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https://github.com/MobileGL-Dev/MobileGL
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[Test] (IntegrationTest): take the shader-compiler and viewport quirks from the environment instead of internal symbols
Android links this module against the SHIPPING libMobileGL.so on purpose, so the on-device run validates the real artifact - and that library is -fvisibility=hidden. Six symbols the scenarios reached for were therefore undefined and the executable could not be linked at all: MG_Config::Features, SetAsyncShaderCompileSuspended, ShaderCompilePool::Get/GetThreadCount/SetMaxConcurrency and AsyncShaderCompileEnabled. All six are gone rather than exported. CompilerThreadScope now restores the pool with glMaxShaderCompilerThreadsKHR (0xFFFFFFFF), which MaxShaderCompilerThreadsKHR_State defines as exactly the two steps it used to perform by hand, and AsyncAndSyncProgramsRenderIdenticalFrames picks its two modes with the same entry point - a zero count compiles inline, a nonzero one lifts that - so the switching is now itself under test. ExtensionStringMatchesTheConfiguration stops deriving its expectation from AsyncShaderCompileEnabled(), the very function the backends gate the extension string on: it was asserting the implementation against itself and would have passed however wrong both halves were. The expectation is now MOBILEGL_ASYNC_SHADER_COMPILE as the process inherited it, and the case skips where that is unset because the built-in default is a value only the implementation knows. Both-mode coverage in one ctest run is preserved by registration rather than by in-process forcing, and is wider than before. New entries, each APPENDING to the common/Vulkan environment so the EGL-vendor and ICD pinning is not lost - a ctest ENVIRONMENT property replaces the job environment rather than adding to it: DirectGLES./DirectVulkan.AsyncOn. run all of AsyncCompileScenario with MOBILEGL_ASYNC_SHADER_COMPILE=1; .AsyncOff. run the extension case with =0, which asserts the withdrawn side that nothing covered before; .OptimisticShaderStatus. run the Iris-shaped case with MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS=1 (its own entries because the quirk is not neutral for the rest of the scenario); DirectGLES.NoViewportArrayEmulation. runs the emulation control with MOBILEGL_FORCE_VIEWPORT_ARRAY_EMULATION=0. Run from a device shell with nothing set, the ambient configuration runs and the rest skip cleanly. 1836 -> 1853 ctest entries, all green.
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@@ -306,6 +306,40 @@ mgl_itest_join_environment(MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT
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mgl_itest_join_environment(MGL_ITEST_GLES_FORCED_DS_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectGLES" "MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION=1" ${MGL_ITEST_COMMON_ENV})
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# The shader-compiler configurations AsyncCompileScenario needs, and the one
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# ViewportArrayScenario's negative control needs.
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#
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# These used to be poked into MG_Config::Features from inside the test bodies. They
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# cannot be any more - on Android this module links the SHIPPING libMobileGL.so, which
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# exports nothing internal - and they should not have been anyway: half of what each of
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# them decides is latched before the first GL call (the compile pool and its threads;
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# the advertised extension list, which a backend builds once from the configuration in
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# force at its first use), so an in-process write could only ever have moved the other
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# half. Every one of them is a whole-process property, and a whole-process property is
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# spelled with an environment variable and a ctest entry of its own.
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#
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# Note the shape of every list here: it APPENDS to MGL_ITEST_COMMON_ENV /
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# MGL_ITEST_VULKAN_ENV rather than standing alone. A ctest ENVIRONMENT property REPLACES
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# the job environment rather than adding to it, so an entry that lists only its mode
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# variable would silently lose the EGL vendor and Vulkan ICD pinning and run against
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# whatever the loader found first.
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mgl_itest_join_environment(MGL_ITEST_GLES_ASYNC_ON_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectGLES" "MOBILEGL_ASYNC_SHADER_COMPILE=1" ${MGL_ITEST_COMMON_ENV})
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mgl_itest_join_environment(MGL_ITEST_GLES_ASYNC_OFF_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectGLES" "MOBILEGL_ASYNC_SHADER_COMPILE=0" ${MGL_ITEST_COMMON_ENV})
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mgl_itest_join_environment(MGL_ITEST_VULKAN_ASYNC_ON_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectVulkan" "MOBILEGL_ASYNC_SHADER_COMPILE=1" ${MGL_ITEST_VULKAN_ENV})
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mgl_itest_join_environment(MGL_ITEST_VULKAN_ASYNC_OFF_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectVulkan" "MOBILEGL_ASYNC_SHADER_COMPILE=0" ${MGL_ITEST_VULKAN_ENV})
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mgl_itest_join_environment(MGL_ITEST_GLES_OPTIMISTIC_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectGLES" "MOBILEGL_ASYNC_SHADER_COMPILE=1"
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"MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS=1" ${MGL_ITEST_COMMON_ENV})
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mgl_itest_join_environment(MGL_ITEST_VULKAN_OPTIMISTIC_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectVulkan" "MOBILEGL_ASYNC_SHADER_COMPILE=1"
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"MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS=1" ${MGL_ITEST_VULKAN_ENV})
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mgl_itest_join_environment(MGL_ITEST_GLES_NO_VIEWPORT_EMULATION_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectGLES" "MOBILEGL_FORCE_VIEWPORT_ARRAY_EMULATION=0" ${MGL_ITEST_COMMON_ENV})
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# TIMEOUT on every entry: a GPU test that wedges must fail the run, not hang it.
