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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include <Corrade/Containers/StridedArrayView.h>
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#include <Corrade/TestSuite/Tester.h>
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#include "Magnum/Image.h"
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#include "Magnum/ImageView.h"
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#include "Magnum/PixelFormat.h"
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#include "Magnum/DebugTools/ColorMap.h"
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#include "Magnum/DebugTools/CompareImage.h"
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#include "Magnum/DebugTools/ForceRenderer.h"
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#include "Magnum/DebugTools/FrameProfiler.h"
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#include "Magnum/DebugTools/ResourceManager.h"
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#include "Magnum/DebugTools/ObjectRenderer.h"
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#include "Magnum/DebugTools/TextureImage.h"
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#include "Magnum/GL/Framebuffer.h"
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#include "Magnum/GL/CubeMapTexture.h"
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#include "Magnum/GL/Texture.h"
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#include "Magnum/GL/TextureFormat.h"
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#include "Magnum/Math/Range.h"
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#include "Magnum/SceneGraph/Drawable.h"
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#include "Magnum/SceneGraph/Object.h"
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#include "Magnum/SceneGraph/MatrixTransformation3D.h"
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#ifndef MAGNUM_TARGET_GLES
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#include "Magnum/GL/SampleQuery.h"
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#endif
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#ifndef MAGNUM_TARGET_GLES2
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#include "Magnum/GL/BufferImage.h"
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#endif
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using namespace Magnum;
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using namespace Magnum::Math::Literals;
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int main() {
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{
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SceneGraph::Object<SceneGraph::MatrixTransformation3D>* object{};
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/* [debug-tools-renderers] */
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// Global instance of debug resource manager, drawable group for the renderers
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DebugTools::ResourceManager manager;
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SceneGraph::DrawableGroup3D debugDrawables;
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// Create renderer options which will be referenced later by "my" resource key
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manager.set("my", DebugTools::ObjectRendererOptions{}.setSize(0.3f));
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// Create debug renderer for given object, use "my" options for it. The
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// renderer is automatically added to the object features and also to
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// specified drawable group.
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new DebugTools::ObjectRenderer3D{manager, *object, "my", &debugDrawables};
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/* [debug-tools-renderers] */
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}
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#if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL))
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{
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/* [ColorMap] */
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const auto map = DebugTools::ColorMap::turbo();
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const Vector2i size{Int(map.size()), 1};
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GL::Texture2D colorMapTexture;
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colorMapTexture
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.setMinificationFilter(SamplerFilter::Linear)
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.setMagnificationFilter(SamplerFilter::Linear)
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.setWrapping(SamplerWrapping::ClampToEdge) // or Repeat
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.setStorage(1, GL::TextureFormat::RGB8, size) // or SRGB8
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.setSubImage(0, {}, ImageView2D{PixelFormat::RGB8Srgb, size, map});
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/* [ColorMap] */
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}
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#endif
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{
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DebugTools::ResourceManager manager;
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SceneGraph::Object<SceneGraph::MatrixTransformation3D>* object{};
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SceneGraph::DrawableGroup3D debugDrawables;
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/* [ForceRenderer] */
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manager.set("my", DebugTools::ForceRendererOptions{}
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.setSize(5.0f)
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.setColor(Color3::fromHsv({120.0_degf, 1.0f, 0.7f})));
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Vector3 force; // taken as a reference, has to be kept in scope
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// Create debug renderer for given force, use "my" options for it
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new DebugTools::ForceRenderer3D(manager, *object, {0.3f, 1.5f, -0.7f}, force,
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"my", &debugDrawables);
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/* [ForceRenderer] */
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}
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#ifndef MAGNUM_TARGET_GLES
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{
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/* [FrameProfiler-setup-delayed] */
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GL::SampleQuery queries[3]{
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GL::SampleQuery{GL::SampleQuery::Target::SamplesPassed},
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GL::SampleQuery{GL::SampleQuery::Target::SamplesPassed},
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GL::SampleQuery{GL::SampleQuery::Target::SamplesPassed}
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};
