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2496f04987 | ||
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3791e889c8 |
@ -6,6 +6,6 @@ Tools for converting d3d9 shader assembly to HLSL/Cg.
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## Known issues
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- Only vertex shaders with profile `vs_1_1` are supported
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- No fragment shaders are supported yet
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- Only one subprogram in a subshader will be converted (for now)
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- Only fragment shaders with profile `ps_2_0` are supported
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- Only a limited set of instructions (those used by FF and Unity 2.6) are supported
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- Properties that don't begin with an underscore do not get captured as locals
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@ -30,7 +30,7 @@ reserved = {
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decls = {
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"dcl_position": "float4 {0} = vdat.vertex;",
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"dcl_normal": "float4 {0} = float4(vdat.normal.x, vdat.normal.y, vdat.normal.z, 0);",
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"dcl_normal": "float4 {0} = float4(vdat.normal, 0);",
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"dcl_texcoord0": "float4 {0} = vdat.texcoord;",
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"dcl_texcoord1": "float4 {0} = vdat.texcoord1;",
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"dcl_color": "float4 {0} = vdat.color;",
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@ -53,7 +53,7 @@ ops = {
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"slt": "{0} = float4(({1}.x < {2}.x) ? 1.0f : 0.0f, ({1}.y < {2}.y) ? 1.0f : 0.0f, ({1}.z < {2}.z) ? 1.0f : 0.0f, ({1}.w < {2}.w) ? 1.0f : 0.0f);",
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"sge": "{0} = float4(({1}.x >= {2}.x) ? 1.0f : 0.0f, ({1}.y >= {2}.y) ? 1.0f : 0.0f, ({1}.z >= {2}.z) ? 1.0f : 0.0f, ({1}.w >= {2}.w) ? 1.0f : 0.0f);",
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"rcp": "{0} = ({1} == 0.0f) ? FLT_MAX : (({1} == 1.0f) ? {1} : (1 / {1}));",
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"texld": "{0} = tex2D({2}, {1});",
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"texld": "{0} = tex2D({2}, (float2){1});",
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}
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struct_a2v = """struct a2v {
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@ -80,7 +80,7 @@ struct_v2f = f"""struct v2f {{
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"""
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struct_f2a = """struct f2a {
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\tfloat4 c0;
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\tfloat4 c0 : COLOR0;
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};
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"""
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@ -102,20 +102,19 @@ vertex_func = """v2f vert(a2v vdat) {{
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}}
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"""
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fragment_func = """float4 frag(v2f pdat) {{
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fragment_func = """f2a frag(v2f pdat) {{
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\tfloat4 r0, r1, r2, r3, r4;
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\tfloat4 tmp;
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\tf2a o;
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{0}
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\treturn o.c0;
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\treturn o;
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}}
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"""
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def process_header(prog):
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keywords = []
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header = []
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loctab = {}
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locdecl = []
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binds = []
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@ -155,6 +154,11 @@ def process_header(prog):
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if lightval:
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val = f"glstate.light[{lightval[1]}].{lightval[2]}"
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lighting = True
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elif val == "_ObjectSpaceCameraPos" and not legacy:
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val = "mul(_World2Object, float4(_WorldSpaceCameraPos, 1.0f))"
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elif val == "_ObjectSpaceLightPos0" and not legacy:
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val = "mul(_World2Object, _WorldSpaceLightPos0)"
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lighting = True
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elif val == "glstate_lightmodel_ambient":
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val = "glstate.lightmodel.ambient"
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lighting = True
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@ -193,18 +197,9 @@ def process_header(prog):
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i = i - 1
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i = i + 1
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if len(binds) > 0:
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header.append("BindChannels {")
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for b in binds:
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header.append(f"\t{b}")
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header.append("}")
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if lighting:
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header.append("Lighting On")
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# print(loctab)
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return (keywords, header, loctab, locdecl)
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return (keywords, loctab, locdecl, binds, lighting)
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def resolve_args(args, loctab, consts):
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for a in range(0, len(args)):
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@ -306,28 +301,52 @@ def process_asm(asm, loctab):
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return (shadertype, translated)
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def disassemble(text):
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asm = text.split('\n')[1:-1]
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(keywords, header, loctab, locdecl) = process_header(asm)
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(shadertype, disasm) = process_asm(asm, loctab)
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def disassemble(blocks):
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shaders = {}
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keywords = set()
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locdecl = set()
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binds = set()
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lighting = False
