2011-03-14 03:38:29 -06:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "PointGeometryShader.h"
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#include <sstream>
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "VertexShaderGen.h"
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namespace DX11
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{
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union PointGSParams
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{
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struct
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{
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FLOAT PointSize; // In units of 1/6 of an EFB pixel
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FLOAT TexOffset;
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FLOAT VpWidth; // Width and height of viewport in EFB pixels
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FLOAT VpHeight;
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};
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// Constant buffers must be a multiple of 16 bytes in size.
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u8 pad[16]; // Pad to the next multiple of 16 bytes
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};
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static const char POINT_GS_COMMON[] =
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// The struct VS_OUTPUT used by the vertex shader goes here.
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"// dolphin-emu point geometry shader common part\n"
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"cbuffer cbParams : register(b0)\n"
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"{\n"
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"struct\n" // Should match PointGSParams above
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"{\n"
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"float PointSize;\n"
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"float TexOffset;\n"
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"float VpWidth;\n"
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"float VpHeight;\n"
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2011-03-14 03:38:29 -06:00
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"} Params;\n"
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"}\n"
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"[maxvertexcount(4)]\n"
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"void main(point VS_OUTPUT input[1], inout TriangleStream<VS_OUTPUT> outStream)\n"
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"{\n"
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"VS_OUTPUT ptLL = input[0];\n"
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"VS_OUTPUT ptLR = ptLL;\n"
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"VS_OUTPUT ptUL = ptLL;\n"
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"VS_OUTPUT ptUR = ptLL;\n"
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2011-03-15 21:02:25 -06:00
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// Offset from center to upper right vertex
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// Lerp Params.PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
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"float2 offset = float2(Params.PointSize/Params.VpWidth, -Params.PointSize/Params.VpHeight) * input[0].pos.w;\n"
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"ptLL.pos.xy += float2(-1,-1) * offset;\n"
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"ptLR.pos.xy += float2(1,-1) * offset;\n"
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"ptUL.pos.xy += float2(-1,1) * offset;\n"
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"ptUR.pos.xy += offset;\n"
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"float2 texOffset = float2(Params.TexOffset, Params.TexOffset);\n"
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"#ifndef NUM_TEXCOORDS\n"
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"#error NUM_TEXCOORDS not defined\n"
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"#endif\n"
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// Apply TexOffset to all tex coordinates in the vertex
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// FIXME: The game may be able to enable TexOffset for some coords and
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// disable for others, but where is that information stored?
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"#if NUM_TEXCOORDS >= 1\n"
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"ptLL.tex0.xy += float2(0,1) * texOffset;\n"
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"ptLR.tex0.xy += texOffset;\n"
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"ptUR.tex0.xy += float2(1,0) * texOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 2\n"
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"ptLL.tex1.xy += float2(0,1) * texOffset;\n"
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"ptLR.tex1.xy += texOffset;\n"
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"ptUR.tex1.xy += float2(1,0) * texOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 3\n"
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"ptLL.tex2.xy += float2(0,1) * texOffset;\n"
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"ptLR.tex2.xy += texOffset;\n"
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"ptUR.tex2.xy += float2(1,0) * texOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 4\n"
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"ptLL.tex3.xy += float2(0,1) * texOffset;\n"
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"ptLR.tex3.xy += texOffset;\n"
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"ptUR.tex3.xy += float2(1,0) * texOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 5\n"
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"ptLL.tex4.xy += float2(0,1) * texOffset;\n"
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"ptLR.tex4.xy += texOffset;\n"
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"ptUR.tex4.xy += float2(1,0) * texOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 6\n"
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"ptLL.tex5.xy += float2(0,1) * texOffset;\n"
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"ptLR.tex5.xy += texOffset;\n"
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"ptUR.tex5.xy += float2(1,0) * texOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 7\n"
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"ptLL.tex6.xy += float2(0,1) * texOffset;\n"
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"ptLR.tex6.xy += texOffset;\n"
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"ptUR.tex6.xy += float2(1,0) * texOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 8\n"
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"ptLL.tex7.xy += float2(0,1) * texOffset;\n"
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"ptLR.tex7.xy += texOffset;\n"
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"ptUR.tex7.xy += float2(1,0) * texOffset;\n"
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"#endif\n"
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"outStream.Append(ptLL);\n"
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"outStream.Append(ptLR);\n"
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"outStream.Append(ptUL);\n"
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"outStream.Append(ptUR);\n"
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"}\n"
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;
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PointGeometryShader::PointGeometryShader()
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: m_ready(false)
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{
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// Create constant buffer for uploading data to geometry shader
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(PointGSParams),
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D3D11_BIND_CONSTANT_BUFFER);
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m_paramsBuffer = CreateBufferShared(&bd, NULL);
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CHECK(m_paramsBuffer, "create point geometry shader params buffer");
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D3D::SetDebugObjectName(m_paramsBuffer, "point geometry shader params buffer");
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m_ready = true;
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}
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2011-03-27 23:42:21 -06:00
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bool PointGeometryShader::SetShader(u32 components, float pointSize,
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float texOffset, float vpWidth, float vpHeight)
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{
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if (!m_ready)
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return false;
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// Make sure geometry shader for "components" is available
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ComboMap::iterator shaderIt = m_shaders.find(components);
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if (shaderIt == m_shaders.end())
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{
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// Generate new shader. Warning: not thread-safe.
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static char code[16384];
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char* p = code;
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p = GenerateVSOutputStruct(p, components, API_D3D11);
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p += sprintf(p, "\n%s", POINT_GS_COMMON);
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std::stringstream numTexCoordsStr;
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numTexCoordsStr << xfregs.numTexGen.numTexGens;
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INFO_LOG(VIDEO, "Compiling point geometry shader for components 0x%.08X (num texcoords %d)",
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components, xfregs.numTexGen.numTexGens);
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D3D_SHADER_MACRO macros[] = {
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{ "NUM_TEXCOORDS", numTexCoordsStr.str().c_str() },
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{ NULL, NULL }
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};
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auto const newShader = D3D::CompileAndCreateGeometryShader(code, unsigned int(strlen(code)), macros);
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if (!newShader)
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{
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WARN_LOG(VIDEO, "Point geometry shader for components 0x%.08X failed to compile", components);
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// Add dummy shader to prevent trying to compile again
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m_shaders[components].reset();
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return false;
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}
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shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
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}
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if (shaderIt != m_shaders.end())
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{
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if (shaderIt->second)
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{
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PointGSParams params = {};
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params.PointSize = pointSize;
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params.TexOffset = texOffset;
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params.VpWidth = vpWidth;
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params.VpHeight = vpHeight;
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D3D::g_context->UpdateSubresource(m_paramsBuffer, 0, NULL, ¶ms, 0, 0);
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DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
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pointSize, texOffset, vpWidth, vpHeight);
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2011-03-30 01:17:23 -06:00
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D3D::g_context->GSSetShader(shaderIt->second, NULL, 0);
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D3D::g_context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
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return true;
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}
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else
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return false;
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}
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else
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return false;
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}
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}
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