Commit ffa4e611 by Jamie Madill Committed by Commit Bot

GLES2: Reformat entry point header.

This should simplify the diff with the auto-gen patch. BUG=angleproject:1309 Change-Id: Ibea503f236e7dc07d0862e20f77e866d6ec1f316 Reviewed-on: https://chromium-review.googlesource.com/489081 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
parent e8b35512
......@@ -17,7 +17,7 @@ namespace gl
ANGLE_EXPORT void GL_APIENTRY ActiveTexture(GLenum texture);
ANGLE_EXPORT void GL_APIENTRY AttachShader(GLuint program, GLuint shader);
ANGLE_EXPORT void GL_APIENTRY BindAttribLocation(GLuint program, GLuint index, const GLchar* name);
ANGLE_EXPORT void GL_APIENTRY BindAttribLocation(GLuint program, GLuint index, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY BindBuffer(GLenum target, GLuint buffer);
ANGLE_EXPORT void GL_APIENTRY BindFramebuffer(GLenum target, GLuint framebuffer);
ANGLE_EXPORT void GL_APIENTRY BindRenderbuffer(GLenum target, GLuint renderbuffer);
......@@ -26,7 +26,10 @@ ANGLE_EXPORT void GL_APIENTRY BlendColor(GLfloat red, GLfloat green, GLfloat blu
ANGLE_EXPORT void GL_APIENTRY BlendEquation(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
ANGLE_EXPORT void GL_APIENTRY BlendFunc(GLenum sfactor, GLenum dfactor);
ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
ANGLE_EXPORT void GL_APIENTRY BlendFuncSeparate(GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
ANGLE_EXPORT void GL_APIENTRY BufferData(GLenum target,
GLsizeiptr size,
const void *data,
......@@ -40,7 +43,10 @@ ANGLE_EXPORT void GL_APIENTRY Clear(GLbitfield mask);
ANGLE_EXPORT void GL_APIENTRY ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
ANGLE_EXPORT void GL_APIENTRY ClearDepthf(GLfloat depth);
ANGLE_EXPORT void GL_APIENTRY ClearStencil(GLint s);
ANGLE_EXPORT void GL_APIENTRY ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
ANGLE_EXPORT void GL_APIENTRY ColorMask(GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha);
ANGLE_EXPORT void GL_APIENTRY CompileShader(GLuint shader);
ANGLE_EXPORT void GL_APIENTRY CompressedTexImage2D(GLenum target,
GLint level,
......@@ -59,17 +65,31 @@ ANGLE_EXPORT void GL_APIENTRY CompressedTexSubImage2D(GLenum target,
GLenum format,
GLsizei imageSize,
const void *data);
ANGLE_EXPORT void GL_APIENTRY CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY CopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border);
ANGLE_EXPORT void GL_APIENTRY CopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
ANGLE_EXPORT GLuint GL_APIENTRY CreateProgram(void);
ANGLE_EXPORT GLuint GL_APIENTRY CreateShader(GLenum type);
ANGLE_EXPORT void GL_APIENTRY CullFace(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint* buffers);
ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteBuffers(GLsizei n, const GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY DeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY DeleteShader(GLuint shader);
ANGLE_EXPORT void GL_APIENTRY DeleteTextures(GLsizei n, const GLuint* textures);
ANGLE_EXPORT void GL_APIENTRY DeleteTextures(GLsizei n, const GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY DepthFunc(GLenum func);
ANGLE_EXPORT void GL_APIENTRY DepthMask(GLboolean flag);
ANGLE_EXPORT void GL_APIENTRY DepthRangef(GLfloat n, GLfloat f);
......@@ -85,39 +105,78 @@ ANGLE_EXPORT void GL_APIENTRY Enable(GLenum cap);
ANGLE_EXPORT void GL_APIENTRY EnableVertexAttribArray(GLuint index);
ANGLE_EXPORT void GL_APIENTRY Finish(void);
ANGLE_EXPORT void GL_APIENTRY Flush(void);
ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
ANGLE_EXPORT void GL_APIENTRY FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
ANGLE_EXPORT void GL_APIENTRY FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
ANGLE_EXPORT void GL_APIENTRY FrontFace(GLenum mode);
ANGLE_EXPORT void GL_APIENTRY GenBuffers(GLsizei n, GLuint* buffers);
ANGLE_EXPORT void GL_APIENTRY GenBuffers(GLsizei n, GLuint *buffers);
ANGLE_EXPORT void GL_APIENTRY GenerateMipmap(GLenum target);
ANGLE_EXPORT void GL_APIENTRY GenFramebuffers(GLsizei n, GLuint* framebuffers);
ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint* renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GenTextures(GLsizei n, GLuint* textures);
ANGLE_EXPORT void GL_APIENTRY GetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
ANGLE_EXPORT void GL_APIENTRY GetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocation(GLuint program, const GLchar* name);
