CPU Vs GPU Architectures PDF

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How a GPU Works

Kayvon Fatahalian
15-462 (Fall 2011)
Today

1.  Review: the graphics pipeline

2.  History: a few old GPUs

3.  How a modern GPU works (and why it is so fast!)

4.  Closer look at a real GPU design


–  NVIDIA GTX 285

2
Part 1:
The graphics pipeline

(an abstraction)

3
Vertex processing
Vertices are transformed into “screen space”

v2

v0
v5

v4

v3 v1

Vertices
Vertex processing
Vertices are transformed into “screen space”

v2

v0
v5
EACH VERTEX IS
v4
TRANSFORMED
INDEPENDENTLY
v3 v1

Vertices
Primitive processing
Then organized into primitives that are clipped and
culled…
v2
v2
v0
v0 v5
v5

v4
v4

v3 v1 v1
v3

Vertices Primitives
(triangles)
Rasterization
Primitives are rasterized into “pixel fragments”

Fragments
Rasterization
Primitives are rasterized into “pixel fragments”

EACH PRIMITIVE IS RASTERIZED


INDEPENDENTLY
Fragment processing
Fragments are shaded to compute a color at each pixel

Shaded fragments
Fragment processing
Fragments are shaded to compute a color at each pixel

EACH FRAGMENT IS PROCESSED


INDEPENDENTLY
Pixel operations
Fragments are blended into the frame buffer at their
pixel locations (z-buffer determines visibility)

Pixels
Pipeline entities
v2 v2
v0 v0
v5 v5

v4 v4

v3 v1 v3 v1

Vertices Primitives Fragments

Fragments (shaded) Pixels


Graphics pipeline
Memory Buffers
Vertex Generation Vertex Data Buffers Fixed-function
Vertex stream Programmable
Vertices
Vertex Processing Textures
Vertex stream

Primitive Generation
Primitive stream
Primitives
Primitive Processing Textures
Primitive stream

Fragment Generation
Fragment stream
Fragments
Fragment Processing Textures
Fragment stream

Pixels Pixel Operations Output image (pixels)


Part 2:
Graphics architectures

(implementations of the graphics pipeline)

14
Independent
•  What’s so important about “independent”
computations?

15
Silicon Graphics RealityEngine (1993)
“graphics supercomputer” Vertex Generation

Vertex Processing

Primitive Generation

Primitive Processing

Fragment Generation

Fragment Processing

Pixel Operations
Pre-1999 PC 3D graphics accelerator
Vertex Generation
CPU
Vertex Processing

Primitive Generation

Primitive Processing
3dfx Voodoo Clip/cull/rasterize
Fragment Generation
NVIDIA RIVA TNT Tex Tex

Pixel operations Fragment Processing

Pixel Operations
GPU* circa 1999
CPU

Vertex Generation

Vertex Processing

GPU Primitive Generation

Primitive Processing

Fragment Generation

Fragment Processing
NVIDIA GeForce 256
Pixel Operations
Direct3D 9 programmability: 2002
Vertex Generation

Vtx Vtx Vtx Vtx


Vertex Processing
Clip/cull/rasterize

Primitive Generation
Tex Tex Tex Tex
Frag Frag Frag Frag
Primitive Processing
Tex Tex Tex Tex
Frag Frag Frag Frag
Fragment Generation
Pixel operations
Fragment Processing
ATI Radeon 9700
Pixel Operations
Direct3D 10 programmability: 2006
Vertex Generation

Vertex Processing
Core Core Core Core Pixel op Pixel op

Core Core Core Core Pixel op Pixel op


Primitive Generation
Tex
Pixel op Pixel op
Core Core Core Core
Clip/Cull/Rast Primitive Processing
Core Core Core Core
Scheduler

Fragment Generation

NVIDIA GeForce 8800


Fragment Processing
(“unified shading” GPU)
Pixel Operations
Part 3:
How a shader core works

(three key ideas)

21
GPUs are fast

Intel Core i7 Quad Core AMD Radeon HD 5870


~100 GFLOPS peak ~2.7 TFLOPS peak
730 million transistors 2.2 billion transistors

(obtainable if you code your program to (obtainable if you write OpenGL programs
use 4 threads and SSE vector instr) like you’ve done in this class)

