音視頻-OpenGL ES渲染視頻圖像

這篇文章處理的是編碼后的視頻圖像數(shù)據(jù)CVPixelBufferRef,我們使用CAEAGLLayer來作為圖像的渲染圖層。
該功能使用到的是OpenGL ES的相關(guān)技術(shù),如果對(duì)該技術(shù)不了解的伙伴,請(qǐng)先了解相關(guān)技術(shù)。

一、著色器

1.1頂點(diǎn)著色器:

const GLchar *shader_vsh = (const GLchar*)"attribute vec4 position;"
"attribute vec2 texCoord;"
"uniform float preferredRotation;"
"varying vec2 texCoordVarying;"
"void main()"
"{"
"    mat4 rotationMatrix = mat4(cos(preferredRotation), -sin(preferredRotation), 0.0, 0.0,"
"                               sin(preferredRotation),  cos(preferredRotation), 0.0, 0.0,"
"                               0.0,                        0.0, 1.0, 0.0,"
"                               0.0,                        0.0, 0.0, 1.0);"
"    gl_Position = position * rotationMatrix;"
"    texCoordVarying = texCoord;"
"}";
  • "attribute vec4 position:頂點(diǎn)坐標(biāo)
    attribute vec2 texCoord:紋理坐標(biāo)
    uniform float preferredRotation:旋轉(zhuǎn)角度
    attribute vec2 texCoordVarying:用于把texCoord(紋理坐標(biāo))傳遞到片元著器。
    mat4 rotationMatrix4x4 的旋轉(zhuǎn)矩陣
    gl_Position:內(nèi)建變量,用來接收頂點(diǎn)坐標(biāo)。

1.1片元著色器:

const GLchar *shader_fsh = (const GLchar*)"varying highp vec2 texCoordVarying;"
"precision mediump float;"
"uniform sampler2D SamplerY;"
"uniform sampler2D SamplerUV;"
"uniform mat3 colorConversionMatrix;"
"void main()"
"{"
"    mediump vec3 yuv;"
"    lowp vec3 rgb;"
//   Subtract constants to map the video range start at 0
"    yuv.x = (texture2D(SamplerY, texCoordVarying).r - (16.0/255.0));"
"    yuv.yz = (texture2D(SamplerUV, texCoordVarying).rg - vec2(0.5, 0.5));"
"    rgb = colorConversionMatrix * yuv;"
"    gl_FragColor = vec4(rgb, 1);"
"}";
  • varying highp vec2 texCoordVarying:從頂點(diǎn)著色器傳遞過來的紋理坐標(biāo)。
    precision mediump float;:精度設(shè)置,中間精度float。
    uniform sampler2D SamplerY;Y亮度紋理采樣器。
    uniform sampler2D SamplerUV;UV色度紋理采樣器。
    uniform mat3 colorConversionMatrix;:顏色轉(zhuǎn)換矩陣。
    gl_FragColor:內(nèi)建函數(shù),輸出的顏色用于隨后的像素操作。

二、初始化

2.1繼承之CAEAGLLayer自定義類CQEAGLLayer。

 CGSize size = UIScreen.mainScreen.bounds.size;
_displayLayer = [[CQEAGLLayer alloc] initWithFrame:CGRectMake(size.width*0.5, 100, size.width*0.5, size.height*0.5)];
[self.view.layer addSublayer:_displayLayer];

2.2初始化代碼:

- (instancetype)initWithFrame:(CGRect)frame {
    self = [super init];
    if (self) {
        CGFloat scale = [[UIScreen mainScreen] scale];
        self.contentsScale = scale;
        //一個(gè)布爾值,指示層是否包含完全不透明的內(nèi)容.默認(rèn)為NO
        self.opaque = TRUE;
        //kEAGLDrawablePropertyRetainedBacking指定可繪制表面在顯示后是否保留其內(nèi)容的鍵.默認(rèn)為NO.
        self.drawableProperties = @{ kEAGLDrawablePropertyRetainedBacking :[NSNumber numberWithBool:YES]};
        [self setFrame:frame];
        // 1、設(shè)置繪制框架的上下文.
        _context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
        
        if (!_context || ![EAGLContext setCurrentContext:_context]) {
            return nil;
        }
        // 將默認(rèn)轉(zhuǎn)換設(shè)置為BT.709,這是HDTV的標(biāo)準(zhǔn)
        _preferredConversion = kColorConversion709;
        
