cgfxEffectDef.cpp

//-
// ==========================================================================
// Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+
//
// cgfxAttrDef holds the "definition" of an attribute on a cgfxShader
// node.  This definition includes all the Maya attributes plus the
// CGeffect parameter index.
//

//

#include "cgfxEffectDef.h"
#include "cgfxShaderNode.h"

#ifdef _WIN32
#else
#       include <sys/timeb.h>
#       include <string.h>
#
#   define stricmp strcasecmp
#   define strnicmp strncasecmp
#endif



//
// A per-vertex attribute on a shader
//

cgfxVertexAttribute::cgfxVertexAttribute()
 : fNext( NULL), fSourceType( kUnknown), fSourceIndex( 0)
{
}


//
// A varying parameter to a pass
//

cgfxVaryingParameter::cgfxVaryingParameter( CGparameter parameter)
 :      fParameter( parameter),
        fVertexAttribute( NULL),
        fVertexStructure( NULL),
        fNext( NULL)
{
        if( parameter)
        {
                fName = cgGetParameterName( parameter);
//              fRegister = cgfxVaryingParameterManager::instance().findRegister( parameter);
        }
}


cgfxVaryingParameter::~cgfxVaryingParameter()
{
        if( fVertexStructure) delete fVertexStructure;
        if( fNext) delete fNext;
}


void cgfxVaryingParameter::setupAttributes( cgfxVertexAttribute*& vertexAttributes, CGprogram program)
{
        // Make sure our parameter name is acceptable is a Maya attribute name
        MString attrName = fName;
        int lastDot = attrName.rindex( '.');
        if( lastDot >= 0)
                attrName = attrName.substring( lastDot + 1, attrName.length() - 1);
        MString semantic = cgGetParameterSemantic( fParameter);
        semantic.toUpperCase();

        // Is this varying parameter packed or atomic?
        CGtype type = cgGetNamedUserType( program, attrName.asChar());
        if( type != CG_UNKNOWN_TYPE)
        {
                // It's packed: explode the inputs into the structure elements
                CGcontext context = cgGetProgramContext( program); 
                CGparameter packing = cgCreateParameter( context, type);
                fVertexStructure = new cgfxVaryingParameterStructure();
                fVertexStructure->fLength = 0;
                fVertexStructure->fSize = 0;
                CGparameter element = cgGetFirstStructParameter( packing);
                while( element)
                {
                        MString elementName = cgGetParameterName( element);
                        int lastDot = elementName.rindex( '.');
                        if( lastDot >= 0)
                                elementName = elementName.substring( lastDot + 1, elementName.length() - 1);
                        cgfxVertexAttribute* attr = setupAttribute( elementName, semantic, element, vertexAttributes);
                        fVertexStructure->fElements[ fVertexStructure->fLength].fVertexAttribute = attr;
                        int size = cgGetParameterRows( element) * cgGetParameterColumns( element);
                        CGtype type = cgGetParameterBaseType( element);
                        if( type == CG_FLOAT) size *= sizeof( GLfloat);
                        else if( type == CG_INT) size *= sizeof( GLint);
                        fVertexStructure->fElements[ fVertexStructure->fLength].fSize = size;
                        fVertexStructure->fLength++;
                        fVertexStructure->fSize += size;
                        element = cgGetNextParameter( element);
                }
                cgDestroyParameter( packing); 
        }
        else
        {
                // It's atomic - create a single, simple input
                fVertexAttribute = setupAttribute( attrName, semantic, fParameter, vertexAttributes);
        }

        // Now pull apart the semantic string to work out where to bind
        // this value in open GL (as the automagic binding through cgGL
        // didn't work so well when this was written)
        int radix = 1;
        fGLIndex = 0;
        unsigned int length = semantic.length();
        const char* str = semantic.asChar();

        // If sematic is NULL then stop here, bug 327649
        if (length == 0) {
                 fGLType = glRegister::kUnknown;
                 return;
        }

        for(;;)
        {
                char c = str[ length - 1];
                if( c < '0' || c > '9') break;
                fGLIndex += radix * (c - '0');
                radix *= 10;
                --length;
        }
        if( semantic.length() != length)
                semantic = semantic.substring( 0, length - 1);
        
