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https://github.com/hrydgard/ppsspp.git
synced 2026-11-13 01:29:41 +01:00
Complete the vertex shader merge, deleting the Vulkan-specific vertex shader generator.
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@@ -1278,8 +1278,6 @@ set(GPU_VULKAN
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GPU/Vulkan/TextureCacheVulkan.h
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GPU/Vulkan/TextureScalerVulkan.cpp
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GPU/Vulkan/TextureScalerVulkan.h
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GPU/Vulkan/VertexShaderGeneratorVulkan.cpp
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GPU/Vulkan/VertexShaderGeneratorVulkan.h
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GPU/Vulkan/VulkanUtil.cpp
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GPU/Vulkan/VulkanUtil.h
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)
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@@ -31,8 +31,6 @@ enum ShaderLanguage {
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HLSL_DX9,
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HLSL_D3D11,
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HLSL_D3D11_LEVEL9,
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TEST_GLSL_VULKAN,
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};
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enum DebugShaderType {
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@@ -483,7 +483,6 @@
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<ClInclude Include="Vulkan\StateMappingVulkan.h" />
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<ClInclude Include="Vulkan\TextureCacheVulkan.h" />
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<ClInclude Include="Vulkan\TextureScalerVulkan.h" />
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<ClInclude Include="Vulkan\VertexShaderGeneratorVulkan.h" />
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<ClInclude Include="Vulkan\VulkanUtil.h" />
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</ItemGroup>
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<ItemGroup>
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@@ -674,7 +673,6 @@
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<ClCompile Include="Vulkan\StencilBufferVulkan.cpp" />
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<ClCompile Include="Vulkan\TextureCacheVulkan.cpp" />
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<ClCompile Include="Vulkan\TextureScalerVulkan.cpp" />
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<ClCompile Include="Vulkan\VertexShaderGeneratorVulkan.cpp" />
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<ClCompile Include="Vulkan\VulkanUtil.cpp" />
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</ItemGroup>
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<ItemGroup>
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@@ -171,9 +171,6 @@
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<ClInclude Include="Vulkan\TextureScalerVulkan.h">
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<Filter>Vulkan</Filter>
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</ClInclude>
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<ClInclude Include="Vulkan\VertexShaderGeneratorVulkan.h">
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<Filter>Vulkan</Filter>
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</ClInclude>
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<ClInclude Include="Vulkan\VulkanUtil.h">
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<Filter>Vulkan</Filter>
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</ClInclude>
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@@ -431,9 +428,6 @@
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<ClCompile Include="Vulkan\TextureScalerVulkan.cpp">
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<Filter>Vulkan</Filter>
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</ClCompile>
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<ClCompile Include="Vulkan\VertexShaderGeneratorVulkan.cpp">
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<Filter>Vulkan</Filter>
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</ClCompile>
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<ClCompile Include="Vulkan\VulkanUtil.cpp">
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<Filter>Vulkan</Filter>
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</ClCompile>
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@@ -40,7 +40,7 @@
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/FramebufferManagerVulkan.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, const char *code)
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: vulkan_(vulkan), id_(id), failed_(false), module_(0) {
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@@ -265,7 +265,10 @@ void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader
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if (!vs) {
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// Vertex shader not in cache. Let's compile it.
