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The strategy is to do the same thing that the GLSL lower_offset_arrays
pass does - create 4 separate texture gather ops, one per offset, and
read in the results from each gather's w component to recreate the
desired result.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
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We do nothing but initialize it, add to it, and delete it.
This is a fallout from removing constant initializer support.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Reverting the previous attempt at this a5502a721fd30fd resulted in
the following Vulkan test failing.
dEQP-VK.glsl.return.return_in_dynamic_loop_dynamic_vertex
This time we use the num_components from the alu dest rather than
num_inputs to the op to determine the size of the undef.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99100
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We should make the dest in the textureLod() operation have the same number
of components as the destination in the original textureGrad()
Fixes regression in ES3-CTS.gtf.GL3Tests.shadow
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99072
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This reverts commit 6aa730000fea84a14b49828a4bb30761d43903bf.
This was changing the size of the undef to always be 1 (the number of inputs
to imov and fmov) which is wrong, we could be moving a vec4 for example.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
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Even if lower_txd_cube_map isn't. Suggested by Ken to make the flag more
consistent with its name.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This is ported from the Intel lowering pass that we use with GLSL IR.
This takes care of lowering texture gradients on shadow samplers other
than cube maps. Intel hardware requires this for gen < 8.
v2 (Ken):
- Use the helper function to retrieve ddx/ddy
- Swizzle away size components we are not interested in
v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
instead (Ken, Eric)
v4:
- Add a 'continue' statement if the lowering makes progress because it
replaces the original texture instruction
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v3)
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This is ported from the Intel lowering pass that we use with GLSL IR.
The NIR pass only handles cube maps, not shadow samplers, which are
also lowered for gen < 8 on Intel hardware. We will add support for
that in a later patch, at which point we should be able to remove
the GLSL IR lowering pass.
v2:
- added a helper to retrieve ddx/ddy parameters (Ken)
- No need to make size.z=1.0, we are only using component x anyway (Iago)
v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
instead (Ken, Eric)
v4:
- When emitting the textureLod operation, copy all texture parameters
from the original textureGrad() (except for ddx/ddy) using a loop
- Add a 'continue' statement if the lowering makes progress because it
replaces the original texture instruction
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v3)
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This was written specifically for RECT samplers. Make it more generic so
we can call this from the gradient lowerings too.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g'
Just happened to notice this in a patch that was sent and included one
of the tokens in question.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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In 19a541f (nir: Get rid of nir_constant_data) a number of places that
operated on nir_constant::values were mechanically converted to operate
on the whole array without regard for the base type. Only
GLSL_TYPE_FLOAT and GLSL_TYPE_DOUBLE can be matrices, so only those
types can have data in the non-0 array element.
See also b870394.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Cc: Iago Toral Quiroga <itoral@igalia.com>
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instructions in affected programs: 550 -> 544 (-1.09%)
helped: 6
cycles in affected programs: 6952 -> 6850 (-1.47%)
helped: 6
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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The new implementation is more correct because it clamps the incoming value
to 10 to avoid floating-point overflow. It also uses a much reduced
version of the formula which only requires 1 exp() rather than 2. This
fixes all of the dEQP-VK.glsl.builtin.precision.tanh.* tests.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-dev@lists.freedesktop.org>
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The formula we have used in the past is a trivial reduction from the
definition by simply multiplying both the numerator and denominator of the
formula by 2. However, multiplying by e^x, you can further reduce it.
This allows us to get rid of one side of the clamp and two of exponential
functions which should make it faster. The new formula still passes the
dEQP precision tests for tanh so it should be fine.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Clamp input scalar value to range [-10, +10] to avoid precision problems
when the absolute value of input is too large.
Fixes dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.* test
failures.
v2: added more explanation in the comment.
v3: fixed a typo in the comment.
Signed-off-by: Haixia Shi <hshi@chromium.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-dev@lists.freedesktop.org>
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Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
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This extension allows the fragment shader to control whether values in
gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests.
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
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Noticed while adding support for 64-bit integer types.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Accidentally changed the type of a constant in
df33f11b39abf313a0db7b9fefaf739b88133161 causing assertion failures.
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Trivial, this just resurrects the code which was there once upon a time
(the code can't lower instructions generated in the lowering pass there,
and even if it could it would probably be suboptimal).
This fixes piglit mesa_shader_integer_functions fs-ldexp.shader_test and
vs-ldexp.shader_test with llvmpipe.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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All of these are happily set from glsl_to_nir or spirv_to_nir but their
values are never used for anything.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Constant initializers have been a constant (ha!) pain for quite some time.