22
A diffuse reflectance shader

sampler(mySamp;
Texture2D<float3>(myTex;
float3(lightDir; Shader programming model:
float4(diffuseShader(float3(norm,(float2(uv)
{
Fragments are processed independently,
((float3(kd; but there is no explicit parallel
((kd(=(myTex.Sample(mySamp,(uv); programming.
((kd(*=(clamp((dot(lightDir,(norm),(0.0,(1.0);
((return(float4(kd,(1.0);(((
}(
Independent logical sequence of control
per fragment. ***
A diffuse reflectance shader

sampler(mySamp;
Texture2D<float3>(myTex;
float3(lightDir; Shader programming model:
float4(diffuseShader(float3(norm,(float2(uv)
{
Fragments are processed independently,
((float3(kd; but there is no explicit parallel
((kd(=(myTex.Sample(mySamp,(uv); programming.
((kd(*=(clamp((dot(lightDir,(norm),(0.0,(1.0);
((return(float4(kd,(1.0);(((
}(
Independent logical sequence of control
per fragment. ***
A diffuse reflectance shader

sampler(mySamp;
Texture2D<float3>(myTex;
float3(lightDir; Shader programming model:
float4(diffuseShader(float3(norm,(float2(uv)
{
Fragments are processed independently,
((float3(kd; but there is no explicit parallel
((kd(=(myTex.Sample(mySamp,(uv); programming.
((kd(*=(clamp((dot(lightDir,(norm),(0.0,(1.0);
((return(float4(kd,(1.0);(((
}(
Independent logical sequence of control
per fragment. ***
Big Guy, lookin’ diffuse
Compile shader
1 unshaded fragment input record
sampler(mySamp;
Texture2D<float3>(myTex;
float3(lightDir; <diffuseShader>:
sample(r0,(v4,(t0,(s0
mul((r3,(v0,(cb0[0]
float4(diffuseShader(float3(norm,(float2(uv) madd(r3,(v1,(cb0[1],(r3
{ madd(r3,(v2,(cb0[2],(r3
((float3(kd; clmp(r3,(r3,(l(0.0),(l(1.0)
mul((o0,(r0,(r3
((kd(=(myTex.Sample(mySamp,(uv);
mul((o1,(r1,(r3
((kd(*=(clamp((dot(lightDir,(norm),(0.0,(1.0); mul((o2,(r2,(r3
((return(float4(kd,(1.0);((( mov((o3,(l(1.0)

1 shaded fragment output record


Execute shader

Fetch/
Decode
<diffuseShader>:
sample(r0,(v4,(t0,(s0
ALU mul((r3,(v0,(cb0[0]
(Execute) madd(r3,(v1,(cb0[1],(r3
madd(r3,(v2,(cb0[2],(r3
clmp(r3,(r3,(l(0.0),(l(1.0)

Execution mul((o0,(r0,(r3

Context mul((o1,(r1,(r3
mul((o2,(r2,(r3
mov((o3,(l(1.0)
Execute shader

Fetch/
Decode
<diffuseShader>:
sample(r0,(v4,(t0,(s0
ALU mul((r3,(v0,(cb0[0]
(Execute) madd(r3,(v1,(cb0[1],(r3
madd(r3,(v2,(cb0[2],(r3
clmp(r3,(r3,(l(0.0),(l(1.0)

Execution mul((o0,(r0,(r3

Context mul((o1,(r1,(r3
mul((o2,(r2,(r3
mov((o3,(l(1.0)
Execute shader

Fetch/
Decode
<diffuseShader>:
sample(r0,(v4,(t0,(s0
ALU mul((r3,(v0,(cb0[0]
(Execute) madd(r3,(v1,(cb0[1],(r3
madd(r3,(v2,(cb0[2],(r3
clmp(r3,(r3,(l(0.0),(l(1.0)

Execution mul((o0,(r0,(r3

Context mul((o1,(r1,(r3
mul((o2,(r2,(r3
mov((o3,(l(1.0)
Execute shader

Fetch/
Decode
<diffuseShader>:
sample(r0,(v4,(t0,(s0
ALU mul((r3,(v0,(cb0[0]
(Execute) madd(r3,(v1,(cb0[1],(r3
madd(r3,(v2,(cb0[2],(r3
clmp(r3,(r3,(l(0.0),(l(1.0)