ANGLE_EXPORT void GL_APIENTRY GetBooleanv(GLenum pname, GLboolean* params);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
ANGLE_EXPORT void GL_APIENTRY GenFramebuffers(GLsizei n, GLuint *framebuffers);
ANGLE_EXPORT void GL_APIENTRY GenRenderbuffers(GLsizei n, GLuint *renderbuffers);
ANGLE_EXPORT void GL_APIENTRY GenTextures(GLsizei n, GLuint *textures);
ANGLE_EXPORT void GL_APIENTRY GetActiveAttrib(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetActiveUniform(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetAttachedShaders(GLuint program,
GLsizei maxcount,
GLsizei *count,
GLuint *shaders);
ANGLE_EXPORT GLint GL_APIENTRY GetAttribLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetBooleanv(GLenum pname, GLboolean *params);
ANGLE_EXPORT void GL_APIENTRY GetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT GLenum GL_APIENTRY GetError(void);
ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat* params);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint* params);
ANGLE_EXPORT void GL_APIENTRY GetProgramiv(GLuint program, GLenum pname, GLint* params);
ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
ANGLE_EXPORT void GL_APIENTRY GetShaderiv(GLuint shader, GLenum pname, GLint* params);
ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
ANGLE_EXPORT void GL_APIENTRY GetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
ANGLE_EXPORT void GL_APIENTRY GetFloatv(GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetIntegerv(GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetProgramiv(GLuint program, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetProgramInfoLog(GLuint program,
GLsizei bufsize,
GLsizei *length,
GLchar *infolog);
ANGLE_EXPORT void GL_APIENTRY GetRenderbufferParameteriv(GLenum target,
GLenum pname,
GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetShaderiv(GLuint shader, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetShaderInfoLog(GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *infolog);
ANGLE_EXPORT void GL_APIENTRY GetShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
ANGLE_EXPORT void GL_APIENTRY GetShaderSource(GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *source);
ANGLE_EXPORT const GLubyte *GL_APIENTRY GetString(GLenum name);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameteriv(GLenum target, GLenum pname, GLint* params);
ANGLE_EXPORT void GL_APIENTRY GetUniformfv(GLuint program, GLint location, GLfloat* params);
ANGLE_EXPORT void GL_APIENTRY GetUniformiv(GLuint program, GLint location, GLint* params);
ANGLE_EXPORT GLint GL_APIENTRY GetUniformLocation(GLuint program, const GLchar* name);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetTexParameteriv(GLenum target, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetUniformfv(GLuint program, GLint location, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetUniformiv(GLuint program, GLint location, GLint *params);
ANGLE_EXPORT GLint GL_APIENTRY GetUniformLocation(GLuint program, const GLchar *name);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
ANGLE_EXPORT void GL_APIENTRY GetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);
ANGLE_EXPORT void GL_APIENTRY Hint(GLenum target, GLenum mode);
ANGLE_EXPORT GLboolean GL_APIENTRY IsBuffer(GLuint buffer);
......@@ -139,7 +198,10 @@ ANGLE_EXPORT void GL_APIENTRY ReadPixels(GLint x,
GLenum type,
void *pixels);
ANGLE_EXPORT void GL_APIENTRY ReleaseShaderCompiler(void);
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY RenderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
ANGLE_EXPORT void GL_APIENTRY SampleCoverage(GLfloat value, GLboolean invert);
ANGLE_EXPORT void GL_APIENTRY Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei n,
......@@ -147,13 +209,19 @@ ANGLE_EXPORT void GL_APIENTRY ShaderBinary(GLsizei n,
GLenum binaryformat,
const void *binary,
GLsizei length);
ANGLE_EXPORT void GL_APIENTRY ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
ANGLE_EXPORT void GL_APIENTRY ShaderSource(GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length);
ANGLE_EXPORT void GL_APIENTRY StencilFunc(GLenum func, GLint ref, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY StencilMask(GLuint mask);
ANGLE_EXPORT void GL_APIENTRY StencilMaskSeparate(GLenum face, GLuint mask);