        // Determine the semantic and setup the gl binding type we should use
        // to set this parameter. If there's a sensible default value, set that
        // while we're here.
        // Note there is no need to set the source type, this gets determined
        // when the vertex attribute sources are analysed
        if( semantic == "POSITION")
        {
                fGLType = glRegister::kPosition;
                fVertexAttribute->fSourceName = "position";
        }
        else if( semantic == "NORMAL")
        {
                fGLType = glRegister::kNormal;
                if( fVertexAttribute) 
                        fVertexAttribute->fSourceName = "normal";
        }
        else if( semantic == "TEXCOORD")
        {
                fGLType = glRegister::kTexCoord;
                if( fVertexAttribute) 
                {
                        if( attrName.toLowerCase() == "tangent")
                                fVertexAttribute->fSourceName = "tangent:map1";
                        else if( attrName.toLowerCase() == "binormal")
                                fVertexAttribute->fSourceName = "binormal:map1";
                        else
                                fVertexAttribute->fSourceName = "uv:map1";
                }
        }
        else if( semantic == "TANGENT")
        {
                fGLType = glRegister::kTexCoord;
                fGLIndex += 6; // TANGENT is TEXCOORD6
                if( fVertexAttribute) 
                        fVertexAttribute->fSourceName = "tangent:map1";
        }
        else if( semantic == "BINORMAL")
        {
                fGLType = glRegister::kTexCoord;
                fGLIndex += 7; // BINORMAL is TEXCOORD7
                if( fVertexAttribute) 
                        fVertexAttribute->fSourceName = "binormal:map1";
        }
        else if( semantic == "COLOR")
        {
                fGLType = fGLIndex == 1 ? glRegister::kSecondaryColor : glRegister::kColor;
        }
        else if( semantic == "ATTR")
        {
                fGLType = glRegister::kVertexAttrib;
        }
        else if( semantic == "PSIZE")
        {
                fGLType = glRegister::kVertexAttrib;
                fGLIndex = 6;
        }
        else
        {
                fGLType = glRegister::kUnknown;
        }
}

cgfxVertexAttribute* cgfxVaryingParameter::setupAttribute( MString name, 
                                                const MString& semantic, 
                                                CGparameter parameter, 
                                                cgfxVertexAttribute*& vertexAttributes)
{
        // Does a varying parameter of this name already exist?
        cgfxVertexAttribute** attribute = &vertexAttributes;
        while( *attribute)
        {
                if( (*attribute)->fName == name)
                {
                        return *attribute;
                }
                attribute = &(*attribute)->fNext;
        }

        // Add a new input for this parameter
        cgfxVertexAttribute* attr = new cgfxVertexAttribute();
        *attribute = attr;

        // Setup the varying parameter description
        attr->fName = name;
        attr->fType = cgGetTypeString( cgGetParameterType( parameter));
        attr->fSemantic = semantic;
        return attr;
}


void cgfxVaryingParameter::bind( const MDagPath& shape, cgfxStructureCache** cache,
                                        int vertexCount, const float * vertexArray,
                                        int normalsPerVertex, int normalCount, const float ** normalArrays,
                                        int colorCount, const float ** colorArrays,
                                        int texCoordCount, const float ** texCoordArrays)
{
        bool result = false;
        if( fVertexAttribute && fParameter)
        {
                switch( fVertexAttribute->fSourceType)
                {
                        case cgfxVertexAttribute::kPosition:
                                result = bind( vertexArray, 3);
                                break;

                        case cgfxVertexAttribute::kNormal:
                                if( normalCount > 0 && normalArrays[ 0])
                                        result = bind( normalArrays[0], 3);
                                break;

                        case cgfxVertexAttribute::kUV:
                                if( texCoordCount > fVertexAttribute->fSourceIndex && texCoordArrays[ fVertexAttribute->fSourceIndex])
                                        result = bind( texCoordArrays[ fVertexAttribute->fSourceIndex], 2);
                                break;

                        case cgfxVertexAttribute::kTangent:
                                if( normalCount >= normalsPerVertex * fVertexAttribute->fSourceIndex + 1 && normalArrays[ normalsPerVertex * fVertexAttribute->fSourceIndex + 1])
                                        result = bind( normalArrays[ normalsPerVertex * fVertexAttribute->fSourceIndex + 1], 3);
                                break;