Execution mul((o0,(r0,(r3

Context mul((o1,(r1,(r3
mul((o2,(r2,(r3
mov((o3,(l(1.0)
Execute shader

Fetch/
Decode
<diffuseShader>:
sample(r0,(v4,(t0,(s0
ALU mul((r3,(v0,(cb0[0]
(Execute) madd(r3,(v1,(cb0[1],(r3
madd(r3,(v2,(cb0[2],(r3
clmp(r3,(r3,(l(0.0),(l(1.0)

Execution mul((o0,(r0,(r3

Context mul((o1,(r1,(r3
mul((o2,(r2,(r3
mov((o3,(l(1.0)
Execute shader

Fetch/
Decode
<diffuseShader>:
sample(r0,(v4,(t0,(s0
ALU mul((r3,(v0,(cb0[0]
(Execute) madd(r3,(v1,(cb0[1],(r3
madd(r3,(v2,(cb0[2],(r3
clmp(r3,(r3,(l(0.0),(l(1.0)

Execution mul((o0,(r0,(r3

Context mul((o1,(r1,(r3
mul((o2,(r2,(r3
mov((o3,(l(1.0)
“CPU-style” cores

Fetch/
Decode
Data cache
(a big one)
ALU
(Execute)

Execution Out-of-order control logic


Context
Fancy branch predictor

Memory pre-fetcher
Slimming down

Fetch/
Decode

Idea #1:
ALU
(Execute) Remove components that
help a single instruction
Execution stream run fast
Context
Two cores (two fragments in parallel)
fragment 1 fragment 2

Fetch/ Fetch/
Decode Decode

<diffuseShader>: <diffuseShader>:
sample(r0,(v4,(t0,(s0 ALU ALU sample(r0,(v4,(t0,(s0
mul((r3,(v0,(cb0[0] mul((r3,(v0,(cb0[0]
madd(r3,(v1,(cb0[1],(r3 (Execute) (Execute) madd(r3,(v1,(cb0[1],(r3
madd(r3,(v2,(cb0[2],(r3 madd(r3,(v2,(cb0[2],(r3
clmp(r3,(r3,(l(0.0),(l(1.0) clmp(r3,(r3,(l(0.0),(l(1.0)
mul((o0,(r0,(r3 mul((o0,(r0,(r3
mul((o1,(r1,(r3
mul((o2,(r2,(r3
Execution Execution mul((o1,(r1,(r3
mul((o2,(r2,(r3
mov((o3,(l(1.0)
Context Context mov((o3,(l(1.0)
Four cores (four fragments in parallel)
Fetch/ Fetch/
Decode Decode

ALU ALU
(Execute) (Execute)

Execution Execution
Context Context

Fetch/ Fetch/
Decode Decode

ALU ALU
(Execute) (Execute)

Execution Execution
Context Context
Sixteen cores (sixteen fragments in parallel)

16 cores = 16 simultaneous instruction streams


Instruction stream sharing

But ... many fragments


should be able to share an
instruction stream!
<diffuseShader>:
sample(r0,(v4,(t0,(s0
mul((r3,(v0,(cb0[0]
madd(r3,(v1,(cb0[1],(r3
madd(r3,(v2,(cb0[2],(r3
clmp(r3,(r3,(l(0.0),(l(1.0)
mul((o0,(r0,(r3
mul((o1,(r1,(r3
mul((o2,(r2,(r3
mov((o3,(l(1.0)
Recall: simple processing core

Fetch/
Decode

ALU
(Execute)

Execution
Context
Add ALUs

Fetch/
Idea #2:
Decode Amortize cost/complexity of
ALU 1 ALU 2 ALU 3 ALU 4
managing an instruction
ALU 5 ALU 6 ALU 7 ALU 8
stream across many ALUs

Ctx Ctx Ctx Ctx


SIMD processing
Ctx Ctx Ctx Ctx

Shared Ctx Data


Modifying the shader

Fetch/
Decode <diffuseShader>:
sample(r0,(v4,(t0,(s0
mul((r3,(v0,(cb0[0]
ALU 1 ALU 2 ALU 3 ALU 4
madd(r3,(v1,(cb0[1],(r3
madd(r3,(v2,(cb0[2],(r3
ALU 5 ALU 6 ALU 7 ALU 8 clmp(r3,(r3,(l(0.0),(l(1.0)
mul((o0,(r0,(r3
mul((o1,(r1,(r3
Ctx Ctx Ctx Ctx mul((o2,(r2,(r3
mov((o3,(l(1.0)