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for block in blocks:
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asm = block.split('\n')[1:-1]
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(kw, ltab, ldecl, bds, light) = process_header(asm)
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keywords.update(kw)
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locdecl.update(ldecl)
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binds.update(bds)
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lighting |= light
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(shadertype, disasm) = process_asm(asm, ltab)
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shaders[shadertype] = disasm
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text = ""
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if len(binds) > 0:
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text += "BindChannels {\n"
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for b in binds:
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text += f"\t{b}\n"
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text += "}\n"
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if lighting:
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text += "Lighting On\n"
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text = "\n".join(header) + "\n" if len(header) > 0 else ""
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text += cg_header
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if keywords:
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if len(keywords) > 0:
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text += "#pragma multi_compile " + " ".join(keywords)
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if shadertype == "vertex":
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if "vertex" in shaders:
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text += "#pragma vertex vert\n"
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if shadertype == "fragment":
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if "fragment" in shaders:
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text += "#pragma fragment frag\n"
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text += "\n"
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if "vertex" in shaders:
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text += struct_a2v + "\n"
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text += struct_v2f + "\n"
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if "fragment" in shaders:
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text += struct_f2a + "\n"
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text += "\n".join(locdecl) + "\n"
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if shadertype == "vertex":
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text += vertex_func.format("\t" + "\n\t".join(disasm))
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if shadertype == "fragment":
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text += fragment_func.format("\t" + "\n\t".join(disasm))
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if "vertex" in shaders:
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text += "\n" + vertex_func.format("\t" + "\n\t".join(shaders["vertex"]))
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if "fragment" in shaders:
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text += "\n" + fragment_func.format("\t" + "\n\t".join(shaders["fragment"]))
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text += cg_footer
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return text
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@ -337,5 +356,5 @@ if __name__ == "__main__":
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else:
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with open(sys.argv[1], "r") as fi:
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buf = fi.read()
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disasm = disassemble(buf)
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disasm = disassemble(buf.split('~'))
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print(disasm)
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@ -27,18 +27,24 @@ def find_closing_bracket(block, i):
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raise ValueError(f"Block at {i} has no closing bracket")
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def process_program(prog):
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# print("processing:\n" + prog)
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subprogs = []
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subprog_index = prog.find("SubProgram \"d3d9")
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if subprog_index == -1:
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raise ValueError(f"Program has no d3d9 subprogram")
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while subprog_index > -1:
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subprog_end_index = find_closing_bracket(prog, subprog_index)
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subprog = prog[subprog_index:subprog_end_index+1]
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processed = disassemble(subprog) + "\n"
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subprogs.append(subprog)
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prog = prog[subprog_end_index+1:]
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subprog_index = prog.find("SubProgram \"d3d9")
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if len(subprogs) < 1:
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raise ValueError(f"Program has no d3d9 subprograms")
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processed = disassemble(subprogs) + "\n"
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return indent(processed)
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def process_shader(shader):
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buf = shader
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processed = ''
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program_index = buf.find('Program')
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program_index = buf.find("Program \"\"")
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while program_index > -1:
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processed = processed + buf[:program_index]
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buf = buf[program_index:]
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@ -46,11 +52,11 @@ def process_shader(shader):
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if not line:
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raise ValueError(f"Program at {program_index} has no #LINE marker")
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end_index = line.end() + 1
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program_section = buf[program_index:end_index+1]
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program_section = buf[:end_index+1]
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processed = processed + process_program(program_section)
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buf = buf[end_index+1:]
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program_index = buf.find('Program')
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program_index = buf.find("Program \"\"")
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processed = processed + buf
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return processed
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