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https://git.sr.ht/~eliasnaur/gio
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7d84e419c9
Both the OpenGL and the Direct3D API are stateful and gpu.GPU renders to the render target current when Frame is called. Modern GPU API such as Metal don't have a concept of a current render target, and the target even changes each frame. Add RenderTarget and add an explicit target argument to GPU.Frame as well as the underlying driver.Device.BeginFrame. Signed-off-by: Elias Naur <mail@eliasnaur.com>
207 lines
5.1 KiB
Go
207 lines
5.1 KiB
Go
// 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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"runtime"
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"testing"
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"gioui.org/gpu/internal/driver"
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"gioui.org/internal/byteslice"
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"gioui.org/internal/f32color"
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)
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var dumpImages = flag.Bool("saveimages", false, "save test images")
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var clearCol = color.NRGBA{A: 0xff, R: 0xde, G: 0xad, B: 0xbe}
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var clearColExpect = f32color.NRGBAToRGBA(clearCol)
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func TestFramebufferClear(t *testing.T) {
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b := newDriver(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, b, fbo, sz)
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if got := img.RGBAAt(0, 0); got != clearColExpect {
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t.Errorf("got color %v, expected %v", got, clearColExpect)
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}
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}
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func TestSimpleShader(t *testing.T) {
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b := newDriver(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(driver.DrawModeTriangles, 0, 3)
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img := screenshot(t, b, fbo, sz)
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if got := img.RGBAAt(0, 0); got != clearColExpect {
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t.Errorf("got color %v, expected %v", got, clearColExpect)
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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 := f32color.RGBA{R: .25, G: .55, B: .75, A: 1.0}
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if got, exp := img.RGBAAt(cx, cy), shaderCol.SRGB(); got != f32color.NRGBAToRGBA(exp) {
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t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(exp))
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}
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}
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func TestInputShader(t *testing.T) {
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b := newDriver(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(driver.BufferBindingVertices,
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byteslice.Slice([]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, []driver.InputDesc{
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{
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Type: driver.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(driver.DrawModeTriangles, 0, 3)
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img := screenshot(t, b, fbo, sz)
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if got := img.RGBAAt(0, 0); got != clearColExpect {
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t.Errorf("got color %v, expected %v", got, clearColExpect)
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}
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cx, cy := 300, 400
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shaderCol := f32color.RGBA{R: .25, G: .55, B: .75, A: 1.0}
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if got, exp := img.RGBAAt(cx, cy), shaderCol.SRGB(); got != f32color.NRGBAToRGBA(exp) {
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t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(exp))
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}
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}
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func TestFramebuffers(t *testing.T) {
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b := newDriver(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.NRGBA{R: 0xac, G: 0xbd, B: 0xef, A: 0xde}
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col2 = color.NRGBA{R: 0xfe, G: 0xba, B: 0xbe, A: 0xca}
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)
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fcol1, fcol2 := f32color.LinearFromSRGB(col1), f32color.LinearFromSRGB(col2)
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b.BindFramebuffer(fbo1)
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b.Clear(fcol1.Float32())
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b.BindFramebuffer(fbo2)
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b.Clear(fcol2.Float32())
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img := screenshot(t, b, fbo1, sz)
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if got := img.RGBAAt(0, 0); got != f32color.NRGBAToRGBA(col1) {
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t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(col1))
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}
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img = screenshot(t, b, fbo2, sz)
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if got := img.RGBAAt(0, 0); got != f32color.NRGBAToRGBA(col2) {
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t.Errorf("got color %v, expected %v", got, f32color.NRGBAToRGBA(col2))
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}
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}
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func setupFBO(t *testing.T, b driver.Device, size image.Point) driver.Framebuffer {
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fbo := newFBO(t, b, size)
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b.BindFramebuffer(fbo)
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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 := f32color.LinearFromSRGB(clearCol)
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b.Clear(col.Float32())
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b.ClearDepth(0.0)
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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 driver.Device, size image.Point) driver.Framebuffer {
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fboTex, err := b.NewTexture(
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driver.TextureFormatSRGBA,
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size.X, size.Y,
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driver.FilterNearest, driver.FilterNearest,
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driver.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 newDriver(t *testing.T) driver.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 := driver.NewDevice(ctx.API())
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if err != nil {
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t.Fatal(err)
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}
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b.BeginFrame(nil, true, image.Pt(1, 1))
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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, d driver.Device, fbo driver.Framebuffer, size image.Point) *image.RGBA {
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img, err := driver.DownloadImage(d, fbo, image.Rectangle{Max: size})
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if err != nil {
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t.Fatal(err)
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}
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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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