Ctx Ctx Ctx Ctx


Original compiled shader:
Shared Ctx Data
Processes one fragment using
scalar ops on scalar registers
Modifying the shader

Fetch/
Decode <VEC8_diffuseShader>:
VEC8_sample(vec_r0,(vec_v4,(t0,(vec_s0
VEC8_mul((vec_r3,(vec_v0,(cb0[0]
ALU 1 ALU 2 ALU 3 ALU 4
VEC8_madd(vec_r3,(vec_v1,(cb0[1],(vec_r3
VEC8_madd(vec_r3,(vec_v2,(cb0[2],(vec_r3
ALU 5 ALU 6 ALU 7 ALU 8
VEC8_clmp(vec_r3,(vec_r3,(l(0.0),(l(1.0)
VEC8_mul((vec_o0,(vec_r0,(vec_r3
VEC8_mul((vec_o1,(vec_r1,(vec_r3
Ctx Ctx Ctx Ctx VEC8_mul((vec_o2,(vec_r2,(vec_r3
VEC8_mov((o3,(l(1.0)

Ctx Ctx Ctx Ctx


New compiled shader:
Shared Ctx Data
Processes eight fragments using
vector ops on vector registers
Modifying the shader
1 2 3 4
5 6 7 8
Fetch/
Decode <VEC8_diffuseShader>:
VEC8_sample(vec_r0,(vec_v4,(t0,(vec_s0
VEC8_mul((vec_r3,(vec_v0,(cb0[0]
ALU 1 ALU 2 ALU 3 ALU 4
VEC8_madd(vec_r3,(vec_v1,(cb0[1],(vec_r3
VEC8_madd(vec_r3,(vec_v2,(cb0[2],(vec_r3
ALU 5 ALU 6 ALU 7 ALU 8
VEC8_clmp(vec_r3,(vec_r3,(l(0.0),(l(1.0)
VEC8_mul((vec_o0,(vec_r0,(vec_r3
VEC8_mul((vec_o1,(vec_r1,(vec_r3
Ctx Ctx Ctx Ctx VEC8_mul((vec_o2,(vec_r2,(vec_r3
VEC8_mov((o3,(l(1.0)

Ctx Ctx Ctx Ctx

Shared Ctx Data


128 fragments in parallel

16 cores = 128 ALUs , 16 simultaneous instruction streams


vertices/fragments
128 [ primitives
OpenCL work items ] in parallel
CUDA threads

vertices

primitives

fragments
But what about branches?
1 2 ... ... 8
Time (clocks)
ALU 1 ALU 2 . . . . . . ALU 8
<unconditional
(shader(code>

if((x(>(0)({
y(=(pow(x,(exp);
y(*=(Ks;
refl(=(y(+(Ka;((
}(else({
x(=(0;(
refl(=(Ka;((
}
<resume(unconditional
(shader(code>
But what about branches?
1 2 ... ... 8
Time (clocks)
ALU 1 ALU 2 . . . . . . ALU 8
<unconditional
(shader(code>

T T F T F F F F if((x(>(0)({
y(=(pow(x,(exp);
y(*=(Ks;
refl(=(y(+(Ka;((
}(else({
x(=(0;(
refl(=(Ka;((
}
<resume(unconditional
(shader(code>
But what about branches?
1 2 ... ... 8
Time (clocks)
ALU 1 ALU 2 . . . . . . ALU 8
<unconditional
(shader(code>

T T F T F F F F if((x(>(0)({
y(=(pow(x,(exp);
y(*=(Ks;
refl(=(y(+(Ka;((
}(else({
x(=(0;(
refl(=(Ka;((
}
<resume(unconditional
Not all ALUs do useful work! (shader(code>

Worst case: 1/8 peak performance


But what about branches?
1 2 ... ... 8
Time (clocks)
ALU 1 ALU 2 . . . . . . ALU 8
<unconditional
(shader(code>

