RT Multisampling
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3396e69b47
commit
93a90e0291
7 changed files with 120 additions and 37 deletions
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@ -78,6 +78,17 @@ int readRenderSettings(lua_State* L, tp::RayTracer::RenderSettings& settings) {
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}
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lua_pop(L, 1); // Pop the 'spray' field
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// Read depth field
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lua_getfield(L, -1, "multisampling");
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if (lua_isnumber(L, -1)) {
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settings.multisampling = (int) lua_tonumber(L, -1);
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} else {
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printf("RenderSettings 'depth' field is missing or not a number.\n");
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lua_pop(L, 1); // Pop the 'depth' field
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return 0; // Error
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}
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lua_pop(L, 1); // Pop the 'depth' field
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return 1; // Success
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}
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@ -9,7 +9,17 @@ Camera = {
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Lights = {
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{
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pos = { 4, 2, 3 },
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intensity = 5
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}
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pos = { -0.5, 3.5, 1 },
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intensity = 1
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},
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{
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pos = { 0, 0, 1 },
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intensity = 0.5
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},
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}
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RenderSettings = {
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depth = 1,
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spray = 10,
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multisampling = 1,
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}
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@ -6,3 +6,21 @@ Camera = {
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size_x = 400,
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size_y = 600,
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}
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Lights = {
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{
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pos = { -0.5, 3.5, 1 },
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intensity = 1
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},
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{
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pos = { 0, 0, 1 },
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intensity = 0.5
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},
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}
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RenderSettings = {
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depth = 1,
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spray = 10,
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multisampling = 1,
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}
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@ -20,5 +20,6 @@ Lights = {
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RenderSettings = {
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depth = 1,
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spray = 10,
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spray = 3,
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multisampling = 16,
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}
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@ -156,50 +156,80 @@ void RayTracer::render(const Scene& scene, OutputBuffers& out, const RenderSetti
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ualni currIter = 0;
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halnf maxDepth = 0;
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halnf minDepth = mScene->mCamera.getFar();
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halnf minDepth = mScene->mCamera.getFar() * mSettings.multisampling;
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auto accumulateColor = [](RGBA& col, const RGBA& in) {
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col.r += in.r;
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col.g += in.g;
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col.b += in.b;
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col.a = 1;
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};
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auto divideColor = [](RGBA& col, const halnf num) {
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col.r /= num;
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col.g /= num;
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col.b /= num;
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};
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for (auto i = 0; i < mSettings.size.x; i++) {
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for (auto j = 0; j < mSettings.size.y; j++) {
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iterPoint = planeLeftTop + ((deltaX * (halnf) i) + (deltaY * (halnf) j));
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ray.dir = (iterPoint - pos).unitV();
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for (auto sample = 0; sample < mSettings.multisampling; sample++) {
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auto randX = randomFloat();
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auto randY = randomFloat();
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castRay(ray, castData, mScene->mCamera.getFar());
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iterPoint = planeLeftTop + ((deltaX * (halnf) (i + randX)) + (deltaY * (halnf) (j + randY)));
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ray.dir = (iterPoint - pos).unitV();
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if (castData.hit) {
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LightData lightData;
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cycle(castData, lightData, mSettings.depth);
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castRay(ray, castData, mScene->mCamera.getFar());
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const auto normal = castData.trig->getNormal();
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const auto depth = (halnf) (castData.hitPos - ray.pos).length();
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if (castData.hit) {
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LightData lightData;
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cycle(castData, lightData, mSettings.depth);
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lightData.intensity = clamp(lightData.intensity, 0.f, 1.f);
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RGBA col = {lightData.intensity, lightData.intensity, lightData.intensity, 1.f};
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const auto normal = castData.trig->getNormal();
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const auto depth = (halnf) (castData.hitPos - ray.pos).length();
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out.color.set({i, j}, col);
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out.normals.set({i, j}, {normal.x * 0.5f + 0.5f, normal.y * 0.5f + 0.5f, normal.z * 0.5f + 0.5f, 1.f});
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out.depth.set({i, j}, {depth, depth, depth, 1.f});
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lightData.intensity = clamp(lightData.intensity, 0.f, 1.f);
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RGBA col = {lightData.intensity, lightData.intensity, lightData.intensity, 1.f};
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if (maxDepth < depth) {
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maxDepth = depth;
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}
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if (minDepth > depth) {
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minDepth = depth;
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accumulateColor(out.color.get({i, j}), col);
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accumulateColor(out.normals.get({i, j}), {normal.x * 0.5f + 0.5f, normal.y * 0.5f + 0.5f, normal.z * 0.5f + 0.5f, 1.f});
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accumulateColor(out.depth.get({i, j}), {depth, depth, depth, 1.f});
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} else {
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out.color.set({i, j}, 0.f);
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out.normals.set({i, j}, 0.f);
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out.depth.set({i, j}, 0.f);
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}
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} else {
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out.color.set({i, j}, 0.f);
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out.normals.set({i, j}, 0.f);
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out.depth.set({i, j}, 0.f);
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// auto tmp = buff.get({i, j});
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// printf(" %f, %f, %f, %f, ", tmp.r, tmp.g, tmp.b, tmp.a);
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}
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// auto tmp = buff.get({i, j});
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// printf(" %f, %f, %f, %f, ", tmp.r, tmp.g, tmp.b, tmp.a);
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mProgress.percentage = (halnf) currIter / (halnf) maxIterations;
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currIter++;
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}
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}
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for (auto i = 0; i < mSettings.size.x * mSettings.size.y; i++) {
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divideColor(out.color.getBuff()[i], (halnf) mSettings.multisampling);
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divideColor(out.normals.getBuff()[i], (halnf) mSettings.multisampling);
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divideColor(out.depth.getBuff()[i], (halnf) mSettings.multisampling);
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}
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for (auto i = 0; i < mSettings.size.x * mSettings.size.y; i++) {
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if (!out.depth.getBuff()[i].a) {
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continue;
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}
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const auto depth = out.depth.getBuff()[i].r;
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if (maxDepth < depth) {
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maxDepth = depth;
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}
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if (minDepth > depth) {
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minDepth = depth;
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}
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}
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for (auto i = 0; i < mSettings.size.x * mSettings.size.y; i++) {
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auto& col = out.depth.getBuff()[i];
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if (col.a == 1.f) {
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@ -48,6 +48,7 @@ namespace tp {
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struct RenderSettings {
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uhalni depth = 2;
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uhalni spray = 1;
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ualni multisampling = 1;
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Vec2I size;
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};
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26
TODO
26
TODO
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@ -9,14 +9,26 @@ Make two grammars Regular and Context-free
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For each grammar make grammar rules parser, example sentence generation and sentence parsing
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Make automations itself a universal tool - NFA DFA conversions
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RayTracer:
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Core:
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Normals
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Lua:
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Camera Settings
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Light Sources Settings (Point, Direction, Spot)
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Math:
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FFT
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RayTracer:
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Features:
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Normals flag
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Material, Normals per trig info
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Quality:
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Render eq
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Materials
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Lenses
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Exposure
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Efficiency:
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Casting Accelerators
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Important sampling
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Threading
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Parser:
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CF Grammar:
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optimize generation of sentences
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@ -72,4 +84,4 @@ Utils:
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Save leaks and then use in debugging to break when the same call occurs?
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TextEditor:
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Implement
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Implement
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