SWRasterizer: Move more framebuffer functions to file
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				@ -8,6 +8,7 @@
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#include "common/color.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/vector_math.h"
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#include "core/hw/gpu.h"
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#include "core/memory.h"
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@ -255,5 +256,103 @@ u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u
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    }
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}
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Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
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                                     const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
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                                     FramebufferRegs::BlendEquation equation) {
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    Math::Vec4<int> result;
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    auto src_result = (src * srcfactor).Cast<int>();
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    auto dst_result = (dest * destfactor).Cast<int>();
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    switch (equation) {
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    case FramebufferRegs::BlendEquation::Add:
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        result = (src_result + dst_result) / 255;
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        break;
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    case FramebufferRegs::BlendEquation::Subtract:
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        result = (src_result - dst_result) / 255;
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        break;
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    case FramebufferRegs::BlendEquation::ReverseSubtract:
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        result = (dst_result - src_result) / 255;
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        break;
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    // TODO: How do these two actually work?  OpenGL doesn't include the blend factors in the
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    //       min/max computations, but is this what the 3DS actually does?
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    case FramebufferRegs::BlendEquation::Min:
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        result.r() = std::min(src.r(), dest.r());
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        result.g() = std::min(src.g(), dest.g());
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        result.b() = std::min(src.b(), dest.b());
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        result.a() = std::min(src.a(), dest.a());
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        break;
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    case FramebufferRegs::BlendEquation::Max:
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        result.r() = std::max(src.r(), dest.r());
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        result.g() = std::max(src.g(), dest.g());
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        result.b() = std::max(src.b(), dest.b());
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        result.a() = std::max(src.a(), dest.a());
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        break;
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    default:
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        LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
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        UNIMPLEMENTED();
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    }
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    return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255),
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                          MathUtil::Clamp(result.b(), 0, 255), MathUtil::Clamp(result.a(), 0, 255));
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};
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u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
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    switch (op) {
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    case FramebufferRegs::LogicOp::Clear:
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        return 0;
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    case FramebufferRegs::LogicOp::And:
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        return src & dest;
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    case FramebufferRegs::LogicOp::AndReverse:
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        return src & ~dest;
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    case FramebufferRegs::LogicOp::Copy:
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        return src;
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    case FramebufferRegs::LogicOp::Set:
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        return 255;
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    case FramebufferRegs::LogicOp::CopyInverted:
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        return ~src;
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    case FramebufferRegs::LogicOp::NoOp:
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        return dest;
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    case FramebufferRegs::LogicOp::Invert:
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        return ~dest;
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    case FramebufferRegs::LogicOp::Nand:
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        return ~(src & dest);
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    case FramebufferRegs::LogicOp::Or:
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        return src | dest;
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    case FramebufferRegs::LogicOp::Nor:
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        return ~(src | dest);
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    case FramebufferRegs::LogicOp::Xor:
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        return src ^ dest;
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    case FramebufferRegs::LogicOp::Equiv:
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        return ~(src ^ dest);
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    case FramebufferRegs::LogicOp::AndInverted:
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        return ~src & dest;
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    case FramebufferRegs::LogicOp::OrReverse:
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        return src | ~dest;
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    case FramebufferRegs::LogicOp::OrInverted:
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        return ~src | dest;
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    }
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};
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} // namespace Rasterizer
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} // namespace Pica
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@ -19,5 +19,11 @@ void SetDepth(int x, int y, u32 value);
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void SetStencil(int x, int y, u8 value);
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u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref);
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Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
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                                     const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
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                                     FramebufferRegs::BlendEquation equation);
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u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op);
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} // namespace Rasterizer
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} // namespace Pica
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@ -31,106 +31,6 @@
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namespace Pica {
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namespace Rasterizer {
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static Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src,
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                                            const Math::Vec4<u8>& srcfactor,
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                                            const Math::Vec4<u8>& dest,
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                                            const Math::Vec4<u8>& destfactor,
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                                            FramebufferRegs::BlendEquation equation) {
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    Math::Vec4<int> result;
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    auto src_result = (src * srcfactor).Cast<int>();
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    auto dst_result = (dest * destfactor).Cast<int>();
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    switch (equation) {
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    case FramebufferRegs::BlendEquation::Add:
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        result = (src_result + dst_result) / 255;
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        break;
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    case FramebufferRegs::BlendEquation::Subtract:
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        result = (src_result - dst_result) / 255;
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        break;
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    case FramebufferRegs::BlendEquation::ReverseSubtract:
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        result = (dst_result - src_result) / 255;
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        break;
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    // TODO: How do these two actually work?  OpenGL doesn't include the blend factors in the
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    //       min/max computations, but is this what the 3DS actually does?
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    case FramebufferRegs::BlendEquation::Min:
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        result.r() = std::min(src.r(), dest.r());
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        result.g() = std::min(src.g(), dest.g());
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        result.b() = std::min(src.b(), dest.b());
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        result.a() = std::min(src.a(), dest.a());
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        break;
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    case FramebufferRegs::BlendEquation::Max:
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        result.r() = std::max(src.r(), dest.r());
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        result.g() = std::max(src.g(), dest.g());
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        result.b() = std::max(src.b(), dest.b());
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        result.a() = std::max(src.a(), dest.a());
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        break;
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    default:
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        LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
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        UNIMPLEMENTED();
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    }
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    return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255),
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                          MathUtil::Clamp(result.b(), 0, 255), MathUtil::Clamp(result.a(), 0, 255));
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};
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static u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
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    switch (op) {
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    case FramebufferRegs::LogicOp::Clear:
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        return 0;
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    case FramebufferRegs::LogicOp::And:
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        return src & dest;
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    case FramebufferRegs::LogicOp::AndReverse:
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        return src & ~dest;
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    case FramebufferRegs::LogicOp::Copy:
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        return src;
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    case FramebufferRegs::LogicOp::Set:
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        return 255;
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    case FramebufferRegs::LogicOp::CopyInverted:
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        return ~src;
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    case FramebufferRegs::LogicOp::NoOp:
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        return dest;
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    case FramebufferRegs::LogicOp::Invert:
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        return ~dest;
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    case FramebufferRegs::LogicOp::Nand:
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        return ~(src & dest);
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    case FramebufferRegs::LogicOp::Or:
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        return src | dest;
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    case FramebufferRegs::LogicOp::Nor:
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        return ~(src | dest);
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    case FramebufferRegs::LogicOp::Xor:
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        return src ^ dest;
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    case FramebufferRegs::LogicOp::Equiv:
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        return ~(src ^ dest);
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    case FramebufferRegs::LogicOp::AndInverted:
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        return ~src & dest;
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    case FramebufferRegs::LogicOp::OrReverse:
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        return src | ~dest;
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    case FramebufferRegs::LogicOp::OrInverted:
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        return ~src | dest;
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    }
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};
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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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struct Fix12P4 {
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    Fix12P4() {}
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