Extract preview mix pass execution
This commit is contained in:
@@ -201,6 +201,10 @@ agent or engineer to remove them without reconstructing context from chat.
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`execute_legacy_canvas_draw_merge_layer_texture(...)`; per-plane iteration,
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temporary-stroke branch selection, and concrete layer RTT ownership remain in
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the legacy Canvas path.
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- 2026-06-14: DEBT-0036 was narrowed again. `NodeStrokePreview::stroke_draw_mix()`
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now routes the mix-pass execution request through
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`make_stroke_draw_mix_execution_request(...)`; the retained path still owns
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the concrete framebuffer, viewport, and draw ordering.
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- 2026-06-13: DEBT-0036 was narrowed again. `Canvas::draw_merge()` temporary
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composite setup now routes through `execute_canvas_draw_merge_temporary_composite(...)`;
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setup, sampler, texture, draw, and unbind callbacks still remain retained in
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@@ -1870,7 +1870,7 @@ ctest --preset desktop-fast --build-config Debug -R "pp_paint_renderer_stroke_ex
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### STR-041 - Extract Preview Mix Pass Execution Ownership
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Status: Ready
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Status: Done
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Score: no score movement
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Debt: `DEBT-0036`
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Scope: `src/node_stroke_preview.cpp`, `tests/paint_renderer/compositor_tests.cpp`
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@@ -1881,6 +1881,8 @@ Move the remaining `NodeStrokePreview::stroke_draw_mix()` execution ownership
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into a retained helper so the callsite keeps only the structural mix-pass
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orchestration.
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Closeout: `cf859cd4`
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Done Checks:
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- `NodeStrokePreview::stroke_draw_mix()` no longer owns the mix-pass execution
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@@ -514,64 +514,11 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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make_stroke_preview_mix_pass_request(*b, m_size));
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gl_state gl;
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[[maybe_unused]] const bool mix_ok = pp::panopainter::execute_legacy_node_stroke_preview_mix_pass(
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pp::panopainter::LegacyNodeStrokePreviewMixExecutionRequest {
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.shader = mix_pass.shader,
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.mixer_width = m_rtt_mixer.getWidth(),
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.mixer_height = m_rtt_mixer.getHeight(),
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.scissor_x = static_cast<int>(bb_min.x),
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.scissor_y = static_cast<int>(bb_min.y),
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.scissor_width = static_cast<int>(bb_sz.x),
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.scissor_height = static_cast<int>(bb_sz.y),
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.save_state = [&] {
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gl.save();
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},
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.setup_mix_shader = [&](const pp::panopainter::LegacyNodeStrokePreviewMixPassPlan::ShaderPlan& shader_plan) {
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pp::panopainter::setup_legacy_stroke_composite_shader(
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make_stroke_preview_mix_composite_uniforms(shader_plan));
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},
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.bind_mixer_framebuffer = [&] {
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m_rtt_mixer.bindFramebuffer();
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},
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.configure_mix_target_state = [&](
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int mixer_width,
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int mixer_height,
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int scissor_x,
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int scissor_y,
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int scissor_width,
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int scissor_height) {
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apply_stroke_preview_viewport(0, 0, mixer_width, mixer_height);
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apply_stroke_preview_capability(pp::renderer::gl::depth_test_state(), false);
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apply_stroke_preview_capability(pp::renderer::gl::scissor_test_state(), true);
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apply_stroke_preview_capability(pp::renderer::gl::blend_state(), false);
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apply_stroke_preview_scissor(
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scissor_x,
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scissor_y,
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scissor_width,
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scissor_height);
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},
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.bind_mix_inputs = [&] {
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m_sampler_linear.bind(stroke_preview_composite_slots::kBackground);
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set_active_texture_unit(stroke_preview_composite_slots::kBackground);
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m_tex_background.bind();
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set_active_texture_unit(stroke_preview_composite_slots::kStroke);
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m_rtt.bindTexture();
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set_active_texture_unit(stroke_preview_composite_slots::kDual);
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m_tex_dual.bind();
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set_active_texture_unit(stroke_preview_composite_slots::kPattern);
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b->m_pattern_texture ?
