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app/headless: add lower-level backend tests
Add a series of low level gpu.Backend tests to assure the correct behaviour of Backends. The immediate use is debugging of the Direct3D port, in the future for developing new backends. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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// SPDX-License-Identifier: Unlicense OR MIT
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package headless
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import (
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"bytes"
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"flag"
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"image"
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"image/color"
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"image/png"
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"io/ioutil"
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"math"
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"runtime"
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"testing"
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"gioui.org/gpu/backend"
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"gioui.org/internal/unsafe"
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)
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var dumpImages = flag.Bool("saveimages", false, "save test images")
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var clearCol = color.RGBA{A: 0xff, R: 0xde, G: 0xad, B: 0xbe}
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func TestFramebufferClear(t *testing.T) {
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b := newBackend(t)
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sz := image.Point{X: 800, Y: 600}
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fbo := setupFBO(t, b, sz)
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img := screenshot(t, fbo, sz)
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if got := img.RGBAAt(0, 0); got != clearCol {
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t.Errorf("got color %v, expected %v", got, clearCol)
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}
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}
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func TestSimpleShader(t *testing.T) {
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b := newBackend(t)
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sz := image.Point{X: 800, Y: 600}
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fbo := setupFBO(t, b, sz)
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p, err := b.NewProgram(shader_simple_vert, shader_simple_frag)
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if err != nil {
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t.Fatal(err)
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}
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defer p.Release()
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b.BindProgram(p)
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b.DrawArrays(backend.DrawModeTriangles, 0, 3)
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img := screenshot(t, fbo, sz)
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if got := img.RGBAAt(0, 0); got != clearCol {
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t.Errorf("got color %v, expected %v", got, clearCol)
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}
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// Just off the center to catch inverted triangles.
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cx, cy := 300, 400
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shaderCol := [4]float32{.25, .55, .75, 1.0}
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if got, exp := img.RGBAAt(cx, cy), tosRGB(shaderCol); got != exp {
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t.Errorf("got color %v, expected %v", got, exp)
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}
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}
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func TestInputShader(t *testing.T) {
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b := newBackend(t)
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sz := image.Point{X: 800, Y: 600}
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fbo := setupFBO(t, b, sz)
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p, err := b.NewProgram(shader_input_vert, shader_simple_frag)
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if err != nil {
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t.Fatal(err)
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}
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defer p.Release()
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b.BindProgram(p)
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buf, err := b.NewImmutableBuffer(backend.BufferBindingVertices,
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unsafe.BytesView([]float32{
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0, .5, .5, 1,
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-.5, -.5, .5, 1,
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.5, -.5, .5, 1,
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}),
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)
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if err != nil {
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t.Fatal(err)
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}
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defer buf.Release()
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b.BindVertexBuffer(buf, 4*4, 0)
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layout, err := b.NewInputLayout(shader_input_vert, []backend.InputDesc{
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{
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Type: backend.DataTypeFloat,
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Size: 4,
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Offset: 0,
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},
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})
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if err != nil {
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t.Fatal(err)
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}
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defer layout.Release()
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b.BindInputLayout(layout)
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b.DrawArrays(backend.DrawModeTriangles, 0, 3)
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img := screenshot(t, fbo, sz)
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if got := img.RGBAAt(0, 0); got != clearCol {
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t.Errorf("got color %v, expected %v", got, clearCol)
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}
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cx, cy := 300, 400
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shaderCol := [4]float32{.25, .55, .75, 1.0}
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if got, exp := img.RGBAAt(cx, cy), tosRGB(shaderCol); got != exp {
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t.Errorf("got color %v, expected %v", got, exp)
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}
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}
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func TestFramebuffers(t *testing.T) {
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b := newBackend(t)
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sz := image.Point{X: 800, Y: 600}
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fbo1 := newFBO(t, b, sz)
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fbo2 := newFBO(t, b, sz)
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var (
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col1 = color.RGBA{R: 0xad, G: 0xbe, B: 0xef, A: 0xde}
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col2 = color.RGBA{R: 0xfe, G: 0xba, B: 0xbe, A: 0xca}
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)
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fcol1, fcol2 := fromsRGB(col1), fromsRGB(col2)
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b.ClearColor(fcol1[0], fcol1[1], fcol1[2], fcol1[3])
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b.BindFramebuffer(fbo1)
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b.Clear(backend.BufferAttachmentColor)
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b.ClearColor(fcol2[0], fcol2[1], fcol2[2], fcol2[3])
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b.BindFramebuffer(fbo2)
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b.Clear(backend.BufferAttachmentColor)
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img := screenshot(t, fbo1, sz)
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if got := img.RGBAAt(0, 0); got != col1 {