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DebugTools::FrameProfiler profiler{{
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DebugTools::FrameProfiler::Measurement{"Samples",
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DebugTools::FrameProfiler::Units::Count,
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UnsignedInt(Containers::arraySize(queries)),
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[](void* state, UnsignedInt current) {
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static_cast<GL::SampleQuery*>(state)[current].begin();
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},
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[](void* state, UnsignedInt current) {
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static_cast<GL::SampleQuery*>(state)[current].end();
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},
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[](void* state, UnsignedInt previous, UnsignedInt) {
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return static_cast<GL::SampleQuery*>(state)[previous]
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.result<UnsignedLong>();
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}, queries}
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}, 50};
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/* [FrameProfiler-setup-delayed] */
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}
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#endif
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{
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SceneGraph::Object<SceneGraph::MatrixTransformation3D>* object{};
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/* [ObjectRenderer] */
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DebugTools::ResourceManager manager;
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SceneGraph::DrawableGroup3D debugDrawables;
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// Create some options
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manager.set("my", DebugTools::ObjectRendererOptions{}.setSize(0.3f));
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// Create debug renderer for given object, use "my" options for it
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new DebugTools::ObjectRenderer3D{manager, *object, "my", &debugDrawables};
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/* [ObjectRenderer] */
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}
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{
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/* [GLFrameProfiler-usage] */
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DebugTools::GLFrameProfiler profiler{
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DebugTools::GLFrameProfiler::Value::FrameTime|
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DebugTools::GLFrameProfiler::Value::GpuDuration, 50};
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/* [GLFrameProfiler-usage] */
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}
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{
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GL::Texture2D texture;
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Range2Di rect;
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/* [textureSubImage-2D-rvalue] */
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Image2D image = DebugTools::textureSubImage(texture, 0, rect,
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{PixelFormat::RGBA8Unorm});
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/* [textureSubImage-2D-rvalue] */
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}
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#ifndef MAGNUM_TARGET_GLES2
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{
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GL::Texture2D texture;
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Range2Di rect;
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/* [textureSubImage-2D-rvalue-buffer] */
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GL::BufferImage2D image = DebugTools::textureSubImage(texture, 0, rect,
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{PixelFormat::RGBA8Unorm}, GL::BufferUsage::StaticRead);
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/* [textureSubImage-2D-rvalue-buffer] */
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}
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#endif
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{
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GL::CubeMapTexture texture;
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Range2Di rect;
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/* [textureSubImage-cubemap-rvalue] */
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Image2D image = DebugTools::textureSubImage(texture,
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GL::CubeMapCoordinate::PositiveX, 0, rect, {PixelFormat::RGBA8Unorm});
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/* [textureSubImage-cubemap-rvalue] */
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}
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#ifndef MAGNUM_TARGET_GLES2
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{
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GL::CubeMapTexture texture;
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Range2Di rect;
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/* [textureSubImage-cubemap-rvalue-buffer] */
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GL::BufferImage2D image = DebugTools::textureSubImage(texture,
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GL::CubeMapCoordinate::PositiveX, 0, rect, {PixelFormat::RGBA8Unorm},
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GL::BufferUsage::StaticRead);
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/* [textureSubImage-cubemap-rvalue-buffer] */
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}
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#endif
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}
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struct Foo: TestSuite::Tester {
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void foo() {
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{
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GL::Framebuffer fb{{}};
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ImageView2D expected{PixelFormat::RGB8Unorm, {}};
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/* [CompareImage-pixels-rgb] */
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Image2D image = fb.read(fb.viewport(), {PixelFormat::RGBA8Unorm});
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CORRADE_COMPARE_AS(Containers::arrayCast<Color3ub>(image.pixels<Color4ub>()),
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"expected.png", DebugTools::CompareImageToFile);
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/* [CompareImage-pixels-rgb] */
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}
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}
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};
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