mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
vkd3d-shader/hlsl: Support non-constant vector indexing.
Non-constant vector indexing is not solved with relative addressing in the register indexes because this indexation cannot be at the level of register-components. Mathematical operations must be used instead.
This commit is contained in:
parent
6cfa8cf859
commit
ebf7573571
Notes:
Alexandre Julliard
2023-06-07 22:46:44 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/207
@ -1287,6 +1287,19 @@ struct hlsl_ir_load *hlsl_new_load_index(struct hlsl_ctx *ctx, const struct hlsl
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return load;
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return load;
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}
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}
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struct hlsl_ir_load *hlsl_new_load_parent(struct hlsl_ctx *ctx, const struct hlsl_deref *deref,
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const struct vkd3d_shader_location *loc)
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{
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/* This deref can only exists temporarily because it is not the real owner of its members. */
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struct hlsl_deref tmp_deref;
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assert(deref->path_len >= 1);
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tmp_deref = *deref;
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tmp_deref.path_len = deref->path_len - 1;
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return hlsl_new_load_index(ctx, &tmp_deref, NULL, loc);
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}
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struct hlsl_ir_load *hlsl_new_var_load(struct hlsl_ctx *ctx, struct hlsl_ir_var *var,
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struct hlsl_ir_load *hlsl_new_var_load(struct hlsl_ctx *ctx, struct hlsl_ir_var *var,
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const struct vkd3d_shader_location *loc)
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const struct vkd3d_shader_location *loc)
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{
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{
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@ -1129,6 +1129,8 @@ struct hlsl_ir_load *hlsl_new_var_load(struct hlsl_ctx *ctx, struct hlsl_ir_var
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const struct vkd3d_shader_location *loc);
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const struct vkd3d_shader_location *loc);
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struct hlsl_ir_load *hlsl_new_load_index(struct hlsl_ctx *ctx, const struct hlsl_deref *deref,
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struct hlsl_ir_load *hlsl_new_load_index(struct hlsl_ctx *ctx, const struct hlsl_deref *deref,
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struct hlsl_ir_node *idx, const struct vkd3d_shader_location *loc);
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struct hlsl_ir_node *idx, const struct vkd3d_shader_location *loc);
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struct hlsl_ir_load *hlsl_new_load_parent(struct hlsl_ctx *ctx, const struct hlsl_deref *deref,
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const struct vkd3d_shader_location *loc);
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struct hlsl_ir_node *hlsl_new_load_component(struct hlsl_ctx *ctx, struct hlsl_block *block,
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struct hlsl_ir_node *hlsl_new_load_component(struct hlsl_ctx *ctx, struct hlsl_block *block,
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const struct hlsl_deref *deref, unsigned int comp, const struct vkd3d_shader_location *loc);
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const struct hlsl_deref *deref, unsigned int comp, const struct vkd3d_shader_location *loc);
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@ -1992,6 +1992,81 @@ static bool remove_trivial_swizzles(struct hlsl_ctx *ctx, struct hlsl_ir_node *i
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return true;
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return true;
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}
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}
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static bool lower_nonconstant_vector_derefs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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{
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struct hlsl_ir_node *idx;
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struct hlsl_deref *deref;
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struct hlsl_type *type;
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unsigned int i;
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if (instr->type != HLSL_IR_LOAD)
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return false;
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deref = &hlsl_ir_load(instr)->src;
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assert(deref->var);
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if (deref->path_len == 0)
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return false;
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type = deref->var->data_type;
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for (i = 0; i < deref->path_len - 1; ++i)
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type = hlsl_get_element_type_from_path_index(ctx, type, deref->path[i].node);
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idx = deref->path[deref->path_len - 1].node;
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if (type->class == HLSL_CLASS_VECTOR && idx->type != HLSL_IR_CONSTANT)
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{
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struct hlsl_ir_node *eq, *swizzle, *dot, *operands[HLSL_MAX_OPERANDS] = {0};
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struct hlsl_ir_load *vector_load;
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struct hlsl_ir_constant *c;
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enum hlsl_ir_expr_op op;
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if (!(vector_load = hlsl_new_load_parent(ctx, deref, &instr->loc)))
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return false;
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list_add_before(&instr->entry, &vector_load->node.entry);
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if (!(swizzle = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, X, X, X), type->dimx, idx, &instr->loc)))
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return false;
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list_add_before(&instr->entry, &swizzle->entry);
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if (!(c = hlsl_new_constant(ctx, hlsl_get_vector_type(ctx, HLSL_TYPE_UINT, type->dimx), &instr->loc)))
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return false;
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c->value.u[0].u = 0;
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c->value.u[1].u = 1;
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c->value.u[2].u = 2;
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c->value.u[3].u = 3;
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list_add_before(&instr->entry, &c->node.entry);
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operands[0] = swizzle;
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operands[1] = &c->node;
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if (!(eq = hlsl_new_expr(ctx, HLSL_OP2_EQUAL, operands,
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hlsl_get_vector_type(ctx, HLSL_TYPE_BOOL, type->dimx), &instr->loc)))
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return false;
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list_add_before(&instr->entry, &eq->entry);
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if (!(eq = hlsl_new_cast(ctx, eq, type, &instr->loc)))
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return false;
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list_add_before(&instr->entry, &eq->entry);
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op = HLSL_OP2_DOT;
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if (type->dimx == 1)
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op = type->base_type == HLSL_TYPE_BOOL ? HLSL_OP2_LOGIC_AND : HLSL_OP2_MUL;
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/* Note: We may be creating a DOT for bool vectors here, which we need to lower to
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* LOGIC_OR + LOGIC_AND. */
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operands[0] = &vector_load->node;
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operands[1] = eq;
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if (!(dot = hlsl_new_expr(ctx, op, operands, instr->data_type, &instr->loc)))
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return false;
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list_add_before(&instr->entry, &dot->entry);
