| Age | Commit message (Collapse) | Author |
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Add slang-binaries to have certificates.
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`bool`. (#1987)
* Passing associated type arguments to existential parameters + packing for `bool`.
* fix typo
Co-authored-by: Yong He <yhe@nvidia.com>
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* Diagnostic for no type conformance + bug fix.
* Fixes.
* Fix.
* Include heterogeneous example only with --enable-experimental-projects premake flag
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Update slang-binaries to have centos binaries.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* First integration of slang-pack.
* Use .os
* Add optional dependency support.
* Update github actions/scripts to update deps. aarch64 needs special handling.
* Upgrade to latest slang-pack for ignore-deps support.
* Fix linux build issues.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Add support for LLVM for host callable.
Added CodeGenTransitionMap.
* Remove hack to enable host callable for LLVM.
* Small improvements around transitions/downstream compiler.
* Fix typo in method name.
* Fix comment.
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Ignore some gfx unit tests when using swiftshader.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Bring heterogeneous-hello-world back up to date.
* Reintroduced heterogeneous-hello-world into the premake
* No longer uses compiled bytecode for entry point, instead a loadModule
call is hardocoded with the slang file name.
* Entry point is, similarly, hardcoded for now.
* Added a bypass to slang-legalize-types for an unneeded GPUForeach check
* Run premake and change to relative path
* Removed experimental and added README
* Add prebuild command to premake for heterogeneous example
* Pass in entry point as parameter (also remove shader bytecode)
* Pass in module name as parameter
* Squashed commit of the following:
commit 5b13b57fe600724344c556fe4309a5d6bb3d39ab
Author: Kai Yao <kyao@nvidia.com>
Date: Thu Oct 7 23:38:50 2021 -0700
Return diagnostics data when encountering module load error by exception (#1966)
commit 112e1515c30fa972ff56f91514b70946153c718c
Author: jsmall-nvidia <jsmall@nvidia.com>
Date: Thu Oct 7 16:12:29 2021 -0400
Disable test crashing CI (#1965)
* #include an absolute path didn't work - because paths were taken to always be relative.
* Disable test that appears to be crashing.
commit da32069a0c1c8c723d7ef45100049a8f0dd5d9c4
Author: Kai Yao <kyao@nvidia.com>
Date: Mon Oct 4 13:58:51 2021 -0700
Modified barrier API to accept multiple resources per call (#1959)
Co-authored-by: Yong He <yonghe@outlook.com>
commit 97bb82ebcdf8f1391b9d93b5a8d7b1dfc4e88e52
Author: jsmall-nvidia <jsmall@nvidia.com>
Date: Mon Oct 4 14:15:51 2021 -0400
Removing exceptions from core/compiler-core (#1953)
* #include an absolute path didn't work - because paths were taken to always be relative.
* Refactor Stream. Working on all tests.
* Split out CharEncode.
* Make method names lower camel.
m_prefix in Writer/Reader
* Tidy up around CharEncode interface.
* Small improvements around encode/decode.
* Better use of types.
* Remove readLine from TextReader.
* Remove exceptions from Stream/Text handling.
* Fix some typos.
* Fix tabbing.
* Fix missing override.
* Remove remaining exception throw/catch via using signal mechanism.
* Remove exceptions that are not used anymore.
* Document the Stream interface.
* Remove index for decoding 'get byte' function.
* Fix CharReader -> ByteReader.
commit b3dfe383c6d31ff3dbd76dcfb32de8d536382f3e
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Mon Oct 4 09:46:33 2021 -0700
Get native handles for TextureResource and BufferResource (#1960)
* Added getNativeHandle() to TextureResource and BufferResource; Implemented getNativeHandle() in Vulkan and D3D12; Added new unit test files for the aforementioned implementation
* Added missing getNativeHandle() implementations to renderer-shared.cpp and CUDA
* Finished new getNativeHandle() unit tests for ITextureResource and IBufferResource; Modified ICommandQueue and ICommandBuffer unit tests to call QueryInterface to convert to IUnknown then back and compare resulting pointers for equality
* Unit tests updated and pass locally
* Cast m_buffer.m_buffer and m_image to uint64_t
commit 35bca4cc432613af3926da3bed217a6baa9cbd26
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Fri Oct 1 13:08:25 2021 -0700
Add getNativeHandle() to ICommandQueue and ICommandBuffer (#1952)
* Added support for getting command buffer and command queue handles to ICommandBuffer and ICommandQueue; D3D12Device, VkDevice, and DebugDevice modifieid to implement this new functionality; immediate-renderer-base.cpp also modified to implement the new functions
* Removed excess boilerplate
* Changed readRef() to get() in D3D12 getNativeHandle() implementation for ICommandBuffer and ICommandQueue
* Added unit tests for new getNativeHandle() implementations, unfinished
* Queue test added; Minor cleanup changes
* getBufferHandleTestImpl() now closes the command buffer before returning
* Added getNativeHandle() implementations to CUDADevice
* Added comment clarifying that the Vulkan check is checking for a null handle, which is defined to be 0
commit 6c6200f547c7387598743b23bb3c8f0d375d9494
Author: Kai Yao <kyao@nvidia.com>
Date: Thu Sep 30 20:25:34 2021 -0700
VK Resource Barrier (#1955)
* Resource barrier API and VK implementation
* Stub implementations
* Handle VK Acceleration Structure flag
* Add a couple more cases to pipeline barrier stages
commit 627fc976bac5c2381dbace9c7925cb6a68b8de12
Author: Yong He <yonghe@outlook.com>
Date: Thu Sep 30 19:48:47 2021 -0700
Fix aarch64 build on github (#1957)
Co-authored-by: Yong He <yhe@nvidia.com>
commit 122d701513e116856bd59c999221ce36a373d7db
Author: Yong He <yonghe@outlook.com>
Date: Thu Sep 30 17:51:56 2021 -0700
Fix GitHub release (#1956)
* Fix aarch64 release build config.
