upload android base code part1
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android/frameworks/rs/driver/rsdMeshObj.cpp
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android/frameworks/rs/driver/rsdMeshObj.cpp
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/*
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* Copyright (C) 2011 The Android Open Source Project
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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 <GLES/gl.h>
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#include <GLES2/gl2.h>
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#include <GLES/glext.h>
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#include <rs_hal.h>
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#include <rsContext.h>
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#include <rsMesh.h>
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#include "rsdAllocation.h"
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#include "rsdMeshObj.h"
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#include "rsdGL.h"
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#include <string>
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using android::renderscript::Allocation;
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using android::renderscript::Context;
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using android::renderscript::Element;
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using android::renderscript::Mesh;
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RsdMeshObj::RsdMeshObj(const Context *rsc, const Mesh *rsMesh) {
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mRSMesh = rsMesh;
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mAttribs = nullptr;
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mAttribAllocationIndex = nullptr;
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mGLPrimitives = nullptr;
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mAttribCount = 0;
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}
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RsdMeshObj::~RsdMeshObj() {
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if (mAttribs) {
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delete[] mAttribs;
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delete[] mAttribAllocationIndex;
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}
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if (mGLPrimitives) {
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delete[] mGLPrimitives;
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}
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}
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bool RsdMeshObj::isValidGLComponent(const Element *elem, uint32_t fieldIdx) {
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// Only GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FIXED, GL_FLOAT are accepted.
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// Filter rs types accordingly
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RsDataType dt = elem->mHal.state.fields[fieldIdx]->mHal.state.dataType;
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if (dt != RS_TYPE_FLOAT_32 && dt != RS_TYPE_UNSIGNED_8 &&
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dt != RS_TYPE_UNSIGNED_16 && dt != RS_TYPE_SIGNED_8 &&
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dt != RS_TYPE_SIGNED_16) {
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return false;
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}
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// Now make sure they are not arrays
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uint32_t arraySize = elem->mHal.state.fieldArraySizes[fieldIdx];
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if (arraySize != 1) {
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return false;
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}
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return true;
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}
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bool RsdMeshObj::init(const Context *rsc) {
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updateGLPrimitives(rsc);
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// Count the number of gl attrs to initialize
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mAttribCount = 0;
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for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
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const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
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for (uint32_t ct=0; ct < elem->mHal.state.fieldsCount; ct++) {
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if (isValidGLComponent(elem, ct)) {
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mAttribCount ++;
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}
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}
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}
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if (mAttribs) {
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delete [] mAttribs;
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delete [] mAttribAllocationIndex;
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mAttribs = nullptr;
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mAttribAllocationIndex = nullptr;
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}
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if (!mAttribCount) {
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return false;
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}
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mAttribs = new RsdVertexArray::Attrib[mAttribCount];
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mAttribAllocationIndex = new uint32_t[mAttribCount];
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uint32_t userNum = 0;
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for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
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const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
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uint32_t stride = elem->mHal.state.elementSizeBytes;
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for (uint32_t fieldI=0; fieldI < elem->mHal.state.fieldsCount; fieldI++) {
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const Element *f = elem->mHal.state.fields[fieldI];
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if (!isValidGLComponent(elem, fieldI)) {
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continue;
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}
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mAttribs[userNum].size = f->mHal.state.vectorSize;
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mAttribs[userNum].offset = elem->mHal.state.fieldOffsetBytes[fieldI];
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mAttribs[userNum].type = rsdTypeToGLType(f->mHal.state.dataType);
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mAttribs[userNum].normalized = f->mHal.state.dataType != RS_TYPE_FLOAT_32;
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mAttribs[userNum].stride = stride;
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std::string tmp(RS_SHADER_ATTR);
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tmp.append(elem->mHal.state.fieldNames[fieldI]);
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mAttribs[userNum].name = tmp;
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// Remember which allocation this attribute came from
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mAttribAllocationIndex[userNum] = ct;
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userNum ++;
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}
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}
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return true;
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}
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void RsdMeshObj::renderPrimitiveRange(const Context *rsc, uint32_t primIndex,
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size_t start, uint32_t len) const {
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if (len < 1 || primIndex >= mRSMesh->mHal.state.primitivesCount || mAttribCount == 0) {
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rsc->setError(RS_ERROR_FATAL_DRIVER, "Invalid mesh or parameters");
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return;
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}
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for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
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const Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[ct];
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DrvAllocation *drv = (DrvAllocation *)alloc->mHal.drv;
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if (drv->uploadDeferred) {
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rsdAllocationSyncAll(rsc, alloc, RS_ALLOCATION_USAGE_SCRIPT);
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}
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}
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// update attributes with either buffer information or data ptr based on their current state
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for (uint32_t ct=0; ct < mAttribCount; ct++) {
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uint32_t allocIndex = mAttribAllocationIndex[ct];
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Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[allocIndex];
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DrvAllocation *drvAlloc = (DrvAllocation *)alloc->mHal.drv;
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if (drvAlloc->bufferID) {
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mAttribs[ct].buffer = drvAlloc->bufferID;
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mAttribs[ct].ptr = nullptr;
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} else {
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mAttribs[ct].buffer = 0;
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mAttribs[ct].ptr = (const uint8_t*)alloc->mHal.drvState.lod[0].mallocPtr;
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}
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}
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RsdVertexArray va(mAttribs, mAttribCount);
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va.setup(rsc);
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const Allocation *idxAlloc = mRSMesh->mHal.state.indexBuffers[primIndex];
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if (idxAlloc) {
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DrvAllocation *drvAlloc = (DrvAllocation *)idxAlloc->mHal.drv;
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if (drvAlloc->uploadDeferred) {
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rsdAllocationSyncAll(rsc, idxAlloc, RS_ALLOCATION_USAGE_SCRIPT);
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}
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if (drvAlloc->bufferID) {
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RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID);
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RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT,
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(uint16_t *)(start * 2));
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} else {
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RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, 0);
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RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT,
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idxAlloc->mHal.drvState.lod[0].mallocPtr);
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}
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} else {
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RSD_CALL_GL(glDrawArrays, mGLPrimitives[primIndex], start, len);
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}
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rsdGLCheckError(rsc, "Mesh::renderPrimitiveRange");
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}
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void RsdMeshObj::updateGLPrimitives(const Context *rsc) {
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mGLPrimitives = new uint32_t[mRSMesh->mHal.state.primitivesCount];
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for (uint32_t i = 0; i < mRSMesh->mHal.state.primitivesCount; i ++) {
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switch (mRSMesh->mHal.state.primitives[i]) {
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case RS_PRIMITIVE_POINT: mGLPrimitives[i] = GL_POINTS; break;
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case RS_PRIMITIVE_LINE: mGLPrimitives[i] = GL_LINES; break;
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case RS_PRIMITIVE_LINE_STRIP: mGLPrimitives[i] = GL_LINE_STRIP; break;
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case RS_PRIMITIVE_TRIANGLE: mGLPrimitives[i] = GL_TRIANGLES; break;
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case RS_PRIMITIVE_TRIANGLE_STRIP: mGLPrimitives[i] = GL_TRIANGLE_STRIP; break;
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case RS_PRIMITIVE_TRIANGLE_FAN: mGLPrimitives[i] = GL_TRIANGLE_FAN; break;
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default: rsc->setError(RS_ERROR_FATAL_DRIVER, "Invalid mesh primitive"); break;
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}
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}
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}
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