Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
This commit is contained in:
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src/mesa/math/m_trans_tmp.h
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210
src/mesa/math/m_trans_tmp.h
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/* $Id: m_trans_tmp.h,v 1.1 2000/11/16 21:05:41 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.1
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*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* New (3.1) transformation code written by Keith Whitwell.
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*/
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/* KW: This file also included by tnl/trans_elt.c to build code
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* specific to the implementation of array-elements in the
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* tnl module.
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*/
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#ifdef DEST_4F
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static void DEST_4F( GLfloat (*t)[4],
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CONST void *ptr,
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GLuint stride,
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ARGS)
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{
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const GLubyte *f = (GLubyte *) ptr + SRC_START * stride;
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const GLubyte *first = f;
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GLuint i;
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(void) first;
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(void) start;
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for (i = DST_START ; i < n ; i++, NEXT_F) {
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CHECK {
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NEXT_F2;
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if (SZ >= 1) t[i][0] = TRX_4F(f, 0);
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if (SZ >= 2) t[i][1] = TRX_4F(f, 1);
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if (SZ >= 3) t[i][2] = TRX_4F(f, 2);
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if (SZ == 4) t[i][3] = TRX_4F(f, 3);
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}
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}
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}
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#endif
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#ifdef DEST_3F
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static void DEST_3F( GLfloat (*t)[3],
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CONST void *ptr,
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GLuint stride,
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ARGS)
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{
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const GLubyte *f = (GLubyte *) ptr + SRC_START * stride;
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const GLubyte *first = f;
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GLuint i;
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(void) first;
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(void) start;
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for (i = DST_START ; i < n ; i++, NEXT_F) {
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CHECK {
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NEXT_F2;
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t[i][0] = TRX_3F(f, 0);
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t[i][1] = TRX_3F(f, 1);
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t[i][2] = TRX_3F(f, 2);
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}
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}
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}
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#endif
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#ifdef DEST_1F
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static void DEST_1F( GLfloat *t,
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CONST void *ptr,
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GLuint stride,
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ARGS)
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{
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const GLubyte *f = (GLubyte *) ptr + SRC_START * stride;
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const GLubyte *first = f;
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GLuint i;
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(void) first;
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(void) start;
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for (i = DST_START ; i < n ; i++, NEXT_F) {
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CHECK {
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NEXT_F2;
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t[i] = TRX_1F(f, 0);
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}
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}
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}
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#endif
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#ifdef DEST_4UB
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static void DEST_4UB( GLubyte (*t)[4],
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CONST void *ptr,
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GLuint stride,
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ARGS)
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{
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const GLubyte *f = (GLubyte *) ptr + SRC_START * stride;
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const GLubyte *first = f;
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GLuint i;
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(void) start;
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(void) first;
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for (i = DST_START ; i < n ; i++, NEXT_F) {
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CHECK {
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NEXT_F2;
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if (SZ >= 1) TRX_UB(t[i][0], f, 0);
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if (SZ >= 2) TRX_UB(t[i][1], f, 1);
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if (SZ >= 3) TRX_UB(t[i][2], f, 2);
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if (SZ == 4) TRX_UB(t[i][3], f, 3); else t[i][3] = 255;
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}
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}
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}
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#endif
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#ifdef DEST_1UB
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static void DEST_1UB( GLubyte *t,
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CONST void *ptr,
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GLuint stride,
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ARGS)
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{
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const GLubyte *f = (GLubyte *) ptr + SRC_START * stride;
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const GLubyte *first = f;
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GLuint i;
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(void) start;
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(void) first;
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for (i = DST_START ; i < n ; i++, NEXT_F) {
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CHECK {
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NEXT_F2;
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TRX_UB(t[i], f, 0);
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}
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}
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}
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#endif
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#ifdef DEST_1UI
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static void DEST_1UI( GLuint *t,
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CONST void *ptr,
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GLuint stride,
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ARGS)
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{
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const GLubyte *f = (GLubyte *) ptr + SRC_START * stride;
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const GLubyte *first = f;
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GLuint i;
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(void) start;
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(void) first;
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for (i = DST_START ; i < n ; i++, NEXT_F) {
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CHECK {
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NEXT_F2;
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t[i] = TRX_UI(f, 0);
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}
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}
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}
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#endif
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static void INIT(void)
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{
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#ifdef DEST_1UI
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ASSERT(SZ == 1);
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TAB(_1ui)[SRC_IDX] = DEST_1UI;
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#endif
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#ifdef DEST_1UB
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ASSERT(SZ == 1);
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TAB(_1ub)[SRC_IDX] = DEST_1UB;
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#endif
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#ifdef DEST_1F
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ASSERT(SZ == 1);
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TAB(_1f)[SRC_IDX] = DEST_1F;
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#endif
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#ifdef DEST_3F
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ASSERT(SZ == 3);
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TAB(_3f)[SRC_IDX] = DEST_3F;
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#endif
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#ifdef DEST_4UB
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TAB(_4ub)[SZ][SRC_IDX] = DEST_4UB;
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#endif
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#ifdef DEST_4F
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TAB(_4f)[SZ][SRC_IDX] = DEST_4F;
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#endif
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}
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#undef INIT
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#undef DEST_1UI
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#undef DEST_1UB
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#undef DEST_4UB
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#undef DEST_3F
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#undef DEST_4F
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#undef DEST_1F
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#undef SZ
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#undef TAG
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