* Fix for WinAarch64 build.
* Update premake for embed-std-lib build on aarch64.
* `platform` fix for aarach64 build.
* Try revert back to use absolute output path for slang-stdlib-generated.h
* Fix
* fix
Co-authored-by: Yong He <yhe@nvidia.com>
commit aa8f7b899b7b562b3d3c6e25c3da41569505e70c
Author: Chad Engler <englercj@live.com>
Date: Wed Sep 29 13:02:47 2021 -0700
Fix ARM64 detection for MSVC (#1951)
commit 6736b0c1c5fa3e89bc561eb7965a1a0d17af3466
Author: Yong He <yonghe@outlook.com>
Date: Wed Sep 29 11:29:46 2021 -0700
Add ISession::loadModuleFromSource. (#1950)
Co-authored-by: Yong He <yhe@nvidia.com>
commit d8e452412e14a6a8ba137f2adcae13b398e5cecb
Author: Yong He <yonghe@outlook.com>
Date: Tue Sep 28 15:03:03 2021 -0700
Fix AbortCompilationException leaking through loadModule API. (#1949)
* Fix AbortCompilationException leaking through loadModule API.
* Update.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
commit cdf1b2c007fefdca128584d2a9f63dec3d350e16
Author: Yong He <yonghe@outlook.com>
Date: Tue Sep 28 11:54:24 2021 -0700
Improvements to the unit test framework. (#1948)
commit af788b62e18bbd55cd748ad60400a74cf1bc93ee
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Fri Sep 24 16:53:41 2021 -0700
Add existing device handle support unit test (#1946)
commit bec8e6aec85b6e3f875c58bdd59eb15613978358
Author: Yong He <yonghe@outlook.com>
Date: Fri Sep 24 11:33:44 2021 -0700
Move existing unit tests to a standalone dll. (#1945)
commit f2a3c933bc11a498c622fa18694c84beca8ca031
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Thu Sep 23 12:19:49 2021 -0700
Add method to retrieve native handles (#1944)
* Added a getNativeHandle() method that retrieves the natively created handles; Modified RendererBase, VKDevice, D3D12Device, and DebugDevice to implement this new method
* Moved ExistingDeviceHandles out of Desc directly inside IDevice and renamed to NativeHandles; Modified calls accessing the struct accordingly in RendererBase, DebugDevice, VKDevice, and D3D12Device
* Minor cleanup changes (renames, etc.)
commit b9b398d038b524f15a86ff27cd6888d54e8754e0
Author: Yong He <yonghe@outlook.com>
Date: Wed Sep 22 10:06:59 2021 -0700
Add gfx unit testing framework. (#1943)
* Add gfx unit testing framework.
* Fix compilation error.
* Reset gfxDebugCallback after render_test.
* Pass enabledApi flags through.
* Fix for code review suggestions.