                        case cgfxVertexAttribute::kBinormal:
                                if( normalCount >= normalsPerVertex * fVertexAttribute->fSourceIndex + 2 && normalArrays[ normalsPerVertex * fVertexAttribute->fSourceIndex + 2])
                                        result = bind( normalArrays[ normalsPerVertex * fVertexAttribute->fSourceIndex + 2], 3);
                                break;

                        case cgfxVertexAttribute::kColor:
                                if( colorCount > fVertexAttribute->fSourceIndex && colorArrays[ fVertexAttribute->fSourceIndex])
                                        result = bind( colorArrays[ fVertexAttribute->fSourceIndex], 4);
                                break;

                        default:
                                break;
                }
        }
        else if( fVertexStructure && fParameter && vertexCount)
        {
                // Build a unique name for the contents of this structure
                MString structureName;
                structureName += fVertexStructure->fSize;
                for( int i = 0; i < fVertexStructure->fLength; i++)
                {
                                cgfxVertexAttribute* vertexAttribute = fVertexStructure->fElements[ i].fVertexAttribute;
                                if( vertexAttribute) structureName += fVertexStructure->fElements[ i].fVertexAttribute->fSourceName;
                                structureName += fVertexStructure->fElements[ i].fSize;
                }

                // See if this data already exists in the cache
                char* data = NULL;
                while( *cache)
                {
                        if( !(*cache)->fShape.isValid() || !(*cache)->fShape.isAlive())
                        {
                                //printf( "Found stale cache data %s in the cache - deleting it\n", structureName.asChar());
                                cgfxStructureCache* staleCache = *cache;
                                *cache = staleCache->fNext;
                                delete staleCache;
                        }
                        else 
                        {
                                if( (*cache)->fShape == shape.node() && (*cache)->fName == structureName)
                                {
                                        //printf( "Found existing data in the cache for %s on %s\n", structureName.asChar(), shape.fullPathName().asChar());
                                        data = (*cache)->fData;
                                        break;
                                }
                                cache = &(*cache)->fNext;
                        }
                }

                // If we couldn't find it, add it to the cache
                if( !data)
                {
                        // Allocate storage for this structure
                        //printf( "Added new cache entry for %s on %s\n", structureName.asChar(), shape.fullPathName().asChar());
                        cgfxStructureCache* cacheEntry = new cgfxStructureCache( shape, structureName, fVertexStructure->fSize, vertexCount);
                        cacheEntry->fNext = *cache;
                        *cache = cacheEntry;
                        data = cacheEntry->fData;
                        char* dest = data;
                        for( int i = 0; i < fVertexStructure->fLength; i++)
                        {
                                cgfxVertexAttribute* vertexAttribute = fVertexStructure->fElements[ i].fVertexAttribute;
                                if( vertexAttribute)
                                {
                                        const char* src = NULL;
                                        int size = 0;
                                        switch( vertexAttribute->fSourceType)
                                        {
                                                case cgfxVertexAttribute::kPosition:
                                                        src = (const char*)vertexArray;
                                                        size = 3 * sizeof( float);
                                                        break;

                                                case cgfxVertexAttribute::kNormal:
                                                        if( normalCount > 0 && normalArrays[ 0])
                                                        {
                                                                src = (const char*)normalArrays[0];
                                                                size = 3 * sizeof( float);
                                                        }
                                                        break;

                                                case cgfxVertexAttribute::kUV:
                                                        if( texCoordCount > vertexAttribute->fSourceIndex && texCoordArrays[ vertexAttribute->fSourceIndex])
                                                        {
                                                                src = (const char*)texCoordArrays[ vertexAttribute->fSourceIndex];
                                                                size = 2 * sizeof( float);
                                                        }
                                                        break;

                                                case cgfxVertexAttribute::kTangent:
                                                        if( normalCount >= normalsPerVertex * vertexAttribute->fSourceIndex + 1 && normalArrays[ normalsPerVertex * vertexAttribute->fSourceIndex + 1])
                                                        {
                                                                src = (const char*)normalArrays[ normalsPerVertex * vertexAttribute->fSourceIndex + 1];
                                                                size = 3 * sizeof( float);
                                                        }
                                                        break;