T T F T F F F F if((x(>(0)({
y(=(pow(x,(exp);
y(*=(Ks;
refl(=(y(+(Ka;((
}(else({
x(=(0;(
refl(=(Ka;((
}
<resume(unconditional
(shader(code>
Terminology
▪ “Coherent” execution*** (admittedly fuzzy definition): when processing of different
entities is similar, and thus can share resources for efficient execution
- Instruction stream coherence: different fragments follow same sequence of logic
- Memory access coherence:
– Different fragments access similar data (avoid memory transactions by reusing data in cache)
– Different fragments simultaneously access contiguous data (enables efficient, bulk granularity memory
transactions)

▪ “Divergence”: lack of coherence


- Usually used in reference to instruction streams (divergent execution does not make full use of SIMD
processing)

*** Do not confuse this use of term “coherence” with cache coherence protocols
GPUs share instruction streams across many fragments

In modern GPUs: 16 to 64 fragments share an instruction stream.


Stalls!
Stalls occur when a core cannot run the next instruction because of a
dependency on a previous operation.
Recall: diffuse reflectance shader

sampler(mySamp;
Texture2D<float3>(myTex;
float3(lightDir;

float4(diffuseShader(float3(norm,(float2(uv)
{
((float3(kd;
((kd(=(myTex.Sample(mySamp,(uv); Texture access:
((kd(*=(clamp((dot(lightDir,(norm),(0.0,(1.0); Latency of 100’s of cycles
((return(float4(kd,(1.0);(((
}(
Recall: CPU-style core

OOO exec logic

Branch predictor

Fetch/Decode
Data cache
ALU (a big one: several MB)

Execution
Context
CPU-style memory hierarchy
Processing Core (several cores per chip)

OOO exec logic


L1 cache
Branch predictor (32 KB)
25 GB/sec
Fetch/Decode to memory
L3 cache
ALU (8 MB)

shared across cores


Execution
contexts
L2 cache
(256 KB)

CPU cores run efficiently when data is resident in cache


(caches reduce latency, provide high bandwidth)
Stalls!
Stalls occur when a core cannot run the next instruction because of a
dependency on a previous operation.

Texture access latency = 100’s to 1000’s of cycles

We’ve removed the fancy caches and logic that helps avoid stalls.
But we have LOTS of independent fragments.
(Way more fragments to process than ALUs)

Idea #3:
Interleave processing of many fragments on a single core to avoid
stalls caused by high latency operations.
Hiding shader stalls
Time (clocks) Frag 1 … 8

Fetch/
Decode
ALU 1 ALU 2 ALU 3 ALU 4

ALU 5 ALU 6 ALU 7 ALU 8

Ctx Ctx Ctx Ctx

Ctx Ctx Ctx Ctx

Shared Ctx Data


Hiding shader stalls
Time (clocks) Frag 1 … 8 Frag 9 … 16 Frag 17 … 24 Frag 25 … 32

1 2 3 4

Fetch/
Decode
ALU 1 ALU 2 ALU 3 ALU 4

ALU 5 ALU 6 ALU 7 ALU 8

1 2

3 4
Hiding shader stalls
Time (clocks) Frag 1 … 8 Frag 9 … 16 Frag 17 … 24 Frag 25 … 32

1 2 3 4

Stall

Runnable
Hiding shader stalls
Time (clocks) Frag 1 … 8 Frag 9 … 16 Frag 17 … 24 Frag 25 … 32

1 2 3 4

Stall

Stall

Stall
Runnable

Stall
Throughput!
Time (clocks) Frag 1 … 8 Frag 9 … 16 Frag 17 … 24 Frag 25 … 32

1 2 3 4
Start
Stall
Start
Stall
Start
Stall
Runnable
Stall
Runnable

Done! Runnable

Done! Runnable

Increase run time of one group Done!


to increase throughput of many groups
Done!
Storing contexts
Fetch/
Decode
ALU 1 ALU 2 ALU 3 ALU 4

ALU 5 ALU 6 ALU 7 ALU 8

Pool of context storage


128 KB
Eighteen small contexts (maximal latency hiding)

Fetch/
Decode
ALU 1 ALU 2 ALU 3 ALU 4

ALU 5 ALU 6 ALU 7 ALU 8


Twelve medium contexts
Fetch/
Decode
ALU 1 ALU 2 ALU 3 ALU 4

ALU 5 ALU 6 ALU 7 ALU 8


Four large contexts (low latency hiding ability)

Fetch/
Decode
ALU 1 ALU 2 ALU 3 ALU 4

ALU 5 ALU 6 ALU 7 ALU 8

1 2

3 4
My chip!
16 cores

8 mul-add ALUs per core


(128 total)

16 simultaneous
instruction streams
64 concurrent (but interleaved)
instruction streams

512 concurrent fragments

= 256 GFLOPs (@ 1GHz)


My “enthusiast” chip!

