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/*M///////////////////////////////////////////////////////////////////////////////////////
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//
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// IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING.
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//
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// By downloading, copying, installing or using the software you agree to this license.
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// If you do not agree to this license, do not download, install,
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// copy or use the software.
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//
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//
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// License Agreement
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// For Open Source Computer Vision Library
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//
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// Copyright (C) 2000-2008, Intel Corporation, all rights reserved.
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// Copyright (C) 2009, Willow Garage Inc., all rights reserved.
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// Third party copyrights are property of their respective owners.
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//
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// Redistribution and use in source and binary forms, with or without modification,
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// are permitted provided that the following conditions are met:
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//
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// * Redistribution's of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// * Redistribution's in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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//
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// * The name of the copyright holders may not be used to endorse or promote products
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// derived from this software without specific prior written permission.
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//
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// This software is provided by the copyright holders and contributors "as is" and
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// any express or implied warranties, including, but not limited to, the implied
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// warranties of merchantability and fitness for a particular purpose are disclaimed.
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// In no event shall the Intel Corporation or contributors be liable for any direct,
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// indirect, incidental, special, exemplary, or consequential damages
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// (including, but not limited to, procurement of substitute goods or services;
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// loss of use, data, or profits; or business interruption) however caused
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// and on any theory of liability, whether in contract, strict liability,
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// or tort (including negligence or otherwise) arising in any way out of
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// the use of this software, even if advised of the possibility of such damage.
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//
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//M*/
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#include "test_precomp.hpp"
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#if defined(HAVE_CUDA) && defined(HAVE_OPENGL)
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using namespace cvtest;
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/////////////////////////////////////////////
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// Buffer
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PARAM_TEST_CASE(Buffer, cv::Size, MatType)
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{
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static void SetUpTestCase()
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{
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cv::namedWindow("test", cv::WINDOW_OPENGL);
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}
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static void TearDownTestCase()
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{
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cv::destroyAllWindows();
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}
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cv::Size size;
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int type;
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virtual void SetUp()
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{
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size = GET_PARAM(0);
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type = GET_PARAM(1);
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}
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};
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GPU_TEST_P(Buffer, Constructor1)
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{
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cv::ogl::Buffer buf(size.height, size.width, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
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EXPECT_EQ(size.height, buf.rows());
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EXPECT_EQ(size.width, buf.cols());
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EXPECT_EQ(type, buf.type());
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}
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GPU_TEST_P(Buffer, Constructor2)
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{
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cv::ogl::Buffer buf(size, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
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EXPECT_EQ(size.height, buf.rows());
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EXPECT_EQ(size.width, buf.cols());
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EXPECT_EQ(type, buf.type());
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}
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GPU_TEST_P(Buffer, ConstructorFromMat)
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{
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cv::Mat gold = randomMat(size, type);
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cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::Mat bufData;
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buf.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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GPU_TEST_P(Buffer, ConstructorFromGpuMat)
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{
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cv::Mat gold = randomMat(size, type);
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cv::gpu::GpuMat d_gold(gold);
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cv::ogl::Buffer buf(d_gold, cv::ogl::Buffer::ARRAY_BUFFER);
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cv::Mat bufData;
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buf.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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GPU_TEST_P(Buffer, ConstructorFromBuffer)
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{
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cv::ogl::Buffer buf_gold(size, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::ogl::Buffer buf(buf_gold);
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EXPECT_EQ(buf_gold.bufId(), buf.bufId());
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EXPECT_EQ(buf_gold.rows(), buf.rows());
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EXPECT_EQ(buf_gold.cols(), buf.cols());
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EXPECT_EQ(buf_gold.type(), buf.type());
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}
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GPU_TEST_P(Buffer, ConstructorFromTexture2D)
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{
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const int depth = CV_MAT_DEPTH(type);
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const int cn = CV_MAT_CN(type);
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if (depth != CV_32F || cn == 2)
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return;