                                                case cgfxVertexAttribute::kBinormal:
                                                        if( normalCount >= normalsPerVertex * vertexAttribute->fSourceIndex + 2 && normalArrays[ normalsPerVertex * vertexAttribute->fSourceIndex + 2])
                                                        {
                                                                src = (const char*)normalArrays[ normalsPerVertex * vertexAttribute->fSourceIndex + 2];
                                                                size = 3 * sizeof( float);
                                                        }
                                                        break;

                                                case cgfxVertexAttribute::kColor:
                                                        if( colorCount > vertexAttribute->fSourceIndex && colorArrays[ vertexAttribute->fSourceIndex])
                                                        {
                                                                src = (const char*)colorArrays[ vertexAttribute->fSourceIndex];
                                                                size = 4 * sizeof( float);
                                                        }
                                                        break;

                                                default:
                                                        break;
                                        }

                                        // Do we have a valid input?
                                        if( src && size)
                                        {
                                                // Setup this element
                                                int srcSkip = 0;
                                                if( size > fVertexStructure->fElements[ i].fSize)
                                                {
                                                        srcSkip = size - fVertexStructure->fElements[ i].fSize;
                                                        size = fVertexStructure->fElements[ i].fSize;
                                                }
                                                int dstSkip = fVertexStructure->fSize - size;
                                                char* dst = dest;
                                                for( int v = 0; v < vertexCount; v++)
                                                {
                                                        for( int b = 0; b < size; b++)
                                                                *dst++ = *src++;
                                                        src += srcSkip;
                                                        dst += dstSkip;
                                                }
                                        }
                                        else
                                        {
                                                // NULL this element
                                                size = fVertexStructure->fElements[ i].fSize;
                                                int dstSkip = fVertexStructure->fSize - size;
                                                char* dst = dest;
                                                for( int v = 0; v < vertexCount; v++)
                                                {
                                                        for( int b = 0; b < size; b++)
                                                                *dst++ = 0;
                                                        dst += dstSkip;
                                                }
                                        }
                                }
                                dest += fVertexStructure->fElements[ i].fSize;
                        }
                }

                result = bind( (const float*)data, fVertexStructure->fSize / sizeof( float));
        }

        // If we were unable to bind a stream of data to this register, set a friendly NULL value
        if( !result)
                null();
}


//
// Bind data to GL
//
bool cgfxVaryingParameter::bind( const float* data, int stride)
{
        bool result = false;
        switch( fGLType)
        {
                case glRegister::kPosition:
                        glStateCache::instance().enablePosition();
                        glVertexPointer( stride, GL_FLOAT, 0, data);
                        result = true;
                        break;

                case glRegister::kNormal:
                        if( stride == 3)
                        {
                                glStateCache::instance().enableNormal();
                                glNormalPointer( GL_FLOAT, 0, data);
                                result = true;
                        }
                        break;

                case glRegister::kTexCoord:
                        if( fGLIndex < glStateCache::sMaxTextureUnits)
                        {
                                glStateCache::instance().enableAndActivateTexCoord( fGLIndex);
                                glTexCoordPointer( stride, GL_FLOAT, 0, data);
                                result = true;
                        }
                        break;

                case glRegister::kColor:
                        if( stride > 2)
                        {
                                glStateCache::instance().enableColor();
                                glColorPointer( stride, GL_FLOAT, 0, data);
                                result = true;
                        }
                        break;

                case glRegister::kSecondaryColor:
                        if( stride > 2)
                        {
                                glStateCache::instance().enableSecondaryColor();
                                if( glStateCache::glVertexAttribPointer) 
                                        glStateCache::glSecondaryColorPointer( stride, GL_FLOAT, 0, (GLvoid*)data);
                                result = true;
                        }
                        break;

                case glRegister::kVertexAttrib:
                        glStateCache::instance().enableVertexAttrib( fGLIndex);
                        if( glStateCache::glVertexAttribPointer) 
                                glStateCache::glVertexAttribPointer( fGLIndex, stride, GL_FLOAT, GL_FALSE, 0, data);
                        result = true;
                        break;

                default:
                        break;
        }
        return result;
}


//
// Send null data to GL
//
void cgfxVaryingParameter::null()
{
        switch( fGLType)
        {
                case glRegister::kPosition:
                        glVertex4f( 0.0f, 0.0f, 0.0f, 1.0f);
                        break;

