182 lines
6.9 KiB
C
182 lines
6.9 KiB
C
// This file is part of the FidelityFX SDK.
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//
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// Copyright (C) 2024 Advanced Micro Devices, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
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// copies of the Software, and to permit persons to whom the Software is
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// 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 in
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// 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 OR
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// 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 THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#include "ffx_spd_resources.h"
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#if defined(FFX_GPU)
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#include "ffx_core.h"
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#ifndef FFX_PREFER_WAVE64
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#define FFX_PREFER_WAVE64
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#endif // #ifndef FFX_PREFER_WAVE64
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#if defined(FFX_SPD_BIND_CB_SPD)
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layout (set = 0, binding = FFX_SPD_BIND_CB_SPD, std140) uniform cbFSR1_t
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{
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FfxUInt32 mips;
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FfxUInt32 numWorkGroups;
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FfxUInt32x2 workGroupOffset;
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FfxFloat32x2 invInputSize; // Only used for linear sampling mode
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FfxFloat32x2 padding;
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} cbFSR1;
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#endif
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FfxUInt32 Mips()
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{
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return cbFSR1.mips;
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}
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FfxUInt32 NumWorkGroups()
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{
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return cbFSR1.numWorkGroups;
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}
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FfxUInt32x2 WorkGroupOffset()
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{
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return cbFSR1.workGroupOffset;
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}
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FfxFloat32x2 InvInputSize()
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{
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return cbFSR1.invInputSize;
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}
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layout (set = 0, binding = 1000) uniform sampler s_LinearClamp;
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// SRVs
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#if defined FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC
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layout (set = 0, binding = FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC) uniform texture2DArray r_input_downsample_src;
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#endif
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// UAV declarations
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#if defined FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC
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layout (set = 0, binding = FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC, std430) coherent buffer rw_internal_global_atomic_t
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{
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FfxUInt32 counter[6];
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} rw_internal_global_atomic;
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#endif
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#if defined FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP
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layout (set = 0, binding = FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP, rgba32f) coherent uniform image2DArray rw_input_downsample_src_mid_mip;
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#endif
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#if defined FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS
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layout (set = 0, binding = FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS, rgba32f) uniform image2DArray rw_input_downsample_src_mips[SPD_MAX_MIP_LEVELS+1];
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#endif
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#if FFX_HALF
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#if defined(FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC)
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FfxFloat16x4 SampleSrcImageH(FfxFloat32x2 uv, FfxUInt32 slice)
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{
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FfxFloat32x2 textureCoord = FfxFloat32x2(uv) * InvInputSize() + InvInputSize();
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FfxFloat32x4 result = textureLod(sampler2DArray(r_input_downsample_src, s_LinearClamp), FfxFloat32x3(textureCoord, slice), 0);
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return FfxFloat16x4(ffxSrgbFromLinear(result.x), ffxSrgbFromLinear(result.y), ffxSrgbFromLinear(result.z), result.w);
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}
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#endif // defined(FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC)
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#if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS)
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FfxFloat16x4 LoadSrcImageH(FfxFloat32x2 uv, FfxUInt32 slice)
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{
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return FfxFloat16x4(imageLoad(rw_input_downsample_src_mips[0], FfxInt32x3(uv, slice)));
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}
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#endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS)
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#if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS)
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void StoreSrcMipH(FfxFloat16x4 value, FfxInt32x2 uv, FfxUInt32 slice, FfxUInt32 mip)
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{
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imageStore(rw_input_downsample_src_mips[mip], FfxInt32x3(uv, slice), FfxFloat32x4(value));
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}
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#endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS)
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#if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP)
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FfxFloat16x4 LoadMidMipH(FfxInt32x2 uv, FfxUInt32 slice)
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{
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return FfxFloat16x4(imageLoad(rw_input_downsample_src_mid_mip, FfxInt32x3(uv, slice)));
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}
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#endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP)
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#if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP)
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void StoreMidMipH(FfxFloat16x4 value, FfxInt32x2 uv, FfxUInt32 slice)
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{
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imageStore(rw_input_downsample_src_mid_mip, FfxInt32x3(uv, slice), FfxFloat32x4(value));\
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}
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#endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP)
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#else // FFX_HALF
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#if defined(FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC)
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FfxFloat32x4 SampleSrcImage(FfxInt32x2 uv, FfxUInt32 slice)
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{
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FfxFloat32x2 textureCoord = FfxFloat32x2(uv) * InvInputSize() + InvInputSize();
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FfxFloat32x4 result = textureLod(sampler2DArray(r_input_downsample_src, s_LinearClamp), FfxFloat32x3(textureCoord, slice), 0);
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return FfxFloat32x4(ffxSrgbFromLinear(result.x), ffxSrgbFromLinear(result.y), ffxSrgbFromLinear(result.z), result.w);
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}
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#endif // defined(FFX_SPD_BIND_SRV_INPUT_DOWNSAMPLE_SRC)
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#if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS)
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FfxFloat32x4 LoadSrcImage(FfxInt32x2 uv, FfxUInt32 slice)
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{
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return imageLoad(rw_input_downsample_src_mips[0], FfxInt32x3(uv, slice));
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}
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#endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS)
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#if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS)
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void StoreSrcMip(FfxFloat32x4 value, FfxInt32x2 uv, FfxUInt32 slice, FfxUInt32 mip)
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{
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imageStore(rw_input_downsample_src_mips[mip], FfxInt32x3(uv, slice), value);
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}
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#endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MIPS)
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#if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP)
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FfxFloat32x4 LoadMidMip(FfxInt32x2 uv, FfxUInt32 slice)
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{
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return imageLoad(rw_input_downsample_src_mid_mip, FfxInt32x3(uv, slice));
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}
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#endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP)
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#if defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP)
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void StoreMidMip(FfxFloat32x4 value, FfxInt32x2 uv, FfxUInt32 slice)
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{
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imageStore(rw_input_downsample_src_mid_mip, FfxInt32x3(uv, slice), value);
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}
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#endif // defined(FFX_SPD_BIND_UAV_INPUT_DOWNSAMPLE_SRC_MID_MIPMAP)
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#endif // FFX_HALF
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#if defined(FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC)
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void IncreaseAtomicCounter(FFX_PARAMETER_IN FfxUInt32 slice, FFX_PARAMETER_INOUT FfxUInt32 counter)
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{
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counter = atomicAdd(rw_internal_global_atomic.counter[slice], 1);
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}
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#endif // defined(FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC)
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#if defined(FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC)
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void ResetAtomicCounter(FFX_PARAMETER_IN FfxUInt32 slice)
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{
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rw_internal_global_atomic.counter[slice] = 0;
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}
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#endif // defined(FFX_SPD_BIND_UAV_INTERNAL_GLOBAL_ATOMIC)
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#endif // #if defined(FFX_GPU)
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