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cv::Mat gold = randomMat(size, type, 0, 1.0);
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cv::ogl::Texture2D tex_gold(gold, true);
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cv::ogl::Buffer buf(tex_gold, cv::ogl::Buffer::PIXEL_PACK_BUFFER, true);
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cv::Mat bufData;
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buf.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 1e-2);
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}
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GPU_TEST_P(Buffer, Create)
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{
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cv::ogl::Buffer buf;
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buf.create(size.height, size.width, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
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EXPECT_EQ(size.height, buf.rows());
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EXPECT_EQ(size.width, buf.cols());
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EXPECT_EQ(type, buf.type());
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}
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GPU_TEST_P(Buffer, CopyFromMat)
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{
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cv::Mat gold = randomMat(size, type);
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cv::ogl::Buffer buf;
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buf.copyFrom(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::Mat bufData;
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buf.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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GPU_TEST_P(Buffer, CopyFromGpuMat)
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{
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cv::Mat gold = randomMat(size, type);
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cv::gpu::GpuMat d_gold(gold);
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cv::ogl::Buffer buf;
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buf.copyFrom(d_gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::Mat bufData;
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buf.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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GPU_TEST_P(Buffer, CopyFromBuffer)
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{
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cv::Mat gold = randomMat(size, type);
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cv::ogl::Buffer buf_gold(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::ogl::Buffer buf;
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buf.copyFrom(buf_gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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EXPECT_NE(buf_gold.bufId(), buf.bufId());
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cv::Mat bufData;
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buf.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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GPU_TEST_P(Buffer, CopyFromTexture2D)
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{
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const int depth = CV_MAT_DEPTH(type);
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const int cn = CV_MAT_CN(type);
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if (depth != CV_32F || cn == 2)
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return;
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cv::Mat gold = randomMat(size, type, 0, 1.0);
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cv::ogl::Texture2D tex_gold(gold, true);
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cv::ogl::Buffer buf;
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buf.copyFrom(tex_gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::Mat bufData;
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buf.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 1e-2);
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}
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GPU_TEST_P(Buffer, CopyToGpuMat)
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{
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cv::Mat gold = randomMat(size, type);
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cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::gpu::GpuMat dst;
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buf.copyTo(dst);
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EXPECT_MAT_NEAR(gold, dst, 0);
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}
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GPU_TEST_P(Buffer, CopyToBuffer)
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{
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cv::Mat gold = randomMat(size, type);
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cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::ogl::Buffer dst;
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buf.copyTo(dst, cv::ogl::Buffer::ARRAY_BUFFER, true);
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EXPECT_NE(buf.bufId(), dst.bufId());
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cv::Mat bufData;
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dst.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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GPU_TEST_P(Buffer, CopyToTexture2D)
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{
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const int depth = CV_MAT_DEPTH(type);
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const int cn = CV_MAT_CN(type);
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if (depth != CV_32F || cn == 2)
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return;
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cv::Mat gold = randomMat(size, type, 0, 1.0);
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cv::ogl::Buffer buf(gold, cv::ogl::Buffer::PIXEL_PACK_BUFFER, true);
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cv::ogl::Texture2D tex;
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buf.copyTo(tex, cv::ogl::Buffer::PIXEL_PACK_BUFFER, true);
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cv::Mat texData;
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tex.copyTo(texData);
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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GPU_TEST_P(Buffer, Clone)
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{
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cv::Mat gold = randomMat(size, type);
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cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::ogl::Buffer dst = buf.clone(cv::ogl::Buffer::ARRAY_BUFFER, true);
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EXPECT_NE(buf.bufId(), dst.bufId());
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cv::Mat bufData;
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dst.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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GPU_TEST_P(Buffer, MapHostRead)
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{
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cv::Mat gold = randomMat(size, type);
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cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::Mat dst = buf.mapHost(cv::ogl::Buffer::READ_ONLY);
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EXPECT_MAT_NEAR(gold, dst, 0);
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buf.unmapHost();
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}
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GPU_TEST_P(Buffer, MapHostWrite)
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{
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cv::Mat gold = randomMat(size, type);
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cv::ogl::Buffer buf(size, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::Mat dst = buf.mapHost(cv::ogl::Buffer::WRITE_ONLY);
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gold.copyTo(dst);
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buf.unmapHost();
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dst.release();
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cv::Mat bufData;
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buf.copyTo(bufData);
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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GPU_TEST_P(Buffer, MapDevice)
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{
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cv::Mat gold = randomMat(size, type);
