpdate)
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continue;
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else
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throw love::Exception("Texture's data format base type must match the uniform variable declared in the shader (float, int, or uint).");
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}
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tex->retain();
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}
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@@ -785,7 +817,7 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
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if (textures[i] != nullptr)
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gltex = (GLuint) tex->getHandle();
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else
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gltex = gl.getDefaultTexture(info->textureType);
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gltex = gl.getDefaultTexture(info->textureType, info->dataBaseType);
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int texunit = info->ints[i];
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@@ -802,20 +834,6 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
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Shader::sendBuffers(info, buffers, count, false);
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}
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static bool isTexelBufferTypeCompatible(DataBaseType a, DataBaseType b)
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{
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if (a == DATA_BASETYPE_FLOAT || a == DATA_BASETYPE_UNORM || a == DATA_BASETYPE_SNORM)
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return b == DATA_BASETYPE_FLOAT || b == DATA_BASETYPE_UNORM || b == DATA_BASETYPE_SNORM;
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if (a == DATA_BASETYPE_INT && b == DATA_BASETYPE_INT)
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return true;
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if (a == DATA_BASETYPE_UINT && b == DATA_BASETYPE_UINT)
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return true;
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return false;
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}
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void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count, bool internalUpdate)
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{
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uint32 requiredtypeflags = 0;
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@@ -860,7 +878,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
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if (texelbinding)
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{
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DataBaseType basetype = buffer->getDataMember(0).info.baseType;
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if (!isTexelBufferTypeCompatible(basetype, info->texelBufferType))
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if (!isResourceBaseTypeCompatible(basetype, info->dataBaseType))
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{
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if (internalUpdate)
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continue;
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@@ -1043,11 +1061,6 @@ void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW,
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int Shader::getUniformTypeComponents(GLenum type) const
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{
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UniformType basetype = getUniformBaseType(type);
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if (basetype == UNIFORM_SAMPLER || basetype == UNIFORM_TEXELBUFFER)
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return 1;
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switch (type)
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{
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case GL_INT:
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@@ -1122,25 +1135,35 @@ Shader::MatrixSize Shader::getMatrixSize(GLenum type) const
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return m;
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}
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Shader::UniformType Shader::getUniformBaseType(GLenum type) const
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void Shader::computeUniformTypeInfo(GLenum type, UniformInfo &u)
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{
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u.isDepthSampler = false;
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u.components = getUniformTypeComponents(type);
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u.baseType = UNIFORM_UNKNOWN;
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switch (type)
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{
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case GL_INT:
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case GL_INT_VEC2:
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case GL_INT_VEC3:
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case GL_INT_VEC4:
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return UNIFORM_INT;
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u.baseType = UNIFORM_INT;
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u.dataBaseType = DATA_BASETYPE_INT;
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break;
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case GL_UNSIGNED_INT:
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case GL_UNSIGNED_INT_VEC2:
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case GL_UNSIGNED_INT_VEC3:
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case GL_UNSIGNED_INT_VEC4:
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return UNIFORM_UINT;
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u.baseType = UNIFORM_UINT;
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u.dataBaseType = DATA_BASETYPE_UINT;
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break;
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case GL_FLOAT:
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case GL_FLOAT_VEC2:
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case GL_FLOAT_VEC3:
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case GL_FLOAT_VEC4:
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return UNIFORM_FLOAT;
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u.baseType = UNIFORM_FLOAT;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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break;
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case GL_FLOAT_MAT2:
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case GL_FLOAT_MAT3:
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case GL_FLOAT_MAT4:
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@@ -1150,105 +1173,112 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
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case GL_FLOAT_MAT3x4:
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case GL_FLOAT_MAT4x2:
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case GL_FLOAT_MAT4x3:
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return UNIFORM_MATRIX;
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u.baseType = UNIFORM_MATRIX;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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u.matrix = getMatrixSize(type);
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break;
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case GL_BOOL:
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case GL_BOOL_VEC2:
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case GL_BOOL_VEC3:
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case GL_BOOL_VEC4:
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return UNIFORM_BOOL;
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case GL_SAMPLER_1D:
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case GL_SAMPLER_1D_SHADOW:
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case GL_SAMPLER_1D_ARRAY:
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case GL_SAMPLER_1D_ARRAY_SHADOW:
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u.baseType = UNIFORM_BOOL;
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u.dataBaseType = DATA_BASETYPE_BOOL;
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break;
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case GL_SAMPLER_2D:
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case GL_SAMPLER_2D_MULTISAMPLE:
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case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_SAMPLER_2D_RECT:
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case GL_SAMPLER_2D_RECT_SHADOW:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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u.textureType = TEXTURE_2D;
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break;
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case GL_SAMPLER_2D_SHADOW:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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u.textureType = TEXTURE_2D;
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u.isDepthSampler = true;
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break;
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case GL_INT_SAMPLER_2D:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_INT;
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u.textureType = TEXTURE_2D;
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break;
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case GL_UNSIGNED_INT_SAMPLER_2D:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_UINT;
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u.textureType = TEXTURE_2D;