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hlsl_replace_node(instr, dot);
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return true;
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}
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return false;
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}
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/* Lower DIV to RCP + MUL. */
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/* Lower DIV to RCP + MUL. */
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static bool lower_division(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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static bool lower_division(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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{
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{
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@ -2395,6 +2470,7 @@ static bool lower_int_dot(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void
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struct hlsl_type *type = instr->data_type;
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struct hlsl_type *type = instr->data_type;
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struct hlsl_ir_expr *expr;
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struct hlsl_ir_expr *expr;
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unsigned int i, dimx;
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unsigned int i, dimx;
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bool is_bool;
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if (instr->type != HLSL_IR_EXPR)
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if (instr->type != HLSL_IR_EXPR)
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return false;
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return false;
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@ -2403,14 +2479,16 @@ static bool lower_int_dot(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void
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if (expr->op != HLSL_OP2_DOT)
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if (expr->op != HLSL_OP2_DOT)
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return false;
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return false;
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if (type->base_type == HLSL_TYPE_INT || type->base_type == HLSL_TYPE_UINT)
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if (type->base_type == HLSL_TYPE_INT || type->base_type == HLSL_TYPE_UINT
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|| type->base_type == HLSL_TYPE_BOOL)
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{
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{
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arg1 = expr->operands[0].node;
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arg1 = expr->operands[0].node;
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arg2 = expr->operands[1].node;
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arg2 = expr->operands[1].node;
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assert(arg1->data_type->dimx == arg2->data_type->dimx);
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assert(arg1->data_type->dimx == arg2->data_type->dimx);
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dimx = arg1->data_type->dimx;
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dimx = arg1->data_type->dimx;
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is_bool = type->base_type == HLSL_TYPE_BOOL;
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if (!(mult = hlsl_new_binary_expr(ctx, HLSL_OP2_MUL, arg1, arg2)))
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if (!(mult = hlsl_new_binary_expr(ctx, is_bool ? HLSL_OP2_LOGIC_AND : HLSL_OP2_MUL, arg1, arg2)))
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return false;
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return false;
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list_add_before(&instr->entry, &mult->entry);
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list_add_before(&instr->entry, &mult->entry);
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@ -2426,7 +2504,7 @@ static bool lower_int_dot(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void
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res = comps[0];
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res = comps[0];
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for (i = 1; i < dimx; ++i)
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for (i = 1; i < dimx; ++i)
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{
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{
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if (!(res = hlsl_new_binary_expr(ctx, HLSL_OP2_ADD, res, comps[i])))
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if (!(res = hlsl_new_binary_expr(ctx, is_bool ? HLSL_OP2_LOGIC_OR : HLSL_OP2_ADD, res, comps[i])))
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return false;
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return false;
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list_add_before(&instr->entry, &res->entry);
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list_add_before(&instr->entry, &res->entry);
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}
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}
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@ -4000,6 +4078,10 @@ int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry
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}
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}
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while (progress);
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while (progress);
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hlsl_transform_ir(ctx, lower_nonconstant_vector_derefs, body, NULL);
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hlsl_transform_ir(ctx, lower_casts_to_bool, body, NULL);
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hlsl_transform_ir(ctx, lower_int_dot, body, NULL);
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if (profile->major_version < 4)
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if (profile->major_version < 4)
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{
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{
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hlsl_transform_ir(ctx, lower_division, body, NULL);
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hlsl_transform_ir(ctx, lower_division, body, NULL);
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@ -25,7 +25,7 @@ todo draw quad
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todo probe all rgba (9.0, 10.0, 11.0, 12.0)
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todo probe all rgba (9.0, 10.0, 11.0, 12.0)
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[pixel shader todo]
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[pixel shader]
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uniform float i;
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uniform float i;
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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@ -36,20 +36,20 @@ float4 main() : SV_TARGET
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[test]
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[test]
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uniform 0 float 0
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uniform 0 float 0
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todo draw quad
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draw quad
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todo probe all rgba (11.0, 11.0, 11.0, 11.0)
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probe all rgba (11.0, 11.0, 11.0, 11.0)
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uniform 0 float 1
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uniform 0 float 1
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todo draw quad
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draw quad
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todo probe all rgba (12.0, 12.0, 12.0, 12.0)
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probe all rgba (12.0, 12.0, 12.0, 12.0)
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uniform 0 float 2
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uniform 0 float 2
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todo draw quad
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draw quad
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todo probe all rgba (13.0, 13.0, 13.0, 13.0)
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probe all rgba (13.0, 13.0, 13.0, 13.0)
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uniform 0 float 3
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uniform 0 float 3
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todo draw quad
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draw quad
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todo probe all rgba (14.0, 14.0, 14.0, 14.0)
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probe all rgba (14.0, 14.0, 14.0, 14.0)