        //2、設(shè)置緩沖區(qū)
        [self setupBuffers];
        //3、加載shaders 著色器
        [self loadShaders];
        //4、使用著色程序
        glUseProgram(self.program);
        
        // 0 和 1 分別代表_lumaTexture 和 _chromaTexture的紋理 ID。
        glUniform1i(uniforms[UNIFORM_Y], 0);
        glUniform1i(uniforms[UNIFORM_UV], 1);
        glUniform1f(uniforms[UNIFORM_ROTATION_ANGLE], 0);
        glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
    }
    return self;
}
  • 1、創(chuàng)建上下文。
  • 2、設(shè)置緩沖區(qū)。
  • 3、使用program

2.3 設(shè)置緩沖區(qū)

- (void)setupBuffers {
    glDisable(GL_DEPTH_TEST);
    //默認(rèn)頂點(diǎn)屬性(position)是關(guān)閉的,所以使用前要手動(dòng)打開
    glEnableVertexAttribArray(ATTRIB_VERTEX);
    glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
    //打開紋理數(shù)據(jù)讀取通道
    glEnableVertexAttribArray(ATTRIB_TEXCOORD);
    glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
    //創(chuàng)建buffer
    [self createBuffers];
}

- (void) createBuffers {
    //創(chuàng)建幀緩存區(qū) frameBuffer
    glGenFramebuffers(1, &_frameBufferHandle);
    glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle);
    
    //創(chuàng)建顏色緩存區(qū) RenderBuffer
    glGenRenderbuffers(1, &_colorBufferHandle);
    glBindRenderbuffer(GL_RENDERBUFFER, _colorBufferHandle);
    
    //綁定渲染緩存區(qū)
    [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
    
    //設(shè)置渲染緩存區(qū)的尺寸
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &_backingWidth);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_backingHeight);
    
    //綁定renderBuffer到FrameBuffer
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorBufferHandle);
    
    //檢查FrameBuffer狀態(tài)
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
    }
}
  • glVertexAttribPointer頂點(diǎn)數(shù)據(jù)解析方式:
    參數(shù)1: 指定從索引0開始取數(shù)據(jù),與頂點(diǎn)著色器對(duì)應(yīng)
    參數(shù)2: 頂點(diǎn)屬性大小
    參數(shù)3: 數(shù)據(jù)類型
    參數(shù)4: 歸一化
    參數(shù)5: 步長(Stride)
    參數(shù)6: 數(shù)據(jù)在緩沖區(qū)起始位置的偏移量

2.4加載著色器

- (BOOL)loadShaders {
    GLuint vertShader = 0, fragShader = 0;
    // 創(chuàng)建著色program.
    self.program = glCreateProgram();
    //編譯頂點(diǎn)著色器
    if(![self compileShaderString:&vertShader type:GL_VERTEX_SHADER shaderString:shader_vsh]) {
        NSLog(@"Failed to compile vertex shader");
        return NO;
    }
    //編譯片元著色器
    if(![self compileShaderString:&fragShader type:GL_FRAGMENT_SHADER shaderString:shader_fsh]) {
        NSLog(@"Failed to compile fragment shader");
        return NO;
    }
    
    // 附著頂點(diǎn)著色器到program.
    glAttachShader(self.program, vertShader);
    // 附著片元著色器到program.
    glAttachShader(self.program, fragShader);
    
    // 綁定屬性位置。這需要在鏈接之前完成.(讓ATTRIB_VERTEX/ATTRIB_TEXCOORD 與position/texCoord產(chǎn)生連接)
    glBindAttribLocation(self.program, ATTRIB_VERTEX, "position");
    glBindAttribLocation(self.program, ATTRIB_TEXCOORD, "texCoord");
    
    // Link the program.
    if (![self linkProgram:self.program]) {
        NSLog(@"Failed to link program: %d", self.program);
        
        if (vertShader) {
            glDeleteShader(vertShader);
            vertShader = 0;
        }
        if (fragShader) {
            glDeleteShader(fragShader);
            fragShader = 0;
        }
        if (self.program) {
            glDeleteProgram(self.program);
            self.program = 0;
        }
        
        return NO;
    }
    
    //獲取uniform的位置
    //Y亮度紋理
    uniforms[UNIFORM_Y] = glGetUniformLocation(self.program, "SamplerY");
    //UV色量紋理
    uniforms[UNIFORM_UV] = glGetUniformLocation(self.program, "SamplerUV");
    //旋轉(zhuǎn)角度preferredRotation
    uniforms[UNIFORM_ROTATION_ANGLE] = glGetUniformLocation(self.program, "preferredRotation");
    //YUV->RGB
    uniforms[UNIFORM_COLOR_CONVERSION_MATRIX] = glGetUniformLocation(self.program, "colorConversionMatrix");
    
