* renderer_gl: Make rasterizer normal class member * It doesn't need to be heap allocated anymore * gl_rasterizer: Remove default_texture * It's unused * gl_rasterizer: General cleanup * gl_rasterizer: Lower case lambdas * Match style with review comments from vulkan backend * rasterizer_cache: Prevent memory leak * Since the switch from shared_ptr these surfaces were no longer being destroyed properly. Use our garbage collector for that purpose to destroy it safely for both backends * rasterizer_cache: Make temp copy of old surface * The custom surface would override the memory region of the old region resulting in garbage data, this ensures the custom surface is constructed correctly * citra_qt: Manually create dialog tabs * Allows for custom constructors which is very useful. While at it, global state is now eliminated from configuration * citra_qt: Eliminate global system usage * core: Remove global system usage in memory and HIO * citra_qt: Use qOverload * tests: Run clang format * gl_texture_runtime: Fix surface scaling
201 lines
6.5 KiB
XML
201 lines
6.5 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<ui version="4.0">
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<class>ConfigureGraphics</class>
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<widget class="QWidget" name="ConfigureGraphics">
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<property name="geometry">
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<rect>
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<x>0</x>
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<y>0</y>
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<width>400</width>
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<height>443</height>
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</rect>
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</property>
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<property name="minimumSize">
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<size>
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<width>0</width>
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<height>0</height>
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</size>
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</property>
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<property name="windowTitle">
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<string>Form</string>
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</property>
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<property name="accessibleName">
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<string>Graphics</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout">
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<item>
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<widget class="QGroupBox" name="apiBox">
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<property name="title">
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<string>API Settings</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_3">
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<item>
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<widget class="QWidget" name="graphics_api_group" native="true">
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<layout class="QHBoxLayout" name="graphics_api_group_2">
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QLabel" name="graphics_api_label">
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<property name="text">
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<string>Graphics API</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QComboBox" name="graphics_api_combo">
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<item>
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<property name="text">
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<string>Software</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>OpenGL</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<widget class="QGroupBox" name="rendererBox">
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<property name="title">
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<string>Renderer</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_6">
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<item>
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<widget class="QWidget" name="hw_renderer_group" native="true">
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<layout class="QVBoxLayout" name="verticalLayout_5">
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QCheckBox" name="toggle_hw_shader">
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<property name="toolTip">
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<string><html><head/><body><p>Use OpenGL to accelerate shader emulation.</p><p>Requires a relatively powerful GPU for better performance.</p></body></html></string>
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</property>
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<property name="text">
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<string>Enable Hardware Shader</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QWidget" name="hw_shader_group" native="true">
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<layout class="QVBoxLayout" name="verticalLayout_7">
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<property name="leftMargin">
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<number>16</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QCheckBox" name="toggle_accurate_mul">
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<property name="toolTip">
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<string><html><head/><body><p>Correctly handle all edge cases in multiplication operation in shaders. </p><p>Some games requires this to be enabled for the hardware shader to render properly.</p><p>However this would reduce performance in most games.</p></body></html></string>
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</property>
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<property name="text">
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<string>Accurate Multiplication</string>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_shader_jit">
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<property name="toolTip">
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<string><html><head/><body><p>Use the JIT engine instead of the interpreter for software shader emulation. </p><p>Enable this for better performance.</p></body></html></string>
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</property>
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<property name="text">
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<string>Enable Shader JIT</string>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<widget class="QGroupBox" name="groupBox">
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<property name="title">
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<string>Advanced</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<item>
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<widget class="QCheckBox" name="toggle_disk_shader_cache">
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<property name="toolTip">
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<string><html><head/><body><p>Reduce stuttering by storing and loading generated shaders to disk.</p></body></html></string>
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</property>
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<property name="text">
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<string>Use Disk Shader Cache</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_vsync_new">
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<property name="toolTip">
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<string>VSync prevents the screen from tearing, but some graphics cards have lower performance with VSync enabled. Keep it enabled if you don't notice a performance difference.</string>
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</property>
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<property name="text">
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<string>Enable VSync</string>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<spacer name="verticalSpacer">
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<property name="orientation">
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<enum>Qt::Vertical</enum>
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</property>
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<property name="sizeHint" stdset="0">
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<size>
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<width>20</width>
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<height>270</height>
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</size>
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</property>
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</spacer>
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</item>
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</layout>
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</widget>
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<tabstops>
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<tabstop>toggle_accurate_mul</tabstop>
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<tabstop>toggle_shader_jit</tabstop>
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<tabstop>toggle_disk_shader_cache</tabstop>
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<tabstop>toggle_vsync_new</tabstop>
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</tabstops>
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<resources/>
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<connections/>
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</ui>
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