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[pixel shader todo]
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[pixel shader]
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uniform float i;
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uniform float i;
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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@ -61,17 +61,17 @@ float4 main() : SV_TARGET
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[test]
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[test]
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uniform 0 float 0
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uniform 0 float 0
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todo draw quad
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draw quad
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todo probe all rgba (21.0, 1.0, 24.0, 0.0)
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probe all rgba (21.0, 1.0, 24.0, 0.0)
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uniform 0 float 1
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uniform 0 float 1
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todo draw quad
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draw quad
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todo probe all rgba (22.0, 0.0, 23.0, 1.0)
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probe all rgba (22.0, 0.0, 23.0, 1.0)
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uniform 0 float 2
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uniform 0 float 2
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todo draw quad
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draw quad
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todo probe all rgba (23.0, 1.0, 22.0, 0.0)
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probe all rgba (23.0, 1.0, 22.0, 0.0)
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uniform 0 float 3
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uniform 0 float 3
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todo draw quad
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draw quad
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todo probe all rgba (24.0, 0.0, 21.0, 1.0)
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probe all rgba (24.0, 0.0, 21.0, 1.0)
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[pixel shader todo]
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[pixel shader todo]
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@ -13,7 +13,7 @@ draw quad
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probe all rgba (8.0, 8.0, 8.0, 8.0)
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probe all rgba (8.0, 8.0, 8.0, 8.0)
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[pixel shader todo]
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[pixel shader]
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float4 a, b;
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float4 a, b;
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float i;
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float i;
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@ -26,8 +26,8 @@ float4 main() : sv_target
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float 2
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uniform 8 float 2
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todo draw quad
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draw quad
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todo probe all rgba (10.0, 10.0, 10.0, 10.0)
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probe all rgba (10.0, 10.0, 10.0, 10.0)
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[pixel shader]
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[pixel shader]
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@ -44,7 +44,7 @@ draw quad
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probe all rgba (3.0, 3.0, 3.0, 3.0)
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probe all rgba (3.0, 3.0, 3.0, 3.0)
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[pixel shader todo]
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[pixel shader]
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float4 a;
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float4 a;
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float i;
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float i;
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@ -56,11 +56,11 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float 0
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uniform 4 float 0
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todo draw quad
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draw quad
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todo probe all rgba (4.0, 4.0, 4.0, 4.0)
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probe all rgba (4.0, 4.0, 4.0, 4.0)
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uniform 4 float 2
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uniform 4 float 2
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todo draw quad
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draw quad
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todo probe all rgba (1.0, 1.0, 1.0, 1.0)
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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[pixel shader]
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@ -82,7 +82,7 @@ draw quad
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probe all rgba (4.0, 4.0, 4.0, 4.0)
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probe all rgba (4.0, 4.0, 4.0, 4.0)
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[pixel shader todo]
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[pixel shader]
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float4 a;
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float4 a;
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float i;
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float i;
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@ -99,5 +99,5 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float 1
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uniform 4 float 1
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todo draw quad
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draw quad
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todo probe all rgba (2.0, 2.0, 2.0, 2.0)
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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@ -108,7 +108,7 @@ draw quad
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probe all rgba (3.0, 4.0, 50.0, 60.0)
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probe all rgba (3.0, 4.0, 50.0, 60.0)
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[pixel shader todo]
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[pixel shader]
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uniform float i;
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uniform float i;
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float4 main() : sv_target
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float4 main() : sv_target
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@ -120,8 +120,8 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float 2
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uniform 0 float 2
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todo draw quad
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draw quad
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todo probe all rgba (8, 9, 10, 11)
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probe all rgba (8, 9, 10, 11)
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[pixel shader todo]
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[pixel shader todo]
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@ -1,6 +1,6 @@
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% Use a uniform to prevent the compiler from optimizing.
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% Use a uniform to prevent the compiler from optimizing.
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[pixel shader todo]
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[pixel shader]
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uniform float i;
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uniform float i;
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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{
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{
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@ -12,5 +12,5 @@ float4 main() : SV_TARGET
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[test]
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[test]
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uniform 0 float 2
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uniform 0 float 2
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todo draw quad
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draw quad
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||||||
probe all rgba (0.5, 0.3, 0.8, 0.2)
|
probe all rgba (0.5, 0.3, 0.8, 0.2)
|
||||||
|
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Reference in New Issue
Block a user