    // Release vertex and fragment shaders.
    if (vertShader) {
        glDetachShader(self.program, vertShader);
        glDeleteShader(vertShader);
    }
    if (fragShader) {
        glDetachShader(self.program, fragShader);
        glDeleteShader(fragShader);
    }
    
    return YES;
}

2.5編譯

- (BOOL)compileShaderString:(GLuint *)shader type:(GLenum)type shaderString:(const GLchar*)shaderString
{
    *shader = glCreateShader(type);
    glShaderSource(*shader, 1, &shaderString, NULL);
    glCompileShader(*shader);
    
#if defined(DEBUG)
    GLint logLength;
    glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
    if (logLength > 0) {
        GLchar *log = (GLchar *)malloc(logLength);
        glGetShaderInfoLog(*shader, logLength, &logLength, log);
        NSLog(@"Shader compile log:\n%s", log);
        free(log);
    }
#endif
    GLint status = 0;
    glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
    if (status == 0) {
        glDeleteShader(*shader);
        return NO;
    }
    
    return YES;
}

2.5鏈接

- (BOOL)linkProgram:(GLuint)prog {
    GLint status;
    glLinkProgram(prog);
    
#if defined(DEBUG)
    GLint logLength;
    glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
    if (logLength > 0) {
        GLchar *log = (GLchar *)malloc(logLength);
        glGetProgramInfoLog(prog, logLength, &logLength, log);
        NSLog(@"Program link log:\n%s", log);
        free(log);
    }
#endif
    
    glGetProgramiv(prog, GL_LINK_STATUS, &status);
    if (status == 0) {
        return NO;
    }
    return YES;
}

三、繪制

3.1設(shè)置CVPixelBufferRef

- (void)setPixelBuffer:(CVPixelBufferRef)pb {
    if(_pixelBuffer) {
        CVPixelBufferRelease(_pixelBuffer);
    }
    _pixelBuffer = CVPixelBufferRetain(pb);
    
    //獲取視頻幀的寬與高
    int frameWidth = (int)CVPixelBufferGetWidth(_pixelBuffer);
    int frameHeight = (int)CVPixelBufferGetHeight(_pixelBuffer);
    
    //顯示_pixelBuffer
    [self display:_pixelBuffer width:frameWidth height:frameHeight];
}
  • 在iOS里,我們經(jīng)常能看到 CVPixelBufferRef 這個(gè)類型,在Camera 采集返回的數(shù)據(jù)里得到一個(gè)CMSampleBufferRef,而每個(gè)CMSampleBufferRef里則包含一個(gè) CVPixelBufferRef,在視頻硬解碼的返回?cái)?shù)據(jù)里也是一個(gè) CVPixelBufferRef(里面包好了所有的壓縮的圖片信息)。CVPixelBufferRef:是一種像素圖片類型,由于CV開頭,所以它是屬于 CoreVideo 模塊的。

3.2顯示

- (void)display:(CVPixelBufferRef)pixelBuffer width:(uint32_t)frameWidth height:(uint32_t)frameHeight {
    if (!_context || ![EAGLContext setCurrentContext:_context]) {
        return;
    }
    if(pixelBuffer == NULL) {
        NSLog(@"PixelBuffer is null");
        return;
    }
    
    CVReturn errer;
    size_t planeCount = CVPixelBufferGetPlaneCount(pixelBuffer);
    CFTypeRef colorAttachments = CVBufferGetAttachment(pixelBuffer, kCVImageBufferYCbCrMatrixKey, NULL);
    if (CFStringCompare(colorAttachments, kCVImageBufferYCbCrMatrix_ITU_R_601_4, 0) == kCFCompareEqualTo) {
        _preferredConversion = kColorConversion601;
    }
    else {
        _preferredConversion = kColorConversion709;
    }
    