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t.Errorf("got color %v, expected %v", got, col1)
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}
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img = screenshot(t, fbo2, sz)
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if got := img.RGBAAt(0, 0); got != col2 {
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t.Errorf("got color %v, expected %v", got, col2)
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}
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}
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func setupFBO(t *testing.T, b backend.Device, size image.Point) backend.Framebuffer {
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fbo := newFBO(t, b, size)
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b.BindFramebuffer(fbo)
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b.Clear(backend.BufferAttachmentColor | backend.BufferAttachmentDepth)
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b.Viewport(0, 0, size.X, size.Y)
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return fbo
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}
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func newFBO(t *testing.T, b backend.Device, size image.Point) backend.Framebuffer {
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fboTex, err := b.NewTexture(
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backend.TextureFormatSRGB,
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size.X, size.Y,
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backend.FilterNearest, backend.FilterNearest,
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backend.BufferBindingFramebuffer,
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)
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if err != nil {
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t.Fatal(err)
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}
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t.Cleanup(func() {
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fboTex.Release()
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})
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const depthBits = 16
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fbo, err := b.NewFramebuffer(fboTex, depthBits)
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if err != nil {
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t.Fatal(err)
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}
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t.Cleanup(func() {
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fbo.Release()
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})
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return fbo
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}
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func newBackend(t *testing.T) backend.Device {
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ctx, err := newContext()
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if err != nil {
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t.Skipf("no context available: %v", err)
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}
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runtime.LockOSThread()
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if err := ctx.MakeCurrent(); err != nil {
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t.Fatal(err)
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}
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b, err := ctx.Backend()
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if err != nil {
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t.Fatal(err)
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}
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b.BeginFrame()
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// ClearColor accepts linear RGBA colors, while 8-bit colors
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// are in the sRGB color space.
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col := fromsRGB(clearCol)
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b.ClearColor(col[0], col[1], col[2], col[3])
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t.Cleanup(func() {
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b.EndFrame()
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ctx.ReleaseCurrent()
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runtime.UnlockOSThread()
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ctx.Release()
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})
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return b
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}
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func screenshot(t *testing.T, fbo backend.Framebuffer, size image.Point) *image.RGBA {
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img := image.NewRGBA(image.Rectangle{Max: size})
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err := fbo.ReadPixels(
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image.Rectangle{
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Max: image.Point{X: size.X, Y: size.Y},
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}, img.Pix)
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if err != nil {
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t.Fatal(err)
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}
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flipImageY(img)
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if *dumpImages {
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if err := saveImage(t.Name()+".png", img); err != nil {
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t.Error(err)
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}
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}
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return img
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}
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func saveImage(file string, img image.Image) error {
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var buf bytes.Buffer
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if err := png.Encode(&buf, img); err != nil {
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return err
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}
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return ioutil.WriteFile(file, buf.Bytes(), 0666)
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}
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func tosRGB(col [4]float32) color.RGBA {
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for i := 0; i <= 2; i++ {
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c := col[i]
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// Use the formula from EXT_sRGB.
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switch {
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case c <= 0:
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c = 0
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case 0 < c && c < 0.0031308:
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c = 12.92 * c
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case 0.0031308 <= c && c < 1:
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c = 1.055*float32(math.Pow(float64(c), 0.41666)) - 0.055
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case c >= 1:
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c = 1
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}
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col[i] = c
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}
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return color.RGBA{R: uint8(col[0]*255 + .5), G: uint8(col[1]*255 + .5), B: uint8(col[2]*255 + .5), A: uint8(col[3]*255 + .5)}
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}
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func fromsRGB(col color.Color) [4]float32 {
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r, g, b, a := col.RGBA()
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color := [4]float32{float32(r) / 0xffff, float32(g) / 0xffff, float32(b) / 0xffff, float32(a) / 0xffff}
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for i := 0; i <= 2; i++ {
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c := color[i]
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// Use the formula from EXT_sRGB.
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if c <= 0.04045 {
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c = c / 12.92
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} else {
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c = float32(math.Pow(float64((c+0.055)/1.055), 2.4))
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}
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color[i] = c
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}
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return color
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}
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