237 lines
7.3 KiB
Python
237 lines
7.3 KiB
Python
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#!/usr/bin/env python
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##########################################################################
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#
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# Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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# All Rights Reserved.
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#
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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
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# "Software"), to deal in the Software without restriction, including
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# without limitation the rights to use, copy, modify, merge, publish,
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# distribute, sub license, and/or sell copies of the Software, and to
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# permit persons to whom the Software is furnished to do so, subject to
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# the following conditions:
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#
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# The above copyright notice and this permission notice (including the
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# next paragraph) shall be included in all copies or substantial portions
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# of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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# OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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# IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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# ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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# TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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# SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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#
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##########################################################################
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from gallium import *
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from base import *
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from data import generate_data
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def compare_rgba(width, height, rgba1, rgba2, tol=0.01):
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result = True
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for y in range(0, height):
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for x in range(0, width):
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for ch in range(4):
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offset = (y*width + x)*4 + ch
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v1 = rgba1[offset]
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v2 = rgba2[offset]
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if abs(v1 - v2) > tol:
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sys.stderr.write("x=%u, y=%u, ch=%u differ: %f vs %f\n",
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x, y, ch, v1, v2)
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result = False
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class TextureTest(Test):
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def __init__(self, **kargs):
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Test.__init__(self)
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self.__dict__.update(kargs)
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def run(self):
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dev = self.dev
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format = PIPE_FORMAT_A8R8G8B8_UNORM
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#format = PIPE_FORMAT_DXT1_RGB
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if not dev.is_format_supported(format, PIPE_TEXTURE):
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pass
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if not dev.is_format_supported(format, PIPE_SURFACE):
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pass
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ctx = dev.context_create()
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width = 256
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height = 256
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# disabled blending/masking
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blend = Blend()
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blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE
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blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE
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blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO
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blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO
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blend.colormask = PIPE_MASK_RGBA
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ctx.set_blend(blend)
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# no-op depth/stencil/alpha
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depth_stencil_alpha = DepthStencilAlpha()
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ctx.set_depth_stencil_alpha(depth_stencil_alpha)
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# rasterizer
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rasterizer = Rasterizer()
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rasterizer.front_winding = PIPE_WINDING_CW
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rasterizer.cull_mode = PIPE_WINDING_NONE
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rasterizer.bypass_clipping = 1
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#rasterizer.bypass_vs = 1
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ctx.set_rasterizer(rasterizer)
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# viewport (identity, we setup vertices in wincoords)
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viewport = Viewport()
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scale = FloatArray(4)
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scale[0] = 1.0
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scale[1] = 1.0
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scale[2] = 1.0
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scale[3] = 1.0
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viewport.scale = scale
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translate = FloatArray(4)
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translate[0] = 0.0
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translate[1] = 0.0
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translate[2] = 0.0
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translate[3] = 0.0
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viewport.translate = translate
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ctx.set_viewport(viewport)
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# samplers
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sampler = Sampler()
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sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE
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sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE
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sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE
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sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE
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sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST
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sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST
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sampler.normalized_coords = 1
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ctx.set_sampler(0, sampler)
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# texture
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texture = dev.texture_create(format,
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width,
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height)
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ctx.set_sampler_texture(0, texture)
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surface = texture.get_surface(usage = PIPE_BUFFER_USAGE_CPU_READ|PIPE_BUFFER_USAGE_CPU_WRITE)
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expected_rgba = generate_data(surface)
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cbuf_tex = dev.texture_create(PIPE_FORMAT_A8R8G8B8_UNORM,
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width,
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height)
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# drawing dest
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cbuf = cbuf_tex.get_surface(usage = PIPE_BUFFER_USAGE_GPU_WRITE)
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fb = Framebuffer()
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fb.width = cbuf.width
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fb.height = cbuf.height
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fb.num_cbufs = 1
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fb.set_cbuf(0, cbuf)
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ctx.set_framebuffer(fb)
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# vertex shader
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vs = Shader('''
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VERT1.1
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DCL IN[0], POSITION, CONSTANT
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DCL IN[1], GENERIC, CONSTANT
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DCL OUT[0], POSITION, CONSTANT
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DCL OUT[1], GENERIC, CONSTANT
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0:MOV OUT[0], IN[0]
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1:MOV OUT[1], IN[1]
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2:END
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''')
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#vs.dump()
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ctx.set_vertex_shader(vs)
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# fragment shader
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fs = Shader('''
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FRAG1.1
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DCL IN[0], GENERIC[0], PERSPECTIVE
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DCL OUT[0], COLOR, CONSTANT
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DCL SAMP[0], CONSTANT
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0:TEX OUT[0], IN[0], SAMP[0], 2D
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1:END
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''')
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fs.dump()
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ctx.set_fragment_shader(fs)
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nverts = 4
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nattrs = 2
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verts = FloatArray(nverts * nattrs * 4)
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x = 0
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y = 0
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w = width
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h = height
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verts[ 0] = x # x1
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verts[ 1] = y # y1
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verts[ 2] = 0.0 # z1
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verts[ 3] = 1.0 # w1
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verts[ 4] = 0.0 # s1
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verts[ 5] = 0.0 # t
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verts[ 6] = 0.0
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verts[ 7] = 0.0
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verts[ 8] = x + w # x2
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verts[ 9] = y # y2
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verts[10] = 0.0 # z2
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verts[11] = 1.0 # w2
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verts[12] = 1.0 # s2
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verts[13] = 0.0 # t2
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verts[14] = 0.0
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verts[15] = 0.0
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verts[16] = x + w # x3
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verts[17] = y + h # y3
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verts[18] = 0.0 # z3
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verts[19] = 1.0 # w3
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verts[20] = 1.0 # s3
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verts[21] = 1.0 # t3
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verts[22] = 0.0
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verts[23] = 0.0
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verts[24] = x # x4
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verts[25] = y + h # y4
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verts[26] = 0.0 # z4
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verts[27] = 1.0 # w4
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verts[28] = 0.0 # s4
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verts[29] = 1.0 # t4
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verts[30] = 0.0
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verts[31] = 0.0
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ctx.surface_clear(cbuf, 0x00000000)
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ctx.draw_vertices(PIPE_PRIM_TRIANGLE_FAN,
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nverts,
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nattrs,
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verts)
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ctx.flush()
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rgba = FloatArray(surface.height*surface.width*4)
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cbuf.get_tile_rgba(x, y, w, h, rgba)
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compare_rgba(width, height, rgba, expected_rgba)
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#save_image("texture1.png", surface)
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#save_image("texture2.png", cbuf)
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def main():
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dev = Device(hardware = False)
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test = TextureTest(dev = dev)
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test.run()
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if __name__ == '__main__':
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main()
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