Adjust naming conventions for Ryujinx and ChocolArm64 projects (#484)
* Change naming convention for Ryujinx project * Change naming convention for ChocolArm64 project * Fix NaN * Remove unneeded this. from Ryujinx project * Adjust naming from new PRs * Name changes based on feedback * How did this get removed? * Rebasing fix * Change FP enum case * Remove prefix from ChocolArm64 classes - Part 1 * Remove prefix from ChocolArm64 classes - Part 2 * Fix alignment from last commit's renaming * Rename namespaces * Rename stragglers * Fix alignment * Rename OpCode class * Missed a few * Adjust alignment
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314 changed files with 19456 additions and 19456 deletions
229
ChocolArm64/Translation/LocalAlloc.cs
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229
ChocolArm64/Translation/LocalAlloc.cs
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using System.Collections.Generic;
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namespace ChocolArm64.Translation
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{
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class LocalAlloc
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{
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private class PathIo
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{
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private Dictionary<ILBlock, long> _allInputs;
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private Dictionary<ILBlock, long> _cmnOutputs;
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private long _allOutputs;
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public PathIo()
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{
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_allInputs = new Dictionary<ILBlock, long>();
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_cmnOutputs = new Dictionary<ILBlock, long>();
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}
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public PathIo(ILBlock root, long inputs, long outputs) : this()
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{
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Set(root, inputs, outputs);
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}
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public void Set(ILBlock root, long inputs, long outputs)
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{
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if (!_allInputs.TryAdd(root, inputs))
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{
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_allInputs[root] |= inputs;
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}
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if (!_cmnOutputs.TryAdd(root, outputs))
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{
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_cmnOutputs[root] &= outputs;
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}
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_allOutputs |= outputs;
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}
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public long GetInputs(ILBlock root)
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{
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if (_allInputs.TryGetValue(root, out long inputs))
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{
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return inputs | (_allOutputs & ~_cmnOutputs[root]);
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}
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return 0;
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}
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public long GetOutputs()
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{
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return _allOutputs;
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}
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}
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private Dictionary<ILBlock, PathIo> _intPaths;
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private Dictionary<ILBlock, PathIo> _vecPaths;
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private struct BlockIo
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{
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public ILBlock Block;
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public ILBlock Entry;
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public long IntInputs;
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public long VecInputs;
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public long IntOutputs;
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public long VecOutputs;
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}
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private const int MaxOptGraphLength = 40;
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public LocalAlloc(ILBlock[] graph, ILBlock root)
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{
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_intPaths = new Dictionary<ILBlock, PathIo>();
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_vecPaths = new Dictionary<ILBlock, PathIo>();
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if (graph.Length > 1 &&
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graph.Length < MaxOptGraphLength)
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{
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InitializeOptimal(graph, root);
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}
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else
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{
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InitializeFast(graph);
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}
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}
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private void InitializeOptimal(ILBlock[] graph, ILBlock root)
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{
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//This will go through all possible paths on the graph,
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//and store all inputs/outputs for each block. A register
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//that was previously written to already is not considered an input.
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//When a block can be reached by more than one path, then the
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//output from all paths needs to be set for this block, and
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//only outputs present in all of the parent blocks can be considered
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//when doing input elimination. Each block chain have a root, that's where
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//the code starts executing. They are present on the subroutine start point,
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//and on call return points too (address written to X30 by BL).
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HashSet<BlockIo> visited = new HashSet<BlockIo>();
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Queue<BlockIo> unvisited = new Queue<BlockIo>();
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void Enqueue(BlockIo block)
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{
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if (!visited.Contains(block))
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{
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unvisited.Enqueue(block);
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visited.Add(block);
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}
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}
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Enqueue(new BlockIo()
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{
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Block = root,
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Entry = root
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});
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while (unvisited.Count > 0)
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{
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BlockIo current = unvisited.Dequeue();
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current.IntInputs |= current.Block.IntInputs & ~current.IntOutputs;
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current.VecInputs |= current.Block.VecInputs & ~current.VecOutputs;
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current.IntOutputs |= current.Block.IntOutputs;
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current.VecOutputs |= current.Block.VecOutputs;
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//Check if this is a exit block
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//(a block that returns or calls another sub).
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if ((current.Block.Next == null &&
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current.Block.Branch == null) || current.Block.HasStateStore)
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{
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if (!_intPaths.TryGetValue(current.Block, out PathIo intPath))
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{
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_intPaths.Add(current.Block, intPath = new PathIo());
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}
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if (!_vecPaths.TryGetValue(current.Block, out PathIo vecPath))
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{
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_vecPaths.Add(current.Block, vecPath = new PathIo());
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}
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intPath.Set(current.Entry, current.IntInputs, current.IntOutputs);
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vecPath.Set(current.Entry, current.VecInputs, current.VecOutputs);
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}
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void EnqueueFromCurrent(ILBlock block, bool retTarget)
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{
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BlockIo blkIO = new BlockIo() { Block = block };
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if (retTarget)
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{
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blkIO.Entry = block;
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}
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else
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{
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blkIO.Entry = current.Entry;
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blkIO.IntInputs = current.IntInputs;
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blkIO.VecInputs = current.VecInputs;
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blkIO.IntOutputs = current.IntOutputs;
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blkIO.VecOutputs = current.VecOutputs;
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}
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Enqueue(blkIO);
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}
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if (current.Block.Next != null)
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{
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EnqueueFromCurrent(current.Block.Next, current.Block.HasStateStore);
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}
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if (current.Block.Branch != null)
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{
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EnqueueFromCurrent(current.Block.Branch, false);
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}
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}
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}
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private void InitializeFast(ILBlock[] graph)
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{
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//This is WAY faster than InitializeOptimal, but results in
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//uneeded loads and stores, so the resulting code will be slower.
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long intInputs = 0, intOutputs = 0;
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long vecInputs = 0, vecOutputs = 0;
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foreach (ILBlock block in graph)
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{
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intInputs |= block.IntInputs;
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intOutputs |= block.IntOutputs;
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vecInputs |= block.VecInputs;
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vecOutputs |= block.VecOutputs;
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}
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//It's possible that not all code paths writes to those output registers,
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//in those cases if we attempt to write an output registers that was
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//not written, we will be just writing zero and messing up the old register value.
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//So we just need to ensure that all outputs are loaded.
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if (graph.Length > 1)
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{
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intInputs |= intOutputs;
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vecInputs |= vecOutputs;
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}
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foreach (ILBlock block in graph)
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{
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_intPaths.Add(block, new PathIo(block, intInputs, intOutputs));
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_vecPaths.Add(block, new PathIo(block, vecInputs, vecOutputs));
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}
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}
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public long GetIntInputs(ILBlock root) => GetInputsImpl(root, _intPaths.Values);
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public long GetVecInputs(ILBlock root) => GetInputsImpl(root, _vecPaths.Values);
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private long GetInputsImpl(ILBlock root, IEnumerable<PathIo> values)
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{
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long inputs = 0;
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foreach (PathIo path in values)
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{
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inputs |= path.GetInputs(root);
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}
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return inputs;
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}
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public long GetIntOutputs(ILBlock block) => _intPaths[block].GetOutputs();
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public long GetVecOutputs(ILBlock block) => _vecPaths[block].GetOutputs();
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}
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}
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