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framebuffer: defer calculating level size until allocation
The plan is to defer more of the work for creating a texture until allocation time, but that means we won't be able to always assume we can query the size of a texture when creating an offscreen framebuffer from a texture (consider for example using _texture_new_from_file() where the size isn't known until the file has been loaded). This defers needing to know the size of the texture underlying an offscreen framebuffer until calling cogl_framebuffer_allocate(). Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 9688e7dc1eeae3144729dfd4a4bf409620346bf4)
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@ -205,8 +205,6 @@ struct _CoglOffscreen
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CoglTexture *texture;
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int texture_level;
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int texture_level_width;
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int texture_level_height;
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CoglTexture *depth_texture;
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@ -643,34 +643,27 @@ _cogl_offscreen_new_with_texture_full (CoglTexture *texture,
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CoglContext *ctx = texture->context;
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CoglOffscreen *offscreen;
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CoglFramebuffer *fb;
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int level_width;
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int level_height;
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CoglOffscreen *ret;
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_texture (texture), NULL);
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_COGL_RETURN_VAL_IF_FAIL (level < _cogl_texture_get_n_levels (texture),
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NULL);
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_cogl_texture_get_level_size (texture,
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level,
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&level_width,
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&level_height,
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NULL);
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offscreen = g_new0 (CoglOffscreen, 1);
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offscreen->texture = cogl_object_ref (texture);
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offscreen->texture_level = level;
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offscreen->texture_level_width = level_width;
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offscreen->texture_level_height = level_height;
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offscreen->create_flags = create_flags;
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fb = COGL_FRAMEBUFFER (offscreen);
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/* NB: we can't assume we can query the texture's width yet, since
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* it might not have been allocated yet and for example if the
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* texture is being loaded from a file then the file might not
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* have been read yet. */
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_cogl_framebuffer_init (fb,
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ctx,
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COGL_FRAMEBUFFER_TYPE_OFFSCREEN,
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level_width,
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level_height);
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-1, /* unknown width, until allocation */
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-1); /* unknown height until allocation */
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ret = _cogl_offscreen_object_new (offscreen);
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@ -780,6 +773,13 @@ cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
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return FALSE;
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}
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/* Now that the texture has been allocated we can determine a
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* size for the framebuffer... */
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framebuffer->width = cogl_texture_get_width (offscreen->texture);
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framebuffer->height = cogl_texture_get_height (offscreen->texture);
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framebuffer->viewport_width = framebuffer->width;
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framebuffer->viewport_height = framebuffer->height;
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/* Forward the texture format as the internal format of the
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* framebuffer */
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framebuffer->internal_format =
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@ -1693,6 +1693,8 @@ _cogl_gles2_offscreen_allocate (CoglOffscreen *offscreen,
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const CoglWinsysVtable *winsys;
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CoglError *internal_error = NULL;
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CoglGLES2Offscreen *gles2_offscreen;
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int level_width;
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int level_height;
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if (!framebuffer->allocated &&
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!cogl_framebuffer_allocate (framebuffer, error))
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@ -1722,11 +1724,18 @@ _cogl_gles2_offscreen_allocate (CoglOffscreen *offscreen,
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}
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gles2_offscreen = g_slice_new0 (CoglGLES2Offscreen);
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_cogl_texture_get_level_size (offscreen->texture,
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offscreen->texture_level,
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&level_width,
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&level_height,
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NULL);
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if (!_cogl_framebuffer_try_creating_gl_fbo (gles2_context->context,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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level_width,
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level_height,
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offscreen->depth_texture,
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&COGL_FRAMEBUFFER (offscreen)->config,
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offscreen->allocation_flags,
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@ -734,14 +734,26 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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CoglContext *ctx = fb->context;
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CoglOffscreenAllocateFlags flags;
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CoglGLFramebuffer *gl_framebuffer = &offscreen->gl_framebuffer;
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int level_width;
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int level_height;
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_COGL_RETURN_VAL_IF_FAIL (offscreen->texture_level <
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_cogl_texture_get_n_levels (offscreen->texture),
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NULL);
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_cogl_texture_get_level_size (offscreen->texture,
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offscreen->texture_level,
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&level_width,
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&level_height,
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NULL);
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if (fb->config.depth_texture_enabled &&
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offscreen->depth_texture == NULL)
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{
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offscreen->depth_texture =
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create_depth_texture (ctx,
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offscreen->texture_level_width,
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offscreen->texture_level_height);
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level_width,
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level_height);
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if (!cogl_texture_allocate (offscreen->depth_texture, error))
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{
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@ -770,8 +782,8 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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level_width,
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level_height,
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offscreen->depth_texture,
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&fb->config,
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flags = 0,
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@ -781,8 +793,8 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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level_width,
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level_height,
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offscreen->depth_texture,
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&fb->config,
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flags = ctx->last_offscreen_allocate_flags,
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@ -800,8 +812,8 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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level_width,
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level_height,
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offscreen->depth_texture,
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&fb->config,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL,
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@ -810,8 +822,8 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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level_width,
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level_height,
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offscreen->depth_texture,
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&fb->config,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH |
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@ -821,8 +833,8 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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level_width,
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level_height,
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offscreen->depth_texture,
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&fb->config,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL,
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@ -831,8 +843,8 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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level_width,
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level_height,
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offscreen->depth_texture,
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&fb->config,
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flags = COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH,
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@ -841,8 +853,8 @@ _cogl_offscreen_gl_allocate (CoglOffscreen *offscreen,
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try_creating_fbo (ctx,
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offscreen->texture,
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offscreen->texture_level,
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offscreen->texture_level_width,
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offscreen->texture_level_height,
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level_width,
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level_height,
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offscreen->depth_texture,
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&fb->config,
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flags = 0,
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