While they're useful from a language perspective, people writing passes or
backends really don't want deal with them most of the time. This commit
removes most of the constant initializer support from NIR. It is expected
that you call nir_lower_constant_initializers VERY EARLY to ensure that
they're gone before you do anything interesting.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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It's only ever called on single-function shaders. At this point, there are
a lot of helpers that can make it all much simpler.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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This change makes it so we emit a load_input intrinsic when Layer
is read in a fragment shader.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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This has bothered me for about as long as NIR has been around. Why do we
have two different unions for constants? No good reason other than one of
them is a direct port from GLSL IR.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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This is mostly just used during linking however the st uses it
when updating textures.
In order to store gl_program in the CurrentProgram array
rather than gl_shader_program we need to move this field to
the shared gl_shader_program_data struct.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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This should be faster than looping over every stage and null checking, but
will also make the code a bit cleaner when we switch to getting more fields
from gl_program rather than from gl_linked_shader as we can just copy the
pointer and not need to worry about null checking then copying.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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This will be used to enable us to store the current gl_program
rather than gl_shader_program in the gl_pipline_object allowing
us to simplify handing of validation.
Also we should not be depending on _LinkedShader for this information
as it may contain shaders from a failed linking attempt rather than
the current program still in use.
We could also use this mask to iterate over the stages during linking
with _mesa_bit_scan() rather then the current method of NULL checking
each stage.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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This only useful for spir-v shaders, but I keep finding myself
having to add it.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
<shader>_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.
The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.
Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
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ARB_shading_language_420pack"
This reverts commit aaa69c79cd584db4d9c6ea7794e93d29f3d54572.
The commit was erroneous because the ast_layout_expression class is
meant to hold a list used for an after check that all the declared
values for a layout-qualifier-name are consistent.
Therefore, the check for the possibility of duplicated values was
previously fixed to happen much sooner, in the GLSL parser and the
merge of layout qualifiers, and the process_qualifier_constant method
only needs to check that the values are consistent.
By now, those layout-qualifier-name represented as a
ast_layout_expression are "max_vertices", "invocations", "vertices",
"local_size_[x|y|z]" and "xfb_stride".
From page 40 (page 46 of the PDF) of the GLSL 1.50 spec:
" All geometry shader output layout declarations in a program must
declare the same layout and same value for max_vertices."
From page 44 (page 50 of the PDF) of the GLSL 4.00 spec:
" If an invocation count is declared, all such declarations must
specify the same count."
From page 47 (page 53 of the PDF) of the GLSL 4.00 spec:
" All tessellation control shader layout declarations in a program
must specify the same output patch vertex count."
From page 60 (page 66 of the PDF) of the GLSL 4.30 spec:
" Also, if such a layout qualifier is declared more than once in the
same shader, all those declarations must set the same set of local
work-group sizes and set them to the same values; otherwise a
compile-time error results. If multiple compute shaders attached
to a single program object declare local work-group size, the
declarations must be identical; otherwise a link-time error
results."
From page 73 (page 79 of the PDF) of the GLSL 4.40 spec:
" While xfb_stride can be declared multiple times for the same
buffer, it is a compile-time or link-time error to have different
values specified for the stride for the same buffer."
Fixes GL44-CTS.enhanced_layouts.xfb_duplicated_stride
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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This reverts commit 4c863993780a11cea6f88fa0682796bee5794042.
The commit was erroneous because the ast_layout_expression class was
created to hold a list of values for a layout-qualifier-name which is
allowed to appear in more than one expression in the same
shader/program but not to hold different values.
In other words, the list is used for an after check that all the
declared values for a layout-qualifier-name are consistent.
Therefore, the values stored must match always, not just for
"max_vertices" or any other eventual layout-qualifier-name.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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After the previous modifications in the merging of the
layout-qualifier-name values, we no longer push the final value in a
declaration to the global values.
This regression happens because we don't call for merging on the
right-most layout qualifier of a declaration which is also the
overriding one in case of multiple appearances.
Now, we add a new method to push these values to the global ones and
we call for this just after all the layout-qualifier collapsing has
happened in a declaration.
This simplifies how this was working in two ways; we make a clear
differentiation of when we are pushing this to the global values since
before it was mixed in the merging call and we only run this once all
the processing for layout-qualifiers in a declaration has happened.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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The GLSL parser has been simplified to check for the needed
GL_ARB_shading_language_420pack extension just when merging the
qualifiers in the proper cases.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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Since we modified the way in which multiple repetitions of the same
layout-qualifier-name in a single declaration collapse into the
ast_type_qualifier class, we can simplify the
merge_into_[in|out]_qualifier APIs through removing the create_node
parameter.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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layout qualifier
From page 46 (page 52 of the PDF) of the GLSL 4.20 spec:
" More than one layout qualifier may appear in a single
declaration. If the same layout-qualifier-name occurs in multiple
layout qualifiers for the same declaration, the last one overrides
the former ones."