    CVOpenGLESTextureCacheRef _videoTextureCache;
  //創(chuàng)建 CVOpenGLESTextureCacheRef 創(chuàng)建新的紋理緩存
    errer = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, _context, NULL, &_videoTextureCache);
    if (error != noErr) {
        NSLog(@"CVOpenGLESTextureCacheCreate error : %d", errer);
        return;
    }
    glActiveTexture(GL_TEXTURE0); //激活紋理
    //1.創(chuàng)建Y紋理(亮度紋理)
    errer = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
                                                       _videoTextureCache,
                                                       pixelBuffer,
                                                       NULL,
                                                       GL_TEXTURE_2D,
                                                       GL_RED_EXT,
                                                       frameWidth,
                                                       frameHeight,
                                                       GL_RED_EXT,
                                                       GL_UNSIGNED_BYTE,
                                                       0,
                                                       &_lumaTexture);
    if (errer) {
        NSLog(@"CVOpenGLESTextureCacheCreateTextureFromImage error: %d", errer);
    }
    
    //2.配置Y亮度紋理屬性
    //綁定紋理.
    glBindTexture(CVOpenGLESTextureGetTarget(_lumaTexture), CVOpenGLESTextureGetName(_lumaTexture));
    //配置紋理放大/縮小過濾方式以及紋理圍繞S/T環(huán)繞方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
    //3.UV-plane 紋理
    //如果顏色通道個(gè)數(shù)>1,則除了Y還有UV-Plane.
    if(planeCount == 2) {
        // UV-plane.
        glActiveTexture(GL_TEXTURE1); //激活UV-plane紋理
        //4.創(chuàng)建UV-plane紋理
        errer = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
                                                           _videoTextureCache,
                                                           pixelBuffer,
                                                           NULL,
                                                           GL_TEXTURE_2D,
                                                           GL_RG_EXT,
                                                           frameWidth / 2,
                                                           frameHeight / 2,
                                                           GL_RG_EXT,
                                                           GL_UNSIGNED_BYTE,
                                                           1,
                                                           &_chromaTexture);
        if (error) {
            NSLog(@"CVOpenGLESTextureCacheCreateTextureFromImage error: %d", error);
        }
        
        //5.綁定紋理
        glBindTexture(CVOpenGLESTextureGetTarget(_chromaTexture), CVOpenGLESTextureGetName(_chromaTexture));
        //6.配置紋理放大/縮小過濾方式以及紋理圍繞S/T環(huán)繞方式
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    }
    
    //綁定幀緩存區(qū)
    glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle);
    //設(shè)置視口.
    glViewport(0, 0, _backingWidth, _backingHeight);
    //清理屏幕
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    //使用shaderProgram
    glUseProgram(self.program);
    //傳遞Uniform屬性到shader
    //UNIFORM_ROTATION_ANGLE 旋轉(zhuǎn)角度
    glUniform1f(uniforms[UNIFORM_ROTATION_ANGLE], 0);
    //UNIFORM_COLOR_CONVERSION_MATRIX YUV->RGB顏色矩陣
    glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
    
    // 根據(jù)視頻的方向和縱橫比設(shè)置四邊形頂點(diǎn)
    CGRect viewBounds = self.bounds;
    CGSize contentSize = CGSizeMake(frameWidth, frameHeight);
    
    /*
     AVMakeRectWithAspectRatioInsideRect
     功能: 返回一個(gè)按比例縮放的CGRect,該CGRect保持由邊界CGRect內(nèi)的CGSize指定的縱橫比
     參數(shù)1:希望保持的寬高比或縱橫比
     參數(shù)2:填充的rect
     */
    CGRect vertexSamplingRect = AVMakeRectWithAspectRatioInsideRect(contentSize, viewBounds);
    
    // 計(jì)算標(biāo)準(zhǔn)化的四邊形坐標(biāo)以將幀繪制到其中
    //標(biāo)準(zhǔn)化采樣大小
    CGSize normalizedSamplingSize = CGSizeMake(0.0, 0.0);
    //標(biāo)準(zhǔn)化規(guī)模
    CGSize cropScaleAmount = CGSizeMake(vertexSamplingRect.size.width/viewBounds.size.width,vertexSamplingRect.size.height/viewBounds.size.height);
    
    // 規(guī)范化四元頂點(diǎn)
    if (cropScaleAmount.width > cropScaleAmount.height) {
        normalizedSamplingSize.width = 1.0;
        normalizedSamplingSize.height = cropScaleAmount.height/cropScaleAmount.width;
    }
    else {
        normalizedSamplingSize.width = cropScaleAmount.width/cropScaleAmount.height;
        normalizedSamplingSize.height = 1.0;;
    }
    
