fd25e883e2
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
221 lines
6.4 KiB
C++
221 lines
6.4 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "MEM_guardedalloc.h"
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#include "blender/image.h"
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#include "blender/session.h"
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#include "blender/util.h"
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CCL_NAMESPACE_BEGIN
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/* Packed Images */
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BlenderImageLoader::BlenderImageLoader(BL::Image b_image, int frame)
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: b_image(b_image), frame(frame), free_cache(!b_image.has_data())
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{
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}
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bool BlenderImageLoader::load_metadata(const ImageDeviceFeatures &, ImageMetaData &metadata)
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{
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metadata.width = b_image.size()[0];
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metadata.height = b_image.size()[1];
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metadata.depth = 1;
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metadata.channels = b_image.channels();
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if (b_image.is_float()) {
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if (metadata.channels == 1) {
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metadata.type = IMAGE_DATA_TYPE_FLOAT;
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}
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else if (metadata.channels == 4) {
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metadata.type = IMAGE_DATA_TYPE_FLOAT4;
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}
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else {
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return false;
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}
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/* Float images are already converted on the Blender side,
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* no need to do anything in Cycles. */
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metadata.colorspace = u_colorspace_raw;
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}
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else {
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if (metadata.channels == 1) {
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metadata.type = IMAGE_DATA_TYPE_BYTE;
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}
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else if (metadata.channels == 4) {
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metadata.type = IMAGE_DATA_TYPE_BYTE4;
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}
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else {
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return false;
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}
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}
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return true;
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}
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bool BlenderImageLoader::load_pixels(const ImageMetaData &metadata,
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void *pixels,
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const size_t pixels_size,
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const bool associate_alpha)
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{
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const size_t num_pixels = ((size_t)metadata.width) * metadata.height;
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const int channels = metadata.channels;
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const int tile = 0; /* TODO(lukas): Support tiles here? */
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if (b_image.is_float()) {
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/* image data */
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float *image_pixels;
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image_pixels = image_get_float_pixels_for_frame(b_image, frame, tile);
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if (image_pixels && num_pixels * channels == pixels_size) {
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memcpy(pixels, image_pixels, pixels_size * sizeof(float));
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}
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else {
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if (channels == 1) {
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memset(pixels, 0, num_pixels * sizeof(float));
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}
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else {
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const size_t num_pixels_safe = pixels_size / channels;
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float *fp = (float *)pixels;
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for (int i = 0; i < num_pixels_safe; i++, fp += channels) {
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fp[0] = 1.0f;
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fp[1] = 0.0f;
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fp[2] = 1.0f;
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if (channels == 4) {
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fp[3] = 1.0f;
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}
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}
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}
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}
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if (image_pixels) {
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MEM_freeN(image_pixels);
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}
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}
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else {
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unsigned char *image_pixels = image_get_pixels_for_frame(b_image, frame, tile);
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if (image_pixels && num_pixels * channels == pixels_size) {
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memcpy(pixels, image_pixels, pixels_size * sizeof(unsigned char));
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}
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else {
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if (channels == 1) {
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memset(pixels, 0, pixels_size * sizeof(unsigned char));
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}
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else {
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const size_t num_pixels_safe = pixels_size / channels;
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unsigned char *cp = (unsigned char *)pixels;
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for (size_t i = 0; i < num_pixels_safe; i++, cp += channels) {
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cp[0] = 255;
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cp[1] = 0;
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cp[2] = 255;
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if (channels == 4) {
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cp[3] = 255;
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}
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}
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}
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}
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if (image_pixels) {
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MEM_freeN(image_pixels);
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}
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if (associate_alpha) {
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/* Premultiply, byte images are always straight for Blender. */
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unsigned char *cp = (unsigned char *)pixels;
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for (size_t i = 0; i < num_pixels; i++, cp += channels) {
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cp[0] = (cp[0] * cp[3]) / 255;
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cp[1] = (cp[1] * cp[3]) / 255;
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cp[2] = (cp[2] * cp[3]) / 255;
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}
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}
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}
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/* Free image buffers to save memory during render. */
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if (free_cache) {
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b_image.buffers_free();
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}
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return true;
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}
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string BlenderImageLoader::name() const
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{
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return BL::Image(b_image).name();
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}
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bool BlenderImageLoader::equals(const ImageLoader &other) const
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{
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const BlenderImageLoader &other_loader = (const BlenderImageLoader &)other;
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return b_image == other_loader.b_image && frame == other_loader.frame;
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}
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/* Point Density */
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BlenderPointDensityLoader::BlenderPointDensityLoader(BL::Depsgraph b_depsgraph,
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BL::ShaderNodeTexPointDensity b_node)
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: b_depsgraph(b_depsgraph), b_node(b_node)
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{
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}
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bool BlenderPointDensityLoader::load_metadata(const ImageDeviceFeatures &, ImageMetaData &metadata)
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{
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metadata.channels = 4;
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metadata.width = b_node.resolution();
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metadata.height = metadata.width;
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metadata.depth = metadata.width;
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metadata.type = IMAGE_DATA_TYPE_FLOAT4;
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return true;
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}
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bool BlenderPointDensityLoader::load_pixels(const ImageMetaData &,
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void *pixels,
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const size_t,
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const bool)
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{
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int length;
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b_node.calc_point_density(b_depsgraph, &length, (float **)&pixels);
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return true;
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}
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void BlenderSession::builtin_images_load()
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{
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/* Force builtin images to be loaded along with Blender data sync. This
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* is needed because we may be reading from depsgraph evaluated data which
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* can be freed by Blender before Cycles reads it.
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*
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* TODO: the assumption that no further access to builtin image data will
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* happen is really weak, and likely to break in the future. We should find
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* a better solution to hand over the data directly to the image manager
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* instead of through callbacks whose timing is difficult to control. */
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ImageManager *manager = session->scene->image_manager;
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Device *device = session->device;
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manager->device_load_builtin(device, session->scene, session->progress);
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}
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string BlenderPointDensityLoader::name() const
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{
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return BL::ShaderNodeTexPointDensity(b_node).name();
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}
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bool BlenderPointDensityLoader::equals(const ImageLoader &other) const
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{
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const BlenderPointDensityLoader &other_loader = (const BlenderPointDensityLoader &)other;
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return b_node == other_loader.b_node && b_depsgraph == other_loader.b_depsgraph;
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}
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CCL_NAMESPACE_END
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