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b->m_pattern_texture->bind() :
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unbind_texture_2d();
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},
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.draw_mix = [&] {
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m_plane.draw_fill();
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},
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.unbind_mixer_framebuffer = [&] {
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m_rtt_mixer.unbindFramebuffer();
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},
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.restore_state = [&] {
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gl.restore();
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},
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});
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make_stroke_draw_mix_execution_request(
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mix_pass,
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gl,
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bb_min,
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bb_sz));
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assert(mix_ok);
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}
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@@ -931,6 +878,73 @@ NodeStrokePreview::make_stroke_draw_immediate_pass_sequence_request(
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};
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}
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pp::panopainter::LegacyNodeStrokePreviewMixExecutionRequest
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NodeStrokePreview::make_stroke_draw_mix_execution_request(
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const pp::panopainter::LegacyNodeStrokePreviewMixPassPlan& mix_pass,
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gl_state& gl,
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const glm::vec2& bb_min,
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const glm::vec2& bb_sz)
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{
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return pp::panopainter::LegacyNodeStrokePreviewMixExecutionRequest {
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.shader = mix_pass.shader,
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.mixer_width = m_rtt_mixer.getWidth(),
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.mixer_height = m_rtt_mixer.getHeight(),
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.scissor_x = static_cast<int>(bb_min.x),
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.scissor_y = static_cast<int>(bb_min.y),
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.scissor_width = static_cast<int>(bb_sz.x),
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.scissor_height = static_cast<int>(bb_sz.y),
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.save_state = [&] {
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gl.save();
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},
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.setup_mix_shader = [&](const pp::panopainter::LegacyNodeStrokePreviewMixPassPlan::ShaderPlan& shader_plan) {
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pp::panopainter::setup_legacy_stroke_composite_shader(
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make_stroke_preview_mix_composite_uniforms(shader_plan));
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},
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.bind_mixer_framebuffer = [&] {
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m_rtt_mixer.bindFramebuffer();
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},
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.configure_mix_target_state = [&](
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int mixer_width,
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int mixer_height,
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int scissor_x,
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int scissor_y,
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int scissor_width,
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int scissor_height) {
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apply_stroke_preview_viewport(0, 0, mixer_width, mixer_height);
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apply_stroke_preview_capability(pp::renderer::gl::depth_test_state(), false);
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apply_stroke_preview_capability(pp::renderer::gl::scissor_test_state(), true);
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apply_stroke_preview_capability(pp::renderer::gl::blend_state(), false);
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apply_stroke_preview_scissor(
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scissor_x,
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scissor_y,
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scissor_width,
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scissor_height);
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},
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.bind_mix_inputs = [&] {
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m_sampler_linear.bind(stroke_preview_composite_slots::kBackground);
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set_active_texture_unit(stroke_preview_composite_slots::kBackground);
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m_tex_background.bind();
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set_active_texture_unit(stroke_preview_composite_slots::kStroke);
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m_rtt.bindTexture();
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set_active_texture_unit(stroke_preview_composite_slots::kDual);
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m_tex_dual.bind();
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set_active_texture_unit(stroke_preview_composite_slots::kPattern);
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m_brush->m_pattern_texture ?
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m_brush->m_pattern_texture->bind() :
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unbind_texture_2d();
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},
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.draw_mix = [&] {
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m_plane.draw_fill();
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},
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.unbind_mixer_framebuffer = [&] {
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m_rtt_mixer.unbindFramebuffer();
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},
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.restore_state = [&] {
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gl.restore();
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},
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};
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}
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Image NodeStrokePreview::render_to_image()
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{
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std::lock_guard<std::mutex> _lock(s_render_mutex);
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@@ -73,6 +73,11 @@ public:
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bool copy_stroke_destination,
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float zoom,
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const glm::vec2& size);
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pp::panopainter::LegacyNodeStrokePreviewMixExecutionRequest make_stroke_draw_mix_execution_request(
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const pp::panopainter::LegacyNodeStrokePreviewMixPassPlan& mix_pass,
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gl_state& gl,
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const glm::vec2& bb_min,
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const glm::vec2& bb_sz);
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void draw_stroke();
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void draw_stroke_immediate();
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Image render_to_image();
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