                case glRegister::kNormal:
                        glNormal3f( 0.0f, 0.0f, 1.0f);
                        break;

                case glRegister::kTexCoord:
                        glStateCache::instance().activeTexture( fGLIndex);
                        glStateCache::glMultiTexCoord4fARB( GL_TEXTURE0 + fGLIndex, 0.0f, 0.0f, 0.0f, 0.0f );
                        break;

                case glRegister::kColor:
                        glColor4f( 1.0f, 1.0f, 1.0f, 1.0f);
                        break;

                case glRegister::kSecondaryColor:
                        if( glStateCache::glSecondaryColor3f) 
                                glStateCache::glSecondaryColor3f( 1.0f, 1.0f, 1.0f);
                        break;

                case glRegister::kVertexAttrib:
                        if( glStateCache::glVertexAttrib4f) 
                                glStateCache::glVertexAttrib4f( fGLIndex, 0.0f, 0.0f, 0.0f, 0.0f);
                        break;

                default:
                        break;
        }
}



inline void addVaryingParametersRecursive( CGparameter parameter, cgfxVaryingParameter**& nextParameter)
{
        if( cgGetParameterVariability( parameter) == CG_VARYING)
        {
                if( cgGetParameterType( parameter) == CG_STRUCT)
                {
                        CGparameter input = cgGetFirstStructParameter( parameter);
                        while( input)
                        {
                                addVaryingParametersRecursive( input, nextParameter);
                                input = cgGetNextParameter( input);
                        }
                }
                else if( cgIsParameterReferenced( parameter))
                {
                        *nextParameter = new cgfxVaryingParameter( parameter);
                        nextParameter = &(*nextParameter)->fNext;
                }
        }
}


//
// A pass in a technique
//

cgfxPass::cgfxPass( CGpass pass, cgfxEffect* effect)
 :      fPass( pass),
        fEffect( effect),
        fProgram( NULL),
        fParameters( NULL),
        fNext( NULL)
{
        if( pass)
        {
                fName = cgGetPassName( pass);
                CGstateassignment stateAssignment = cgGetFirstStateAssignment( pass);
                cgfxVaryingParameter** nextParameter = &fParameters;
                while( stateAssignment )
                {
                        CGstate state = cgGetStateAssignmentState( stateAssignment);
                        if( cgGetStateType( state) == CG_PROGRAM_TYPE && 
                                        ( stricmp( cgGetStateName( state), "vertexProgram") == 0 ||
                                          stricmp( cgGetStateName( state), "vertexShader") == 0))
                        {
                                fProgram = cgGetProgramStateAssignmentValue( stateAssignment);
                                if( fProgram)
                                {
                                        CGparameter parameter = cgGetFirstParameter( fProgram, CG_PROGRAM);
                                        while( parameter)
                                        {
                                                addVaryingParametersRecursive( parameter, nextParameter);
                                                parameter = cgGetNextParameter( parameter);
                                        }
                                }
                        }
                        stateAssignment = cgGetNextStateAssignment( stateAssignment);
                }
        }
}


cgfxPass::~cgfxPass()
{
        if( fNext) delete fNext;
        if( fParameters) delete fParameters;
}


void cgfxPass::setupAttributes( cgfxVertexAttribute*& vertexAttributes)
{
        cgfxVaryingParameter* parameter = fParameters;
        while( parameter)
        {
                parameter->setupAttributes( vertexAttributes, fProgram);
                parameter = parameter->fNext;
        }
}


void cgfxPass::bind( const MDagPath& shape, int vertexCount, const float * vertexArray,
                                        int normalsPerVertex, int normalCount, const float ** normalArrays,
                                        int colorCount, const float ** colorArrays,
                                        int texCoordCount, const float ** texCoordArrays)
{
        cgfxVaryingParameter* parameter = fParameters;
        while( parameter)
        {
                parameter->bind( shape, &fEffect->fCache, 
                                                vertexCount, vertexArray, 
                                                 normalsPerVertex, normalCount, normalArrays, 
                                                 colorCount, colorArrays, 
                                                 texCoordCount, texCoordArrays);
                parameter = parameter->fNext;
        }
}



