Fix GPU out-of-memory crash by reusing overlay textures (#3614)
* Refactor TargetTexture into proper abstraction with ensure_size() method * Remove redundant overlays_texture field, use view() directly * Use if-let syntax in render_vello_scene_to_target_texture to avoid explicit unwrap * Implement TargetTexture::new() constructor to avoid dummy textures * fix compile error * cleanup * Avoid cloning texture view --------- Co-authored-by: Timon <me@timon.zip> Co-authored-by: Dennis Kobert <dennis@kobert.dev>
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@ -1,6 +1,7 @@
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use crate::window::Window;
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use std::borrow::Cow;
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use crate::wrapper::{Color, WgpuContext, WgpuExecutor};
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use crate::window::Window;
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use crate::wrapper::{Color, TargetTexture, WgpuContext, WgpuExecutor};
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#[derive(derivative::Derivative)]
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#[derivative(Debug)]
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@ -17,7 +18,7 @@ pub(crate) struct RenderState {
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viewport_scale: [f32; 2],
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viewport_offset: [f32; 2],
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viewport_texture: Option<wgpu::Texture>,
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overlays_texture: Option<wgpu::Texture>,
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overlays_texture: Option<TargetTexture>,
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ui_texture: Option<wgpu::Texture>,
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bind_group: Option<wgpu::BindGroup>,
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#[derivative(Debug = "ignore")]
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@ -208,11 +209,6 @@ impl RenderState {
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self.update_bindgroup();
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}
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pub(crate) fn bind_overlays_texture(&mut self, overlays_texture: wgpu::Texture) {
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self.overlays_texture = Some(overlays_texture);
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self.update_bindgroup();
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}
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pub(crate) fn bind_ui_texture(&mut self, bind_ui_texture: wgpu::Texture) {
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self.ui_texture = Some(bind_ui_texture);
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self.update_bindgroup();
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@ -236,12 +232,15 @@ impl RenderState {
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return;
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};
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let size = glam::UVec2::new(viewport_texture.width(), viewport_texture.height());
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let texture = futures::executor::block_on(self.executor.render_vello_scene_to_texture(&scene, size, &Default::default(), Color::TRANSPARENT));
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let Ok(texture) = texture else {
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tracing::error!("Error rendering overlays");
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let result = futures::executor::block_on(
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self.executor
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.render_vello_scene_to_target_texture(&scene, size, &Default::default(), Color::TRANSPARENT, &mut self.overlays_texture),
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);
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if let Err(e) = result {
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tracing::error!("Error rendering overlays: {:?}", e);
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return;
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};
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self.bind_overlays_texture(texture);
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}
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self.update_bindgroup();
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}
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pub(crate) fn render(&mut self, window: &Window) -> Result<(), RenderError> {
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@ -312,7 +311,11 @@ impl RenderState {
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fn update_bindgroup(&mut self) {
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let viewport_texture_view = self.viewport_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
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let overlays_texture_view = self.overlays_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
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let overlays_texture_view = self
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.overlays_texture
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.as_ref()
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.map(|target| Cow::Borrowed(target.view()))
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.unwrap_or_else(|| Cow::Owned(self.transparent_texture.create_view(&wgpu::TextureViewDescriptor::default())));
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let ui_texture_view = self.ui_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
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let bind_group = self.context.device.create_bind_group(&wgpu::BindGroupDescriptor {
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@ -324,7 +327,7 @@ impl RenderState {
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&overlays_texture_view),
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resource: wgpu::BindingResource::TextureView(&overlays_texture_view.as_ref()),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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@ -6,6 +6,7 @@ pub use graphite_editor::consts::FILE_EXTENSION;
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// TODO: Remove usage of this reexport in desktop create and remove this line
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pub use graphene_std::Color;
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pub use wgpu_executor::TargetTexture;
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pub use wgpu_executor::WgpuContext;
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pub use wgpu_executor::WgpuContextBuilder;
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pub use wgpu_executor::WgpuExecutor;
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@ -48,12 +48,58 @@ pub struct Surface {
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pub blitter: TextureBlitter,
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}
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#[derive(Clone, Debug)]
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pub struct TargetTexture {
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texture: wgpu::Texture,
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view: wgpu::TextureView,
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size: UVec2,
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}
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impl TargetTexture {
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/// Creates a new TargetTexture with the specified size.
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pub fn new(device: &wgpu::Device, size: UVec2) -> Self {
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let size = size.max(UVec2::ONE);
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: None,
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size: wgpu::Extent3d {
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width: size.x,
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height: size.y,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_SRC,
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format: VELLO_SURFACE_FORMAT,
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view_formats: &[],
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});
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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Self { texture, view, size }
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}
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/// Ensures the texture has the specified size, creating a new one if needed.
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/// This allows reusing the same texture across frames when the size hasn't changed.
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pub fn ensure_size(&mut self, device: &wgpu::Device, size: UVec2) {
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let size = size.max(UVec2::ONE);
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if self.size == size {
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return;
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}
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*self = Self::new(device, size);
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}
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/// Returns a reference to the texture view for rendering.
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pub fn view(&self) -> &wgpu::TextureView {
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&self.view
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}
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/// Returns a reference to the underlying texture.
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pub fn texture(&self) -> &wgpu::Texture {
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&self.texture
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}
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}
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#[cfg(target_family = "wasm")]
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pub type Window = web_sys::HtmlCanvasElement;
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#[cfg(not(target_family = "wasm"))]
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@ -71,32 +117,14 @@ impl WgpuExecutor {
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self.render_vello_scene_to_target_texture(scene, size, context, background, &mut output).await?;
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Ok(output.unwrap().texture)
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}
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pub async fn render_vello_scene_to_target_texture(&self, scene: &Scene, size: UVec2, context: &RenderContext, background: Color, output: &mut Option<TargetTexture>) -> Result<()> {
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// Initialize (lazily) if this is the first call
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if output.is_none() {
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*output = Some(TargetTexture::new(&self.context.device, size));
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}
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async fn render_vello_scene_to_target_texture(&self, scene: &Scene, size: UVec2, context: &RenderContext, background: Color, output: &mut Option<TargetTexture>) -> Result<()> {
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let size = size.max(UVec2::ONE);
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let target_texture = if let Some(target_texture) = output
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&& target_texture.size == size
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{
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target_texture
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} else {
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let texture = self.context.device.create_texture(&wgpu::TextureDescriptor {
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label: None,
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size: wgpu::Extent3d {
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width: size.x,
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height: size.y,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_SRC,
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format: VELLO_SURFACE_FORMAT,
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view_formats: &[],
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});
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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*output = Some(TargetTexture { texture, view, size });
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output.as_mut().unwrap()
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};
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if let Some(target_texture) = output.as_mut() {
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target_texture.ensure_size(&self.context.device, size);
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let [r, g, b, a] = background.to_rgba8_srgb();
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let render_params = RenderParams {
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@ -117,11 +145,12 @@ impl WgpuExecutor {
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};
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renderer.override_image(&image_brush.image, Some(texture_view));
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}
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renderer.render_to_texture(&self.context.device, &self.context.queue, scene, &target_texture.view, &render_params)?;
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renderer.render_to_texture(&self.context.device, &self.context.queue, scene, target_texture.view(), &render_params)?;
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for (image_brush, _) in context.resource_overrides.iter() {
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renderer.override_image(&image_brush.image, None);
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}
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}
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}
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Ok(())
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}
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