Co-authored-by: Yong He <yhe@nvidia.com>
commit 6e9cee69b3588ddae09b08b9f580f59ad899983f
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Tue Sep 21 18:46:32 2021 -0700
Support for existing device/instance handles in Vulkan (#1942)
commit b1f04c8544c650de3947955ca68f679535d249aa
Author: lucy96chen <47800040+lucy96chen@users.noreply.github.com>
Date: Wed Sep 15 20:22:45 2021 -0700
Allow D3D12Device to use an existing device handle (#1940)
* Added a new field for an existing device handle to IDevice::Desc; Modified D3D12Device::initialize to set the device stored in desc if it already exists instead of creating a new one
* Turned existingDeviceHandle into a struct containing an array of two elements; Updated D3D12Device::initialize to match changes to existingDeviceHandle; Updated comments
* Fixed style error for ExistingDeviceHandles struct
commit 2f7b9f5ae8be21c6c1d75ae9caefbc7b3f8986a9
Author: Pablo Delgado <private@pablode.com>
Date: Thu Sep 16 01:17:57 2021 +0200
Fix incorrect WIN32 macros and missing Windows.h inclusion (#1939)
* Replace WIN32 preprocessor macros with _WIN32
* Add missing Windows.h include for InterlockedIncrement
commit 11d43642008905ac69a3832eb8a9b2ae7b785f86
Author: Yong He <yonghe@outlook.com>
Date: Tue Sep 14 11:36:44 2021 -0700
Avoid upcasting to f32 in 16bit float-uint bit cast. (#1938)
Co-authored-by: Yong He <yhe@nvidia.com>
commit 502aa3812a82cf0d091cff0c67804e4ee448ac78
Author: David Siher <32305650+dsiher@users.noreply.github.com>
Date: Tue Sep 14 12:59:55 2021 -0400
Bring heterogeneous-hello-world back up to date. (#1935)
* Bring heterogeneous-hello-world back up to date.
* Reintroduced heterogeneous-hello-world into the premake
* No longer uses compiled bytecode for entry point, instead a loadModule
call is hardocoded with the slang file name.
* Entry point is, similarly, hardcoded for now.
* Added a bypass to slang-legalize-types for an unneeded GPUForeach check
* Run premake and change to relative path
* Removed experimental and added README
Co-authored-by: Yong He <yonghe@outlook.com>
* Revert "Squashed commit of the following:"
This reverts commit 4f665858d65f7c332c616ef6db9fdafa1c5e0b9f.
* Run premake
* Remove prebuild command (only works on Windows?)
* Rerun premake
* Fix heterogeneous prebuild command
* Remove linux specific prebuild command
* Fix prebuild command (again)
* Change target from dxbc to hlsl to see if that fixes linux issues
* Use Path::getFileNameWithoutExt
* Change string-literal.slang.expected to have extra filename in decoration
Co-authored-by: Yong He <yonghe@outlook.com>
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* GFX: implement mutable shader objects.
* Revert unnecessary changes
* Revert more changes.
* Fix clang errors.
* Fix clang/gcc errors.
* Fix clang errors.
* Remove CPU test.
* Fix after merge.
* Fix after merge.
* Remove gl test
* Code review fixes.
* Fixing all vk validation errors.
* Flush test output more often.
* Fix a crash in `specializeDynamicAssociatedTypeLookup`.
* temporarily disable std-lib-serialize test to see what happens
* Fix crashes.
* Make sure cpu gfx unit tests are properly disabled on TeamCity.
* Disable cpu test.
* Fix.
* Fix cuda.
* Disable nv-ray-tracing-motion-blur
Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Update slang-binaries for glslang binaries with updated spirv headers/tools.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Update glslang/spir-v generated files.
* Update spirv-headers and spirv-tools
* Fix readme.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Upgrade to GLSLANG 11.16.0+
* Small edit to readme - really to kick another build.
* Upgrade slang-binaries to include new glslang binaries.
* Update slang-binaries to include linux-x86
* Upgrade slang-binaries.
* Support for GL_NV_ray_tracing_motion_blur extension.
* Fix issues with doc output around spirv_direct
Updated docs.
* Remove spirv_direct from names of codegen targets.
* Improvements around spirv_direct in docs.
* Updated stdlib docs.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Upgrade to GLSLANG 11.16.0+
* Small edit to readme - really to kick another build.
* Upgrade slang-binaries to include new glslang binaries.
* Update slang-binaries to include linux-x86
* Upgrade slang-binaries.
* Support for GL_NV_ray_tracing_motion_blur extension.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Upgrade to GLSLANG 11.16.0+
* Small edit to readme - really to kick another build.
* Upgrade slang-binaries to include new glslang binaries.
* Update slang-binaries to include linux-x86
* Upgrade slang-binaries.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small improvements to premake for linux around linking.
* Link with pthread of slang-glslang.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Temporarily disable swiftshader.
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* Allow specifying entry point name in gfx unit test util
* Add buffer barrier test
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Reenable erroneously disabled test.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Disable test that appears to be crashing.
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Co-authored-by: Yong He <yonghe@outlook.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Refactor Stream. Working on all tests.
* Split out CharEncode.
* Make method names lower camel.
m_prefix in Writer/Reader
* Tidy up around CharEncode interface.
* Small improvements around encode/decode.
* Better use of types.
* Remove readLine from TextReader.
* Remove exceptions from Stream/Text handling.
* Fix some typos.
* Fix tabbing.