    /*
     四頂點(diǎn)數(shù)據(jù)定義了我們繪制像素緩沖區(qū)的二維平面區(qū)域。
     使用(-1,-1)和(1,1)分別作為左下角和右上角坐標(biāo)形成的頂點(diǎn)數(shù)據(jù)覆蓋整個(gè)屏幕。
     */
    GLfloat quadVertexData [] = {
        -1 * normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
        normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
        -1 * normalizedSamplingSize.width, normalizedSamplingSize.height,
        normalizedSamplingSize.width, normalizedSamplingSize.height,
    };
    
    // 更新屬性值.
    //坐標(biāo)數(shù)據(jù)
    glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, quadVertexData);
    glEnableVertexAttribArray(ATTRIB_VERTEX);
    
    /*
     紋理頂點(diǎn)的設(shè)置使我們垂直翻轉(zhuǎn)紋理。這使得我們的左上角原點(diǎn)緩沖區(qū)匹配OpenGL的左下角紋理坐標(biāo)系
     */
    CGRect textureSamplingRect = CGRectMake(0, 0, 1, 1);
    GLfloat quadTextureData[] =  {
        CGRectGetMinX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
        CGRectGetMaxX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
        CGRectGetMinX(textureSamplingRect), CGRectGetMinY(textureSamplingRect),
        CGRectGetMaxX(textureSamplingRect), CGRectGetMinY(textureSamplingRect)
    };
    
    //更新紋理坐標(biāo)屬性值
    glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, 0, 0, quadTextureData);
    glEnableVertexAttribArray(ATTRIB_TEXCOORD);
    
    //繪制圖形
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
    //綁定渲染緩存區(qū)->顯示到屏幕
    glBindRenderbuffer(GL_RENDERBUFFER, _colorBufferHandle);
    [_context presentRenderbuffer:GL_RENDERBUFFER];
    
    //清理紋理,方便下一幀紋理顯示
    [self cleanUpTextures];
    // 定期紋理緩存刷新每幀
    CVOpenGLESTextureCacheFlush(_videoTextureCache, 0);
    
    if(_videoTextureCache) {
        CFRelease(_videoTextureCache);
    }
}
  • CVBufferGetAttachment使用像素緩沖區(qū)的顏色附件確定適當(dāng)?shù)念伾D(zhuǎn)換矩陣:
    參數(shù)1: 像素緩存區(qū)
    參數(shù)2: kCVImageBufferYCbCrMatrixKey YCbCr->RGB
    參數(shù)3: 附件模式,NULL
  • CVOpenGLESTextureCacheCreate創(chuàng)建新的紋理緩存:
    參數(shù)1: kCFAllocatorDefault默認(rèn)內(nèi)存分配器.
    參數(shù)2: NULL
    參數(shù)3: EAGLContext 圖形上下文
    參數(shù)4: NULL
    參數(shù)5: 新創(chuàng)建的紋理緩存
  • CVOpenGLESTextureCacheCreateTextureFromImage創(chuàng)建亮度/色度紋理-Y/UV紋理:
    參數(shù)1: 內(nèi)存分配器,kCFAllocatorDefault
    參數(shù)2: 紋理緩存.紋理緩存將管理紋理的紋理緩存對(duì)象
    參數(shù)3: sourceImage.
    參數(shù)4: 紋理屬性.默認(rèn)給NULL
    參數(shù)5: 目標(biāo)紋理,GL_TEXTURE_2D
    參數(shù)6: 指定紋理中顏色組件的數(shù)量(GL_RGBA, GL_LUMINANCE, GL_RGBA8_OES, GL_RG, and GL_RED (NOTE: 在 GLES3 使用 GL_R8 替代 GL_RED).)
    參數(shù)7: 幀寬度
    參數(shù)8: 幀高度
    參數(shù)9: 格式指定像素?cái)?shù)據(jù)的格式
    參數(shù)10: 指定像素?cái)?shù)據(jù)的數(shù)據(jù)類型,GL_UNSIGNED_BYTE
    參數(shù)11: planeIndex
    參數(shù)12: 紋理輸出新創(chuàng)建的紋理對(duì)象將放置在此處。
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