forked from dolphin-emu/dolphin
		
	use plain vertex arrays instead of VBOs to render in Opengl plugin as the nature of the data make VBOs slower. This must bring, depending on the implementation, a good speedup in opengl. in my system now opengl and d3d9 have a difference of 1 to 5 fps depending of the game. some cleanup and a little work pointing to future improvements in the way of rendering. please test and check for any errors. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6139 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			238 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			238 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Hash.h"
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// uint32_t
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// WARNING - may read one more byte!
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// Implementation from Wikipedia.
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u32 HashFletcher(const u8* data_u8, size_t length)
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{
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	const u16* data = (const u16*)data_u8; /* Pointer to the data to be summed */
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	size_t len = (length + 1) / 2; /* Length in 16-bit words */
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	u32 sum1 = 0xffff, sum2 = 0xffff;
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	while (len)
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	{
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		size_t tlen = len > 360 ? 360 : len;
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		len -= tlen;
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		do {
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			sum1 += *data++;
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			sum2 += sum1;
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		}
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		while (--tlen);
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		sum1 = (sum1 & 0xffff) + (sum1 >> 16);
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		sum2 = (sum2 & 0xffff) + (sum2 >> 16);
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	}
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	// Second reduction step to reduce sums to 16 bits
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	sum1 = (sum1 & 0xffff) + (sum1 >> 16);
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	sum2 = (sum2 & 0xffff) + (sum2 >> 16);
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	return(sum2 << 16 | sum1);
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}
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// Implementation from Wikipedia
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// Slightly slower than Fletcher above, but slighly more reliable.
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#define MOD_ADLER 65521
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// data: Pointer to the data to be summed; len is in bytes
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u32 HashAdler32(const u8* data, size_t len)
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{
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	u32 a = 1, b = 0;
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	while (len)
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	{
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		size_t tlen = len > 5550 ? 5550 : len;
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		len -= tlen;
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		do
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		{
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			a += *data++;
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			b += a;
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		}
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		while (--tlen);
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		a = (a & 0xffff) + (a >> 16) * (65536 - MOD_ADLER);
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		b = (b & 0xffff) + (b >> 16) * (65536 - MOD_ADLER);
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	}
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	// It can be shown that a <= 0x1013a here, so a single subtract will do.
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	if (a >= MOD_ADLER)
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	{
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		a -= MOD_ADLER;
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	}
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	// It can be shown that b can reach 0xfff87 here.
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	b = (b & 0xffff) + (b >> 16) * (65536 - MOD_ADLER);
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	if (b >= MOD_ADLER)
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	{
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		b -= MOD_ADLER;
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	}
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	return((b << 16) | a);
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}
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// Another fast and decent hash
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u32 HashFNV(const u8* ptr, int length)
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{
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	u32 hash = 0x811c9dc5;
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	for (int i = 0; i < length; i++)
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	{
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		hash *= 1677761;
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		hash ^= ptr[i];
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	}
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	return(hash);
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}
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// Stupid hash - but can't go back now :)
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// Don't use for new things. At least it's reasonably fast.
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u32 HashEctor(const u8* ptr, int length)
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{
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	u32 crc = 0;
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	for (int i = 0; i < length; i++)
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	{
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		crc ^= ptr[i];
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		crc = (crc << 3) | (crc >> 29);
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	}
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	return(crc);
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}
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#ifdef _M_X64
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u64 GetHash64(const u8 *src, int len, u32 samples)
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{
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	const u64 m = 0xc6a4a7935bd1e995;
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	const int r = 47;
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	u64 h = len * m;
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	u32 Step = (len/8);
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	const u64 * data = (const u64 *)src;
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	const u64 * end = data + Step;
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	if(samples == 0) samples = Step;
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	Step  = Step / samples;
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	if(Step < 1) Step = 1;
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	while(data < end)
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	{
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		u64 k = data[0];
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		data+=Step;
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		k *= m; 
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		k ^= k >> r; 
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		k *= m; 		
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		h ^= k;
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		h *= m; 
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	}
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	const u8 * data2 = (const u8*)end;
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	switch(len & 7)
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	{
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	case 7: h ^= u64(data2[6]) << 48;
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	case 6: h ^= u64(data2[5]) << 40;
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	case 5: h ^= u64(data2[4]) << 32;
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	case 4: h ^= u64(data2[3]) << 24;
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	case 3: h ^= u64(data2[2]) << 16;
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	case 2: h ^= u64(data2[1]) << 8;
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	case 1: h ^= u64(data2[0]);
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	        h *= m;
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	};
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	h ^= h >> r;
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	h *= m;
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	h ^= h >> r;
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	return h;
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} 
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#else
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u64 GetHash64(const u8 *src, int len, u32 samples)
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{
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	const u32 m = 0x5bd1e995;
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	const int r = 24;
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	u32 h1 = len;
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	u32 h2 = 0;
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	u32 Step = (len / 4);
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	const u32 * data = (const u32 *)src;
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	const u32 * end = data + Step;
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	const u8 * uEnd = (const u8 *)end;
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	if(samples == 0) samples = Step;
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	Step = Step / samples;
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	if(Step < 2) Step = 2;	
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	while(data < end)
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	{
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		u32 k1 = data[0];
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		k1 *= m; 
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		k1 ^= k1 >> r; 
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		k1 *= m;
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		h1 *= m; 
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		h1 ^= k1;
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		u32 k2 = data[1];
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		k2 *= m; 
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		k2 ^= k2 >> r; 
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		k2 *= m;
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		h2 *= m; 
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		h2 ^= k2;
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		data+=Step;
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	}
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	if((len & 7) > 3)
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	{
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		u32 k1 = *(end - 1);
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		k1 *= m; 
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		k1 ^= k1 >> r; 
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		k1 *= m;
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		h1 *= m; 
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		h1 ^= k1;
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		len -= 4;
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	}
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	switch(len & 3)
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	{
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	case 3: h2 ^= uEnd[2] << 16;
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	case 2: h2 ^= uEnd[1] << 8;
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	case 1: h2 ^= uEnd[0];
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			h2 *= m;
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	};
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	h1 ^= h2 >> 18; h1 *= m;
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	h2 ^= h1 >> 22; h2 *= m;
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	h1 ^= h2 >> 17; h1 *= m;
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	h2 ^= h1 >> 19; h2 *= m;
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	u64 h = h1;
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	h = (h << 32) | h2;
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	return h;
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}
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#endif
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