[core] s/Wireframe/Overdraw/g
This commit is contained in:
@@ -787,14 +787,14 @@ void Map::cycleDebugOptions() {
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#ifndef GL_ES_VERSION_2_0
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if (impl->debugOptions & MapDebugOptions::StencilClip)
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impl->debugOptions = MapDebugOptions::NoDebug;
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else if (impl->debugOptions & MapDebugOptions::Wireframe)
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else if (impl->debugOptions & MapDebugOptions::Overdraw)
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impl->debugOptions = MapDebugOptions::StencilClip;
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#else
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if (impl->debugOptions & MapDebugOptions::Wireframe)
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if (impl->debugOptions & MapDebugOptions::Overdraw)
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impl->debugOptions = MapDebugOptions::NoDebug;
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#endif // GL_ES_VERSION_2_0
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else if (impl->debugOptions & MapDebugOptions::Collision)
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impl->debugOptions = MapDebugOptions::Wireframe;
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impl->debugOptions = MapDebugOptions::Overdraw;
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else if (impl->debugOptions & MapDebugOptions::Timestamps)
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impl->debugOptions = impl->debugOptions | MapDebugOptions::Collision;
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else if (impl->debugOptions & MapDebugOptions::ParseStatus)
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@@ -145,7 +145,7 @@ void Painter::render(const Style& style, const FrameData& frame_, SpriteAtlas& a
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config.depthMask = GL_TRUE;
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config.colorMask = { GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE };
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if (isWireframe()) {
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if (isOverdraw()) {
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config.blend = GL_TRUE;
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config.blendFunc = { GL_CONSTANT_COLOR, GL_ONE };
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const float overdraw = 1.0f / 8.0f;
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@@ -248,7 +248,7 @@ void Painter::renderPass(RenderPass pass_,
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if (!layer.baseImpl->hasRenderPass(pass))
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continue;
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if (isWireframe()) {
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if (isOverdraw()) {
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config.blend = GL_TRUE;
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} else if (pass == RenderPass::Translucent) {
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config.blendFunc.reset();
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@@ -156,7 +156,7 @@ private:
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void setDepthSublayer(int n);
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bool isWireframe() const { return frame.debugOptions & MapDebugOptions::Wireframe; }
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bool isOverdraw() const { return frame.debugOptions & MapDebugOptions::Overdraw; }
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mat4 projMatrix;
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mat4 nativeMatrix;
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@@ -28,7 +28,7 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
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if (!imagePosA || !imagePosB)
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return;
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config.program = isWireframe() ? patternShader->getOverdrawID() : patternShader->getID();
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config.program = isOverdraw() ? patternShader->getOverdrawID() : patternShader->getID();
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patternShader->u_matrix = identityMatrix;
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patternShader->u_pattern_tl_a = imagePosA->tl;
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patternShader->u_pattern_br_a = imagePosA->br;
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@@ -44,7 +44,7 @@ void Painter::renderBackground(const BackgroundLayer& layer) {
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plainShader->u_color = properties.backgroundColor;
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plainShader->u_opacity = properties.backgroundOpacity;
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config.program = isWireframe() ? plainShader->getOverdrawID() : plainShader->getID();
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config.program = isOverdraw() ? plainShader->getOverdrawID() : plainShader->getID();
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backgroundArray.bind(*plainShader, tileStencilBuffer, BUFFER_OFFSET(0), store);
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}
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@@ -27,7 +27,7 @@ void Painter::renderCircle(CircleBucket& bucket,
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mat4 vtxMatrix = translatedMatrix(matrix, properties.circleTranslate, tileID,
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properties.circleTranslateAnchor);
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config.program = isWireframe() ? circleShader->getOverdrawID() : circleShader->getID();
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config.program = isOverdraw() ? circleShader->getOverdrawID() : circleShader->getID();
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circleShader->u_matrix = vtxMatrix;
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circleShader->u_extrude_scale = extrudeScale;
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@@ -46,7 +46,7 @@ void Painter::renderFill(FillBucket& bucket,
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// Because we're drawing top-to-bottom, and we update the stencil mask
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// befrom, we have to draw the outline first (!)
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if (outline && pass == RenderPass::Translucent) {
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config.program = isWireframe() ? outlineShader->getOverdrawID() : outlineShader->getID();
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config.program = isOverdraw() ? outlineShader->getOverdrawID() : outlineShader->getID();
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outlineShader->u_matrix = vertexMatrix;
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outlineShader->u_outline_color = strokeColor;
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@@ -76,7 +76,7 @@ void Painter::renderFill(FillBucket& bucket,
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// Image fill.