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std::string genErrorString;
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GenerateVertexShaderVulkanGLSL(VSID, codeBuffer_, &genErrorString);
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uint64_t uniformMask = 0; // Not used
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uint32_t attributeMask = 0; // Not used
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bool success = GenerateVertexShaderGLSL(VSID, codeBuffer_, compat_, &attributeMask, &uniformMask, &genErrorString);
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_assert_(success);
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vs = new VulkanVertexShader(vulkan_, VSID, codeBuffer_, useHWTransform);
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vsCache_.Insert(VSID, vs);
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}
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@@ -397,7 +400,9 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) {
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}
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bool useHWTransform = id.Bit(VS_BIT_USE_HW_TRANSFORM);
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std::string genErrorString;
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if (!GenerateVertexShaderVulkanGLSL(id, codeBuffer_, &genErrorString)) {
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uint32_t attributeMask = 0;
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uint64_t uniformMask = 0;
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if (!GenerateVertexShaderGLSL(id, codeBuffer_, compat, &attributeMask, &uniformMask, &genErrorString)) {
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return false;
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}
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VulkanVertexShader *vs = new VulkanVertexShader(vulkan_, id, codeBuffer_, useHWTransform);
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@@ -24,7 +24,7 @@
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#include "Common/GPU/Vulkan/VulkanMemory.h"
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "Common/Math/lin/matrix4x4.h"
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@@ -1,5 +0,0 @@
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#pragma once
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#include "GPU/Common/ShaderId.h"
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bool GenerateVertexShaderVulkanGLSL(const VShaderID &id, char *buffer, std::string *errorString);
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@@ -135,7 +135,6 @@ VULKAN_FILES := \
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$(SRC)/GPU/Vulkan/TextureCacheVulkan.cpp \
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$(SRC)/GPU/Vulkan/TextureScalerVulkan.cpp \
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$(SRC)/GPU/Vulkan/DepalettizeShaderVulkan.cpp \
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$(SRC)/GPU/Vulkan/VertexShaderGeneratorVulkan.cpp \
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$(SRC)/GPU/Vulkan/VulkanUtil.cpp \
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$(SRC)/GPU/Vulkan/DebugVisVulkan.cpp
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#endif
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@@ -647,7 +647,6 @@ SOURCES_CXX += \
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$(GPUDIR)/Vulkan/StencilBufferVulkan.cpp \
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$(GPUDIR)/Vulkan/TextureCacheVulkan.cpp \
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$(GPUDIR)/Vulkan/TextureScalerVulkan.cpp \
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$(GPUDIR)/Vulkan/VertexShaderGeneratorVulkan.cpp \
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$(GPUDIR)/Vulkan/VulkanUtil.cpp \
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$(LIBRETRODIR)/LibretroVulkanContext.cpp \
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$(LIBRETRODIR)/libretro_vulkan.cpp
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@@ -11,7 +11,6 @@
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#include "GPU/Directx9/FragmentShaderGeneratorHLSL.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
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#include "GPU/Directx9/VertexShaderGeneratorHLSL.h"
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#include "GPU/GLES/VertexShaderGeneratorGLES.h"
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@@ -41,8 +40,6 @@ bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, std::strin
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case ShaderLanguage::GLSL_300:
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// TODO: Need a device - except that maybe glslang could be used to verify these ....
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return false;
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case ShaderLanguage::TEST_GLSL_VULKAN:
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return false;
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default:
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return false;
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}
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@@ -58,8 +55,6 @@ bool GenerateVShader(VShaderID id, char *buffer, ShaderLanguage lang, std::strin
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return false;
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// return DX9::GenerateFragmentShaderHLSL(id, buffer, ShaderLanguage::HLSL_DX9);
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case ShaderLanguage::GLSL_VULKAN:
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return GenerateVertexShaderVulkanGLSL(id, buffer, errorString);
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case ShaderLanguage::TEST_GLSL_VULKAN:
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{
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GLSLShaderCompat compat{};
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compat.SetupForVulkan();
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@@ -95,8 +90,6 @@ bool TestCompileShader(const char *buffer, ShaderLanguage lang, bool vertex) {
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return false;
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case ShaderLanguage::GLSL_300:
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return false;
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case ShaderLanguage::TEST_GLSL_VULKAN:
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return true;
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default:
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return false;
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}
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@@ -135,7 +128,6 @@ bool TestShaderGenerators() {
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LoadD3DCompilerDynamic();
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ShaderLanguage languages[] = {
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ShaderLanguage::TEST_GLSL_VULKAN,
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ShaderLanguage::GLSL_VULKAN,
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ShaderLanguage::HLSL_D3D11,
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ShaderLanguage::GLSL_140,
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@@ -171,7 +163,8 @@ bool TestShaderGenerators() {
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printf("%s\n", genErrorString[j].c_str());
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}
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}
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/*
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// KEEPING FOR REUSE LATER: Defunct temporary test: Compare GLSL-in-Vulkan-mode vs Vulkan
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if (generateSuccess[0] != generateSuccess[1]) {
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printf("mismatching success! '%s' '%s'\n", genErrorString[0].c_str(), genErrorString[1].c_str());
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printf("%s\n", buffer[0]);
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@@ -183,6 +176,7 @@ bool TestShaderGenerators() {
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PrintDiff(buffer[0], buffer[1]);
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return false;
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}
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*/
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// Now that we have the strings ready for easy comparison (buffer,4 in the watch window),
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// let's try to compile them.
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