//
// A technique in an effect
//

cgfxTechnique::cgfxTechnique( CGtechnique technique, cgfxEffect* effect)
 :      fTechnique( technique),
        fEffect( effect),
        fPasses( NULL),
        fNext( NULL)
{
        if( technique)
        {
                fName = cgGetTechniqueName( technique);
                CGpass pass = cgGetFirstPass( technique);
                cgfxPass** nextPass = &fPasses;
                while( pass)
                {
                        // If there's no state assigned in a pass, it's either a no-op, or
                        // it failed to compile (i.e. no vertex program). Either way, skip it
                        if( cgGetFirstStateAssignment( pass))
                        {
                                *nextPass = new cgfxPass( pass, fEffect);
                                nextPass = &(*nextPass)->fNext;
                        }
                        pass = cgGetNextPass( pass);
                }
        }
        fMultiPass = fPasses && fPasses->fNext;
}


cgfxTechnique::~cgfxTechnique()
{
        if( fNext) delete fNext;
        if( fPasses) delete fPasses;
}


void cgfxTechnique::setupAttributes( cgfxVertexAttribute*& vertexAttributes)
{
        cgfxPass* pass = fPasses;
        while( pass)
        {
                pass->setupAttributes( vertexAttributes);
                pass = pass->fNext;
        }
}



//
// An effect
//

cgfxEffect::cgfxEffect()
:       fEffect( NULL),
        fTechniques( NULL),
        fTechnique( NULL),
        fCache( NULL)
{
}


cgfxEffect::~cgfxEffect()
{
        setEffect( NULL);
}


void cgfxEffect::setEffect( CGeffect effect)
{
        if( effect != fEffect)
        {
//              if( fEffect) delete fEffect;
                if( fTechniques) delete fTechniques;
                fTechniques = NULL;
                fTechnique = NULL;
                flushCache();
                fEffect = effect;
                if( fEffect)
                {
                        CGtechnique technique = cgGetFirstTechnique( effect);
                        cgfxTechnique** nextTechnique = &fTechniques;
                        while( technique)
                        {
                                *nextTechnique = new cgfxTechnique( technique, this);
                                nextTechnique = &(*nextTechnique)->fNext;
                                technique = cgGetNextTechnique( technique);
                        }
                }
        }
}


void cgfxEffect::setupAttributes( cgfxShaderNode* shader)
{
        cgfxVertexAttribute* vertexAttributes = NULL;
        cgfxTechnique* technique = fTechniques;
        MString currentTechnique = shader->getTechnique();
        while( technique)
        {
                if( technique->fName == currentTechnique)
                {
                        fTechnique = technique;
                        technique->setupAttributes( vertexAttributes);
                        break;
                }
                technique = technique->fNext;
        }
        shader->setVertexAttributes( vertexAttributes);

        // We've changed technique, so flush any cached data we had as the
        // structure definitions may have changed
        flushCache();
}


void cgfxEffect::flushCache()
{
        //printf( "Flushing all cached data\n");
        if( fCache) 
        {
                delete fCache;
                fCache = NULL;
        }
}


void cgfxEffect::flushCache( const MDagPath& shape)
{
        //printf( "Flushing cached data for shape %s\n", shape.fullPathName().asChar());
        cgfxStructureCache** cacheEntry = &fCache;
        while( *cacheEntry)
        {
                if( !(*cacheEntry)->fShape.isValid() || !(*cacheEntry)->fShape.isAlive() || (*cacheEntry)->fShape == shape.node())
                {
                        //printf( "Found stale cache data %s in the cache - deleting it\n", (*cacheEntry)->fName.asChar());
                        cgfxStructureCache* staleEntry = (*cacheEntry);
                        *cacheEntry = staleEntry->fNext;
                        staleEntry->fNext = NULL;
                        delete staleEntry;
                }
                else
                {
                        cacheEntry = &(*cacheEntry)->fNext;
                }
        }
}


cgfxStructureCache::cgfxStructureCache( const MDagPath& shape, const MString& name, int stride, int count)
: fShape( shape.node()), fName( name), fElementSize( stride), fVertexCount( count), fData( new char[ stride * count])
{
}


cgfxStructureCache::~cgfxStructureCache()
{
        if( fData) delete[] fData;
}

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