9cfc7967dd
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
210 lines
8.0 KiB
C
210 lines
8.0 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/svm/fractal_noise.h"
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CCL_NAMESPACE_BEGIN
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/* The following offset functions generate random offsets to be added to texture
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* coordinates to act as a seed since the noise functions don't have seed values.
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* A seed value is needed for generating distortion textures and color outputs.
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* The offset's components are in the range [100, 200], not too high to cause
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* bad precision and not too small to be noticeable. We use float seed because
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* OSL only support float hashes.
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*/
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ccl_device_inline float random_float_offset(float seed)
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{
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return 100.0f + hash_float_to_float(seed) * 100.0f;
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}
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ccl_device_inline float2 random_float2_offset(float seed)
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{
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return make_float2(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f);
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}
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ccl_device_inline float3 random_float3_offset(float seed)
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{
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return make_float3(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 2.0f)) * 100.0f);
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}
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ccl_device_inline float4 random_float4_offset(float seed)
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{
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return make_float4(100.0f + hash_float2_to_float(make_float2(seed, 0.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 1.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 2.0f)) * 100.0f,
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100.0f + hash_float2_to_float(make_float2(seed, 3.0f)) * 100.0f);
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}
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ccl_device void noise_texture_1d(float co,
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float detail,
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float roughness,
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float distortion,
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bool color_is_needed,
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ccl_private float *value,
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ccl_private float3 *color)
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{
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float p = co;
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if (distortion != 0.0f) {
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p += snoise_1d(p + random_float_offset(0.0f)) * distortion;
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}
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*value = fractal_noise_1d(p, detail, roughness);
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if (color_is_needed) {
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*color = make_float3(*value,
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fractal_noise_1d(p + random_float_offset(1.0f), detail, roughness),
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fractal_noise_1d(p + random_float_offset(2.0f), detail, roughness));
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}
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}
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ccl_device void noise_texture_2d(float2 co,
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float detail,
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float roughness,
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float distortion,
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bool color_is_needed,
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ccl_private float *value,
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ccl_private float3 *color)
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{
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float2 p = co;
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if (distortion != 0.0f) {
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p += make_float2(snoise_2d(p + random_float2_offset(0.0f)) * distortion,
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snoise_2d(p + random_float2_offset(1.0f)) * distortion);
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}
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*value = fractal_noise_2d(p, detail, roughness);
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if (color_is_needed) {
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*color = make_float3(*value,
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fractal_noise_2d(p + random_float2_offset(2.0f), detail, roughness),
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fractal_noise_2d(p + random_float2_offset(3.0f), detail, roughness));
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}
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}
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ccl_device void noise_texture_3d(float3 co,
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float detail,
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float roughness,
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float distortion,
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bool color_is_needed,
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ccl_private float *value,
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ccl_private float3 *color)
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{
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float3 p = co;
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if (distortion != 0.0f) {
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p += make_float3(snoise_3d(p + random_float3_offset(0.0f)) * distortion,
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snoise_3d(p + random_float3_offset(1.0f)) * distortion,
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snoise_3d(p + random_float3_offset(2.0f)) * distortion);
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}
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*value = fractal_noise_3d(p, detail, roughness);
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if (color_is_needed) {
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*color = make_float3(*value,
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fractal_noise_3d(p + random_float3_offset(3.0f), detail, roughness),
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fractal_noise_3d(p + random_float3_offset(4.0f), detail, roughness));
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}
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}
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ccl_device void noise_texture_4d(float4 co,
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float detail,
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float roughness,
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float distortion,
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bool color_is_needed,
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ccl_private float *value,
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ccl_private float3 *color)
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{
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float4 p = co;
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if (distortion != 0.0f) {
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p += make_float4(snoise_4d(p + random_float4_offset(0.0f)) * distortion,
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snoise_4d(p + random_float4_offset(1.0f)) * distortion,
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snoise_4d(p + random_float4_offset(2.0f)) * distortion,
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snoise_4d(p + random_float4_offset(3.0f)) * distortion);
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}
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*value = fractal_noise_4d(p, detail, roughness);
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if (color_is_needed) {
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*color = make_float3(*value,
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fractal_noise_4d(p + random_float4_offset(4.0f), detail, roughness),
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fractal_noise_4d(p + random_float4_offset(5.0f), detail, roughness));
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}
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}
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ccl_device_noinline int svm_node_tex_noise(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint dimensions,
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uint offsets1,
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uint offsets2,
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int offset)
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{
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uint vector_stack_offset, w_stack_offset, scale_stack_offset;
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uint detail_stack_offset, roughness_stack_offset, distortion_stack_offset;
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uint value_stack_offset, color_stack_offset;
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svm_unpack_node_uchar4(
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offsets1, &vector_stack_offset, &w_stack_offset, &scale_stack_offset, &detail_stack_offset);
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svm_unpack_node_uchar4(offsets2,
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&roughness_stack_offset,
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&distortion_stack_offset,
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&value_stack_offset,
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&color_stack_offset);
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uint4 defaults1 = read_node(kg, &offset);
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uint4 defaults2 = read_node(kg, &offset);
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float3 vector = stack_load_float3(stack, vector_stack_offset);
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float w = stack_load_float_default(stack, w_stack_offset, defaults1.x);
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float scale = stack_load_float_default(stack, scale_stack_offset, defaults1.y);
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float detail = stack_load_float_default(stack, detail_stack_offset, defaults1.z);
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float roughness = stack_load_float_default(stack, roughness_stack_offset, defaults1.w);
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float distortion = stack_load_float_default(stack, distortion_stack_offset, defaults2.x);
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vector *= scale;
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w *= scale;
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float value;
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float3 color;
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switch (dimensions) {
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case 1:
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noise_texture_1d(
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w, detail, roughness, distortion, stack_valid(color_stack_offset), &value, &color);
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break;
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case 2:
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noise_texture_2d(make_float2(vector.x, vector.y),
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detail,
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roughness,
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distortion,
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stack_valid(color_stack_offset),
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&value,
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&color);
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break;
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case 3:
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noise_texture_3d(
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vector, detail, roughness, distortion, stack_valid(color_stack_offset), &value, &color);
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break;
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case 4:
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noise_texture_4d(make_float4(vector.x, vector.y, vector.z, w),
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detail,
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roughness,
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distortion,
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stack_valid(color_stack_offset),
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&value,
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&color);
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break;
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default:
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kernel_assert(0);
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}
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if (stack_valid(value_stack_offset)) {
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stack_store_float(stack, value_stack_offset, value);
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}
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if (stack_valid(color_stack_offset)) {
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stack_store_float3(stack, color_stack_offset, color);
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}
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return offset;
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}
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CCL_NAMESPACE_END
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