ANGLE_EXPORT void GL_APIENTRY StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
ANGLE_EXPORT void GL_APIENTRY StencilOpSeparate(GLenum face,
GLenum fail,
GLenum zfail,
GLenum zpass);
ANGLE_EXPORT void GL_APIENTRY TexImage2D(GLenum target,
GLint level,
GLint internalformat,
......@@ -164,9 +232,9 @@ ANGLE_EXPORT void GL_APIENTRY TexImage2D(GLenum target,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY TexParameterf(GLenum target, GLenum pname, GLfloat param);
ANGLE_EXPORT void GL_APIENTRY TexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
ANGLE_EXPORT void GL_APIENTRY TexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
ANGLE_EXPORT void GL_APIENTRY TexParameteri(GLenum target, GLenum pname, GLint param);
ANGLE_EXPORT void GL_APIENTRY TexParameteriv(GLenum target, GLenum pname, const GLint* params);
ANGLE_EXPORT void GL_APIENTRY TexParameteriv(GLenum target, GLenum pname, const GLint *params);
ANGLE_EXPORT void GL_APIENTRY TexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
......@@ -177,34 +245,44 @@ ANGLE_EXPORT void GL_APIENTRY TexSubImage2D(GLenum target,
GLenum type,
const void *pixels);
ANGLE_EXPORT void GL_APIENTRY Uniform1f(GLint location, GLfloat x);
ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat* v);
ANGLE_EXPORT void GL_APIENTRY Uniform1fv(GLint location, GLsizei count, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY Uniform1i(GLint location, GLint x);
ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint* v);
ANGLE_EXPORT void GL_APIENTRY Uniform1iv(GLint location, GLsizei count, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY Uniform2f(GLint location, GLfloat x, GLfloat y);
ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat* v);
ANGLE_EXPORT void GL_APIENTRY Uniform2fv(GLint location, GLsizei count, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY Uniform2i(GLint location, GLint x, GLint y);
ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint* v);
ANGLE_EXPORT void GL_APIENTRY Uniform2iv(GLint location, GLsizei count, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY Uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat* v);
ANGLE_EXPORT void GL_APIENTRY Uniform3fv(GLint location, GLsizei count, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY Uniform3i(GLint location, GLint x, GLint y, GLint z);
ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint* v);
ANGLE_EXPORT void GL_APIENTRY Uniform3iv(GLint location, GLsizei count, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY Uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat* v);
ANGLE_EXPORT void GL_APIENTRY Uniform4fv(GLint location, GLsizei count, const GLfloat *v);
ANGLE_EXPORT void GL_APIENTRY Uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint* v);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
ANGLE_EXPORT void GL_APIENTRY Uniform4iv(GLint location, GLsizei count, const GLint *v);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
ANGLE_EXPORT void GL_APIENTRY UseProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY ValidateProgram(GLuint program);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib1f(GLuint indx, GLfloat x);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint indx, const GLfloat* values);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib1fv(GLuint indx, const GLfloat *values);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint indx, const GLfloat* values);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib2fv(GLuint indx, const GLfloat *values);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint indx, const GLfloat* values);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint indx, const GLfloat* values);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib3fv(GLuint indx, const GLfloat *values);
ANGLE_EXPORT void GL_APIENTRY
VertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
ANGLE_EXPORT void GL_APIENTRY VertexAttrib4fv(GLuint indx, const GLfloat *values);
ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint indx,
GLint size,
GLenum type,
......@@ -212,7 +290,6 @@ ANGLE_EXPORT void GL_APIENTRY VertexAttribPointer(GLuint indx,
GLsizei stride,
const void *ptr);
ANGLE_EXPORT void GL_APIENTRY Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
} // namespace gl
}
#endif // LIBGLESV2_ENTRYPOINTGLES20_H_
#endif // LIBGLESV2_ENTRYPOINTGLES20_H_
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