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set(MGL_ITEST_TIMEOUT 120)
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@@ -370,3 +404,100 @@ gtest_discover_tests(MobileGLIntegrationTest
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_GLES_FORCED_DS_ENVIRONMENT}"
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)
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# AsyncCompileScenario, with asynchronous compilation PINNED ON per backend.
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#
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# Not a duplicate of what the two ambient registrations already run: they run whatever
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# MobileGL's built-in default happens to be, and the day that default flips they would
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# stop covering the asynchronous path without anything going red. These entries are the
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# ones that keep the asynchronous half tested no matter what ships. They are also the
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# only place ExtensionStringMatchesTheConfiguration can assert that the extension IS
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# advertised - the case derives its expectation from this variable and nothing else, and
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# skips where it is unset, precisely so that it is not asserting the implementation
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# against itself.
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gtest_discover_tests(MobileGLIntegrationTest
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TEST_PREFIX "DirectGLES.AsyncOn."
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TEST_FILTER "AsyncCompileScenario.*"
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DISCOVERY_TIMEOUT 30
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PROPERTIES
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LABELS integration-gpu
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_GLES_ASYNC_ON_ENVIRONMENT}"
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)
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gtest_discover_tests(MobileGLIntegrationTest
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TEST_PREFIX "DirectVulkan.AsyncOn."
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TEST_FILTER "AsyncCompileScenario.*"
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DISCOVERY_TIMEOUT 30
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PROPERTIES
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LABELS integration-gpu
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_VULKAN_ASYNC_ON_ENVIRONMENT}"
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)
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# The other side of the same switch: asynchronous compilation OFF, so
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# GL_KHR_parallel_shader_compile must be WITHDRAWN from both spellings of the extension
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# list and GL_MAX_SHADER_COMPILER_THREADS_KHR must read 0. Only that one case is
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# registered here because it is the only one that has anything to say in this
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# configuration - the other four exist to observe worker-built artifacts, and there are
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# none - so registering the whole scenario would buy four guaranteed skips per backend.
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# Together with the AsyncOn. entries above, one ctest run still covers both flag states,
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# which is what the in-process forcing used to be for.
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gtest_discover_tests(MobileGLIntegrationTest
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TEST_PREFIX "DirectGLES.AsyncOff."
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TEST_FILTER "AsyncCompileScenario.ExtensionStringMatchesTheConfiguration"
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DISCOVERY_TIMEOUT 30
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PROPERTIES
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LABELS integration-gpu
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_GLES_ASYNC_OFF_ENVIRONMENT}"
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)
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gtest_discover_tests(MobileGLIntegrationTest
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TEST_PREFIX "DirectVulkan.AsyncOff."
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TEST_FILTER "AsyncCompileScenario.ExtensionStringMatchesTheConfiguration"
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DISCOVERY_TIMEOUT 30
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PROPERTIES
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LABELS integration-gpu
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_VULKAN_ASYNC_OFF_ENVIRONMENT}"
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)
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# The optimistic-status quirk's end-to-end shape. Its own entries and not part of the
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# AsyncOn. ones because the quirk is not neutral for the rest of the scenario: with it in
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# force glGetShaderiv(GL_COMPILE_STATUS) deliberately answers without joining, which is
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# exactly what CompletionStatusPollingThenForcedJoin asserts must NOT happen. Off by
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# default and never advertised, so - unlike asynchronous compilation, which announces
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# itself through the extension string - the variable is the only thing that can tell the
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# case it is in force.
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gtest_discover_tests(MobileGLIntegrationTest
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TEST_PREFIX "DirectGLES.OptimisticShaderStatus."
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TEST_FILTER "AsyncCompileScenario.IrisShapedTwoPhaseBatchRendersCorrectly"
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DISCOVERY_TIMEOUT 30
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PROPERTIES
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LABELS integration-gpu
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_GLES_OPTIMISTIC_ENVIRONMENT}"
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)
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gtest_discover_tests(MobileGLIntegrationTest
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TEST_PREFIX "DirectVulkan.OptimisticShaderStatus."
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TEST_FILTER "AsyncCompileScenario.IrisShapedTwoPhaseBatchRendersCorrectly"
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DISCOVERY_TIMEOUT 30
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PROPERTIES
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LABELS integration-gpu
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_VULKAN_OPTIMISTIC_ENVIRONMENT}"
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)
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# The negative control for the DirectGLES gl_ViewportIndex emulation, in a process that
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# has it switched off. One case, because it is the only one the switch may touch: with
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# the emulation off the three positive cases in the same fixture describe behaviour the
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# backend does not have, so a whole-scenario registration would be three guaranteed reds.
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# DirectGLES only - the flag steers nothing on DirectVulkan, which routes natively.
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gtest_discover_tests(MobileGLIntegrationTest
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TEST_PREFIX "DirectGLES.NoViewportArrayEmulation."
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TEST_FILTER "ViewportArrayScenario.WithoutTheEmulationEveryIndexCollapsesOntoViewportZero"
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DISCOVERY_TIMEOUT 30
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PROPERTIES
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LABELS integration-gpu
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_GLES_NO_VIEWPORT_EMULATION_ENVIRONMENT}"
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)
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