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break;
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case GL_SAMPLER_2D_ARRAY:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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u.textureType = TEXTURE_2D_ARRAY;
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break;
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case GL_SAMPLER_2D_ARRAY_SHADOW:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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u.textureType = TEXTURE_2D_ARRAY;
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u.isDepthSampler = true;
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break;
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case GL_INT_SAMPLER_2D_ARRAY:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_INT;
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u.textureType = TEXTURE_2D_ARRAY;
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break;
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case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_UINT;
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u.textureType = TEXTURE_2D_ARRAY;
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break;
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case GL_SAMPLER_3D:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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u.textureType = TEXTURE_VOLUME;
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break;
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case GL_INT_SAMPLER_3D:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_INT;
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u.textureType = TEXTURE_VOLUME;
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break;
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case GL_UNSIGNED_INT_SAMPLER_3D:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_UINT;
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u.textureType = TEXTURE_VOLUME;
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break;
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case GL_SAMPLER_CUBE:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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u.textureType = TEXTURE_CUBE;
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break;
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case GL_SAMPLER_CUBE_SHADOW:
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case GL_SAMPLER_CUBE_MAP_ARRAY:
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case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
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return UNIFORM_SAMPLER;
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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u.textureType = TEXTURE_CUBE;
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u.isDepthSampler = true;
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break;
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case GL_INT_SAMPLER_CUBE:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_INT;
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u.textureType = TEXTURE_CUBE;
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break;
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case GL_UNSIGNED_INT_SAMPLER_CUBE:
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u.baseType = UNIFORM_SAMPLER;
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u.dataBaseType = DATA_BASETYPE_UINT;
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u.textureType = TEXTURE_CUBE;
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break;
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case GL_SAMPLER_BUFFER:
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u.baseType = UNIFORM_TEXELBUFFER;
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u.dataBaseType = DATA_BASETYPE_FLOAT;
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break;
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case GL_INT_SAMPLER_BUFFER:
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u.baseType = UNIFORM_TEXELBUFFER;
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u.dataBaseType = DATA_BASETYPE_INT;
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break;
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case GL_UNSIGNED_INT_SAMPLER_BUFFER:
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return UNIFORM_TEXELBUFFER;
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default:
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return UNIFORM_UNKNOWN;
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}
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}
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u.baseType = UNIFORM_TEXELBUFFER;
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u.dataBaseType = DATA_BASETYPE_UINT;
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break;
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TextureType Shader::getUniformTextureType(GLenum type) const
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{
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switch (type)
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{
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case GL_SAMPLER_1D:
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case GL_SAMPLER_1D_SHADOW:
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case GL_SAMPLER_1D_ARRAY:
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case GL_SAMPLER_1D_ARRAY_SHADOW:
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// 1D-typed textures are not supported.
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return TEXTURE_MAX_ENUM;
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case GL_SAMPLER_2D:
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case GL_SAMPLER_2D_SHADOW:
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return TEXTURE_2D;
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case GL_SAMPLER_2D_MULTISAMPLE:
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case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
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// Multisample textures are not supported.
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return TEXTURE_MAX_ENUM;
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case GL_SAMPLER_2D_RECT:
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case GL_SAMPLER_2D_RECT_SHADOW:
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// Rectangle textures are not supported.
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return TEXTURE_MAX_ENUM;
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case GL_SAMPLER_2D_ARRAY:
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case GL_SAMPLER_2D_ARRAY_SHADOW:
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return TEXTURE_2D_ARRAY;
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case GL_SAMPLER_3D:
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return TEXTURE_VOLUME;
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case GL_SAMPLER_CUBE:
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case GL_SAMPLER_CUBE_SHADOW:
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return TEXTURE_CUBE;
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case GL_SAMPLER_CUBE_MAP_ARRAY:
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case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
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// Cubemap array textures are not supported.
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return TEXTURE_MAX_ENUM;
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default:
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return TEXTURE_MAX_ENUM;
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}
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}
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DataBaseType Shader::getUniformTexelBufferType(GLenum type) const
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{
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switch (type)
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{
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case GL_SAMPLER_BUFFER:
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return DATA_BASETYPE_FLOAT;
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case GL_INT_SAMPLER_BUFFER:
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return DATA_BASETYPE_INT;
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case GL_UNSIGNED_INT_SAMPLER_BUFFER:
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return DATA_BASETYPE_UINT;
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default:
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return DATA_BASETYPE_MAX_ENUM;
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}
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}
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bool Shader::isDepthTextureType(GLenum type) const
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{
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switch (type)
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{
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case GL_SAMPLER_1D_SHADOW:
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case GL_SAMPLER_1D_ARRAY_SHADOW:
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case GL_SAMPLER_2D_SHADOW:
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case GL_SAMPLER_2D_ARRAY_SHADOW:
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case GL_SAMPLER_CUBE_SHADOW:
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case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
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return true;
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default:
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return false;
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break;
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}
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}
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