32 cores, 16 ALUs per core (512 total) = 1 TFLOP (@ 1 GHz)


Summary: three key ideas for high-throughput execution
1. Use many “slimmed down cores,” run them in parallel

2. Pack cores full of ALUs (by sharing instruction stream overhead across
groups of fragments)
– Option 1: Explicit SIMD vector instructions
– Option 2: Implicit sharing managed by hardware

3. Avoid latency stalls by interleaving execution of many groups of fragments


– When one group stalls, work on another group
Putting the three ideas into practice:
A closer look at a real GPU

NVIDIA GeForce GTX 480


NVIDIA GeForce GTX 480 (Fermi)
▪ NVIDIA-speak:
– 480 stream processors (“CUDA cores”)
– “SIMT execution”

▪ Generic speak:
– 15 cores
– 2 groups of 16 SIMD functional units per core
NVIDIA GeForce GTX 480 “core”

= SIMD function unit,


Fetch/
control shared across 16 units
Decode
(1 MUL-ADD per clock)

• Groups of 32 fragments share an instruction


stream
Execution contexts
(128 KB) • Up to 48 groups are simultaneously interleaved

• Up to 1536 individual contexts can be stored


“Shared” scratchpad memory
(16+48 KB)

Source: Fermi Compute Architecture Whitepaper


CUDA Programming Guide 3.1, Appendix G
NVIDIA GeForce GTX 480 “core”

= SIMD function unit,


Fetch/
control shared across 16 units
Decode
(1 MUL-ADD per clock)

Fetch/
Decode • The core contains 32 functional units

Execution contexts
• Two groups are selected each clock
(128 KB) (decode, fetch, and execute two instruction
streams in parallel)
“Shared” scratchpad memory
(16+48 KB)

Source: Fermi Compute Architecture Whitepaper


CUDA Programming Guide 3.1, Appendix G
NVIDIA GeForce GTX 480 “SM”

= CUDA core
Fetch/
(1 MUL-ADD per clock)
Decode

Fetch/
Decode • The SM contains 32 CUDA cores

Execution contexts
• Two warps are selected each clock
(128 KB) (decode, fetch, and execute two warps in
parallel)
“Shared” scratchpad memory
(16+48 KB) • Up to 48 warps are interleaved, totaling 1536
CUDA threads
Source: Fermi Compute Architecture Whitepaper
CUDA Programming Guide 3.1, Appendix G
NVIDIA GeForce GTX 480

There are 15 of these things on the GTX 480:


That’s 23,000 fragments!
(or 23,000 CUDA threads!)
Looking Forward
Current and future: GPU architectures
▪ Bigger and faster (more cores, more FLOPS)
– 2 TFLOPs today, and counting

▪ Addition of (select) CPU-like features


– More traditional caches

▪ Tight integration with CPUs (CPU+GPU hybrids)


– See AMD Fusion

▪ What fixed-function hardware should remain?


Recent trends
▪ Support for alternative programming interfaces
– Accelerate non-graphics applications using GPU (CUDA, OpenCL)

▪ How does graphics pipeline abstraction change to enable more advanced


real-time graphics?
– Direct3D 11 adds three new pipeline stages
Global illumination algorithms Credit: Bratincevic

Credit: NVIDIA

Ray tracing:
for accurate reflections, shadows

Credit: Ingo Wald


Alternative shading structures (e.g., deferred shading)

For more efficient scaling to many lights (1000 lights, [Andersson 09])
Simulation
Cinematic scene complexity

Image credit: Pixar (Toy Story 3, 2010)


Motion blur
Motion blur
Thanks!
Relevant CMU Courses for students interested in high performance graphics:

15-869: Graphics and Imaging Architectures (my special topics course)


15-668: Advanced Parallel Graphics (Treuille)
15-418: Parallel Architecture and Programming (spring semester)

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