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using System;
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using System.Runtime.InteropServices;
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using Cpp2IlInjected;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine.XR.ARSubsystems;
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namespace UnityEngine.XR.ARFoundation
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{
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// Token: 0x0200003F RID: 63
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[Token(Token = "0x2000036")]
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public static class MutableRuntimeReferenceImageLibraryExtensions
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{
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// Token: 0x06000297 RID: 663 RVA: 0x00003344 File Offset: 0x00001544
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[Token(Token = "0x600027C")]
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[Address(RVA = "0x3843EF0", Offset = "0x3842CF0", VA = "0x183843EF0")]
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public static JobHandle ScheduleAddImageJob(this MutableRuntimeReferenceImageLibrary library, Texture2D texture, string name, float? widthInMeters, [Optional] JobHandle inputDeps)
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{
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return default(JobHandle);
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}
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// Token: 0x02000040 RID: 64
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[Token(Token = "0x2000045")]
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private struct DeallocateJob : IJob
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{
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// Token: 0x06000298 RID: 664 RVA: 0x0000207E File Offset: 0x0000027E
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[Token(Token = "0x60002BA")]
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[Address(RVA = "0x402080", Offset = "0x400E80", VA = "0x180402080", Slot = "4")]
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public void Execute()
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{
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}
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// Token: 0x040000F8 RID: 248
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[global::Cpp2IlInjected.FieldOffset(Offset = "0x0")]
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[Token(Token = "0x40000FD")]
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[DeallocateOnJobCompletion]
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public NativeArray<byte> data;
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}
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}
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}
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