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if (pass == RenderPass::Translucent && imagePosA && imagePosB) {
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config.program = isWireframe() ? patternShader->getOverdrawID() : patternShader->getID();
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config.program = isOverdraw() ? patternShader->getOverdrawID() : patternShader->getID();
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patternShader->u_matrix = vertexMatrix;
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patternShader->u_pattern_tl_a = imagePosA->tl;
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patternShader->u_pattern_br_a = imagePosA->br;
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@@ -105,7 +105,7 @@ void Painter::renderFill(FillBucket& bucket,
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bucket.drawElements(*patternShader, store);
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if (properties.fillAntialias && !isOutlineColorDefined) {
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config.program = isWireframe() ? outlinePatternShader->getOverdrawID() : outlinePatternShader->getID();
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config.program = isOverdraw() ? outlinePatternShader->getOverdrawID() : outlinePatternShader->getID();
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outlinePatternShader->u_matrix = vertexMatrix;
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// Draw the entire line
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@@ -140,7 +140,7 @@ void Painter::renderFill(FillBucket& bucket,
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// fragments or when it's translucent and we're drawing translucent
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// fragments
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// Draw filling rectangle.
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config.program = isWireframe() ? plainShader->getOverdrawID() : plainShader->getID();
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config.program = isOverdraw() ? plainShader->getOverdrawID() : plainShader->getID();
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plainShader->u_matrix = vertexMatrix;
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plainShader->u_color = fillColor;
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plainShader->u_opacity = opacity;
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@@ -154,7 +154,7 @@ void Painter::renderFill(FillBucket& bucket,
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// Because we're drawing top-to-bottom, and we update the stencil mask
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// below, we have to draw the outline first (!)
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if (fringeline && pass == RenderPass::Translucent) {
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config.program = isWireframe() ? outlineShader->getOverdrawID() : outlineShader->getID();
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config.program = isOverdraw() ? outlineShader->getOverdrawID() : outlineShader->getID();
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outlineShader->u_matrix = vertexMatrix;
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outlineShader->u_outline_color = fillColor;
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@@ -57,7 +57,7 @@ void Painter::renderLine(LineBucket& bucket,
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if (!properties.lineDasharray.value.from.empty()) {
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config.program = isWireframe() ? linesdfShader->getOverdrawID() : linesdfShader->getID();
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config.program = isOverdraw() ? linesdfShader->getOverdrawID() : linesdfShader->getID();
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linesdfShader->u_matrix = vtxMatrix;
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linesdfShader->u_linewidth = properties.lineWidth / 2;
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@@ -102,7 +102,7 @@ void Painter::renderLine(LineBucket& bucket,
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if (!imagePosA || !imagePosB)
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return;
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config.program = isWireframe() ? linepatternShader->getOverdrawID() : linepatternShader->getID();
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config.program = isOverdraw() ? linepatternShader->getOverdrawID() : linepatternShader->getID();
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linepatternShader->u_matrix = vtxMatrix;
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linepatternShader->u_linewidth = properties.lineWidth / 2;
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@@ -138,7 +138,7 @@ void Painter::renderLine(LineBucket& bucket,
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bucket.drawLinePatterns(*linepatternShader, store);
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} else {
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config.program = isWireframe() ? lineShader->getOverdrawID() : lineShader->getID();
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config.program = isOverdraw() ? lineShader->getOverdrawID() : lineShader->getID();
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lineShader->u_matrix = vtxMatrix;
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lineShader->u_linewidth = properties.lineWidth / 2;
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@@ -18,7 +18,7 @@ void Painter::renderRaster(RasterBucket& bucket,
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const RasterPaintProperties& properties = layer.impl->paint;
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if (bucket.hasData()) {
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config.program = isWireframe() ? rasterShader->getOverdrawID() : rasterShader->getID();
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config.program = isOverdraw() ? rasterShader->getOverdrawID() : rasterShader->getID();
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rasterShader->u_matrix = matrix;
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rasterShader->u_buffer = 0;
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rasterShader->u_opacity = properties.rasterOpacity;
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@@ -58,7 +58,7 @@ void Painter::renderSDF(SymbolBucket &bucket,
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exScale = {{ exScale[0] * scale, exScale[1] * scale }};
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}
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config.program = isWireframe() ? sdfShader.getOverdrawID() : sdfShader.getID();
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config.program = isOverdraw() ? sdfShader.getOverdrawID() : sdfShader.getID();
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sdfShader.u_matrix = vtxMatrix;
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sdfShader.u_extrude_scale = exScale;
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sdfShader.u_texsize = texsize;
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@@ -199,7 +199,7 @@ void Painter::renderSymbol(SymbolBucket& bucket,
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exScale = {{ exScale[0] * scale, exScale[1] * scale }};
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}
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config.program = isWireframe() ? iconShader->getOverdrawID() : iconShader->getID();
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config.program = isOverdraw() ? iconShader->getOverdrawID() : iconShader->getID();
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iconShader->u_matrix = vtxMatrix;
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iconShader->u_extrude_scale = exScale;
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iconShader->u_texsize = {{ float(activeSpriteAtlas->getWidth()) / 4.0f, float(activeSpriteAtlas->getHeight()) / 4.0f }};
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@@ -272,8 +272,8 @@ RenderData Style::getRenderData(MapDebugOptions debugOptions) const {
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continue;
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if (const BackgroundLayer* background = layer->as<BackgroundLayer>()) {
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if (debugOptions & MapDebugOptions::Wireframe) {
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// We want to skip glClear optimization in wireframe mode.
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if (debugOptions & MapDebugOptions::Overdraw) {
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// We want to skip glClear optimization in overdraw mode.
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result.order.emplace_back(*layer);
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continue;
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}
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