* Fix missing override.
* Remove remaining exception throw/catch via using signal mechanism.
* Remove exceptions that are not used anymore.
* Document the Stream interface.
* Remove index for decoding 'get byte' function.
* Fix CharReader -> ByteReader.
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* Added getNativeHandle() to TextureResource and BufferResource; Implemented getNativeHandle() in Vulkan and D3D12; Added new unit test files for the aforementioned implementation
* Added missing getNativeHandle() implementations to renderer-shared.cpp and CUDA
* Finished new getNativeHandle() unit tests for ITextureResource and IBufferResource; Modified ICommandQueue and ICommandBuffer unit tests to call QueryInterface to convert to IUnknown then back and compare resulting pointers for equality
* Unit tests updated and pass locally
* Cast m_buffer.m_buffer and m_image to uint64_t
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* Added support for getting command buffer and command queue handles to ICommandBuffer and ICommandQueue; D3D12Device, VkDevice, and DebugDevice modifieid to implement this new functionality; immediate-renderer-base.cpp also modified to implement the new functions
* Removed excess boilerplate
* Changed readRef() to get() in D3D12 getNativeHandle() implementation for ICommandBuffer and ICommandQueue
* Added unit tests for new getNativeHandle() implementations, unfinished
* Queue test added; Minor cleanup changes
* getBufferHandleTestImpl() now closes the command buffer before returning
* Added getNativeHandle() implementations to CUDADevice
* Added comment clarifying that the Vulkan check is checking for a null handle, which is defined to be 0
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* Resource barrier API and VK implementation
* Stub implementations
* Handle VK Acceleration Structure flag
* Add a couple more cases to pipeline barrier stages
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix aarch64 release build config.
* Fix for WinAarch64 build.
* Update premake for embed-std-lib build on aarch64.
* `platform` fix for aarach64 build.
* Try revert back to use absolute output path for slang-stdlib-generated.h
* Fix
* fix
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix AbortCompilationException leaking through loadModule API.
* Update.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Added a getNativeHandle() method that retrieves the natively created handles; Modified RendererBase, VKDevice, D3D12Device, and DebugDevice to implement this new method
* Moved ExistingDeviceHandles out of Desc directly inside IDevice and renamed to NativeHandles; Modified calls accessing the struct accordingly in RendererBase, DebugDevice, VKDevice, and D3D12Device
* Minor cleanup changes (renames, etc.)
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* Add gfx unit testing framework.
* Fix compilation error.
* Reset gfxDebugCallback after render_test.
* Pass enabledApi flags through.
* Fix for code review suggestions.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Added a new field for an existing device handle to IDevice::Desc; Modified D3D12Device::initialize to set the device stored in desc if it already exists instead of creating a new one
* Turned existingDeviceHandle into a struct containing an array of two elements; Updated D3D12Device::initialize to match changes to existingDeviceHandle; Updated comments
* Fixed style error for ExistingDeviceHandles struct
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* Replace WIN32 preprocessor macros with _WIN32
* Add missing Windows.h include for InterlockedIncrement
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Bring heterogeneous-hello-world back up to date.
* Reintroduced heterogeneous-hello-world into the premake
* No longer uses compiled bytecode for entry point, instead a loadModule
call is hardocoded with the slang file name.
* Entry point is, similarly, hardcoded for now.
* Added a bypass to slang-legalize-types for an unneeded GPUForeach check
* Run premake and change to relative path
* Removed experimental and added README
Co-authored-by: Yong He <yonghe@outlook.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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+ Implement bit_cast between float16 and uint16 in GLSL.
+ Enable pack-any-value-16bit test on vk.
Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* First integration with 'slang-llvm'.
* Fix project.
* Fix test output.
* First pass assert support.
* Add inline impls for min and max.
* Add abs inline abs impl for llvm.
* Make abs not use ternary op
* Fix typo in slang-llvm.h
* Sundary fixes to make remaining tests using llvm backend pass.
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* `reinterpret` and 16-bit value packing.
* Update `half-texture` cross-compile test reference result.
* Revert inadvertent reformatting of slang-ir-inst-defs.h
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix crash: dynamic dispatch of generic interface method.
* Fix memory error.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix mangling logic for the case where a symbol name contains characters that aren't permitted (this usually occurs when a module name consists of the actual path to the module). There were multiple early-out `if` cases that accidentally fell through to the fallback path, so that symbol names would end up being excessively long.
* Fix type conversion cost lookup cache, by allowing single-element vectors (e.g., `vector<float,1>`) and single row/column matrix types to be distinguished from types of lower rank. Previously, `float` and `float1` and `float1x1` would share a single cache entry, even though each (currently) has very different conversion rules.
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Co-authored-by: Yong He <yhe@nvidia.com>
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