Consider this example:
" #version 150
#extension GL_ARB_shading_language_420pack: enable
layout(max_vertices=2) layout(max_vertices=3) out;
layout(max_vertices=3) out;"
Although different values for "max_vertices" results in a compilation
error. The above code is valid because max_vertices=2 is ignored.
Hence, when merging qualifiers in an ast_type_qualifier, we now ignore
new appearances of a same layout-qualifier-name if the new
"is_multiple_layouts_merge" parameter is on, since the GLSL parser
works in this case from right to left.
In addition, any special treatment for the buffer, uniform, in or out
layout defaults has been moved in the GLSL parser to the rule
triggered just after any previous processing/merging on the
layout-qualifiers has happened in a single declaration since it was
run too soon previously.
Fixes GL44-CTS.shading_language_420pack.qualifier_override_layout
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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Several layout-qualifier validations are duplicated in the
merge_qualifier and validate_in_qualifier methods.
We would rather have them refactored into single calls.
Suggested by Timothy.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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The point mode value in an ast_type_qualifier can only be true if the
flag is already set since this layout-id-qualifier can only be or not
be present in a shader.
Hence, it is useless to check for its value if the flag is already
set. Just replaced with an assert.
V2: assert instead of checking for coherence and raising a compilation
error. Suggested by Timothy.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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The validation of the default in layout qualifier already assures that
we won't have 2 ast_gs_input_layout objects with different primitive
type values. In fact, the validation already assures that we won't
have 2 ast_gs_input_layout objects in the AST tree at all.
The check for an error in the shader has been replaced by an assert.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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The merge into the default in layout qualifier duplicates a lot of
code that can be reused from the generic merge method.
Now, we use the generic merge method inside the specific merge for the
default in layout qualifier. The generic merge method has been
completed with some bits that were only present in the merge for the
default in layout qualifier and the specific validation bits have been
moved to the validation method for the default in layout qualifier.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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Currently, the default in layout qualifier merge performs specific
validation and merge.
We want to split out the validation from the merge so they can be done
independently.
Additionally, for simplification, the direction of the validation and
merge is changed so the ast_type_qualifier calling the method is the
one validated and merged against the default in qualifier.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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Currently, the default out layout qualifier merge performs specific
validation and merge.
We want to split out the validation from the merge so they can be done
independently.
Additionally, for simplification, the direction of the validation and
merge is changed so the ast_type_qualifier calling the method is the
one validated and merged against the default out qualifier.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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Consider this example:
" #version 150 core
#extension GL_ARB_shading_language_420pack: require
#extension GL_ARB_explicit_attrib_location: require
layout(location=0) out vec4 o;
layout(binding=2) layout(binding=3, std140) uniform U {
vec4 a;
} u[2];"
As there is 2 layout-qualifiers for the uniform U and the binding
layout-qualifier-id is duplicated, the rules set by the
ARB_shading_language_420pack spec state that the rightmost should
prevail.
Our ast_type_qualifier merges with others in a way that if the value
for a layout-qualifier-id is set in both, the object being merged
overwrites the value of the object invoking the merge. Hence, the
merge has to happen from the left layout towards the right one and
this was not happening for interface blocks because we were merging
into the default layout qualifier.
Now, the merge is done from left to right and, as a last step, we
merge into the default layout qualifier if needed, so the values of
the explicit layouts prevail over it.
V2: added a default_layout variable instead of a layout_helper and
make the merge directly over the layout one. Suggested by Timothy.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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When a layout contains a duplicated layout-qualifier-name in a single
declaration, only the last occurrence should be taken into account.
From page 59 (page 65 of the PDF) of the GLSL 4.40 spec:
" More than one layout qualifier may appear in a single
declaration. Additionally, the same layout-qualifier-name can
occur multiple times within a layout qualifier or across multiple
layout qualifiers in the same declaration. When the same
layout-qualifier-name occurs multiple times, in a single
declaration, the last occurrence overrides the former
occurrence(s)."
Consider this example:
" #version 150
#extension GL_ARB_enhanced_layouts: enable
layout(max_vertices=2, max_vertices=3) out;
layout(max_vertices=3) out;"
Although different values for "max_vertices" results in a compilation
error. The above code is valid because max_vertices=2 is ignored.
When merging qualifiers in an ast_type_qualifier, we now simply ignore
new appearances of a same layout-qualifier-name if the
"is_single_layout_merge" parameter is true, this works because the GLSL
parser processes qualifiers from right to left.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
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