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cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
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cv::gpu::GpuMat dst = buf.mapDevice();
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EXPECT_MAT_NEAR(gold, dst, 0);
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buf.unmapDevice();
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}
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INSTANTIATE_TEST_CASE_P(OpenGL, Buffer, testing::Combine(DIFFERENT_SIZES, ALL_TYPES));
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/////////////////////////////////////////////
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// Texture2D
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PARAM_TEST_CASE(Texture2D, cv::Size, MatType)
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{
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static void SetUpTestCase()
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{
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cv::namedWindow("test", cv::WINDOW_OPENGL);
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}
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static void TearDownTestCase()
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{
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cv::destroyAllWindows();
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}
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cv::Size size;
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int type;
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int depth;
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int cn;
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cv::ogl::Texture2D::Format format;
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virtual void SetUp()
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{
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size = GET_PARAM(0);
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type = GET_PARAM(1);
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depth = CV_MAT_DEPTH(type);
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cn = CV_MAT_CN(type);
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format = cn == 1 ? cv::ogl::Texture2D::DEPTH_COMPONENT : cn == 3 ? cv::ogl::Texture2D::RGB : cn == 4 ? cv::ogl::Texture2D::RGBA : cv::ogl::Texture2D::NONE;
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}
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};
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GPU_TEST_P(Texture2D, Constructor1)
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{
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cv::ogl::Texture2D tex(size.height, size.width, format, true);
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EXPECT_EQ(size.height, tex.rows());
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EXPECT_EQ(size.width, tex.cols());
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EXPECT_EQ(format, tex.format());
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}
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GPU_TEST_P(Texture2D, Constructor2)
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{
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cv::ogl::Texture2D tex(size, format, true);
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EXPECT_EQ(size.height, tex.rows());
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EXPECT_EQ(size.width, tex.cols());
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EXPECT_EQ(format, tex.format());
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}
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GPU_TEST_P(Texture2D, ConstructorFromMat)
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{
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
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cv::ogl::Texture2D tex(gold, true);
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cv::Mat texData;
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tex.copyTo(texData, depth);
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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GPU_TEST_P(Texture2D, ConstructorFromGpuMat)
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{
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
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cv::gpu::GpuMat d_gold(gold);
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cv::ogl::Texture2D tex(d_gold, true);
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cv::Mat texData;
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tex.copyTo(texData, depth);
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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GPU_TEST_P(Texture2D, ConstructorFromBuffer)
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{
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
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cv::ogl::Buffer buf_gold(gold, cv::ogl::Buffer::PIXEL_UNPACK_BUFFER, true);
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cv::ogl::Texture2D tex(buf_gold, true);
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cv::Mat texData;
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tex.copyTo(texData, depth);
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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GPU_TEST_P(Texture2D, ConstructorFromTexture2D)
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{
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cv::ogl::Texture2D tex_gold(size, format, true);
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cv::ogl::Texture2D tex(tex_gold);
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EXPECT_EQ(tex_gold.texId(), tex.texId());
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EXPECT_EQ(tex_gold.rows(), tex.rows());
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EXPECT_EQ(tex_gold.cols(), tex.cols());
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EXPECT_EQ(tex_gold.format(), tex.format());
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}
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GPU_TEST_P(Texture2D, Create)
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{
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cv::ogl::Texture2D tex;
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tex.create(size.height, size.width, format, true);
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EXPECT_EQ(size.height, tex.rows());
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EXPECT_EQ(size.width, tex.cols());
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EXPECT_EQ(format, tex.format());
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|
}
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|
|
GPU_TEST_P(Texture2D, CopyFromMat)
|
|
|
|
{
|
|
|
|
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
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|
|
|
cv::ogl::Texture2D tex;
|
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|
tex.copyFrom(gold, true);
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|
|
cv::Mat texData;
|
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|
|
tex.copyTo(texData, depth);
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|
|
|
|
|
|
EXPECT_MAT_NEAR(gold, texData, 1e-2);
|
|
|
|
}
|
|
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|
|
|
|
|
GPU_TEST_P(Texture2D, CopyFromGpuMat)
|
|
|
|
{
|
|
|
|
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
|
|
|
|
cv::gpu::GpuMat d_gold(gold);
|
|
|
|
|
|
|
|
cv::ogl::Texture2D tex;
|
|
|
|
tex.copyFrom(d_gold, true);
|
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|
|
|
|
|
cv::Mat texData;
|
|
|
|
tex.copyTo(texData, depth);
|
|
|
|
|
|
|
|
EXPECT_MAT_NEAR(gold, texData, 1e-2);
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_TEST_P(Texture2D, CopyFromBuffer)
|
|
|
|
{
|
|
|
|
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
|
|
|
|
cv::ogl::Buffer buf_gold(gold, cv::ogl::Buffer::PIXEL_UNPACK_BUFFER, true);
|
|
|
|
|
|
|
|
cv::ogl::Texture2D tex;
|
|
|
|
tex.copyFrom(buf_gold, true);
|
|
|
|
|
|
|
|
cv::Mat texData;
|
|
|
|
tex.copyTo(texData, depth);
|
|
|
|
|
|
|
|
EXPECT_MAT_NEAR(gold, texData, 1e-2);
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_TEST_P(Texture2D, CopyToGpuMat)
|
|
|
|
{
|
|
|
|
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
|
|
|
|
|
|
|
|
cv::ogl::Texture2D tex(gold, true);
|
|
|
|
|
|
|
|
cv::gpu::GpuMat dst;
|
|
|
|
tex.copyTo(dst, depth);
|
|
|
|
|
|
|
|
EXPECT_MAT_NEAR(gold, dst, 1e-2);
|
|
|
|
}
|
|
|
|
|
|
|
|
GPU_TEST_P(Texture2D, CopyToBuffer)
|
|
|
|
{
|
|
|
|
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
|
|
|
|
|
|
|
|
cv::ogl::Texture2D tex(gold, true);
|
|
|
|
|
|
|
|
cv::ogl::Buffer dst;
|
|
|
|
tex.copyTo(dst, depth, true);
|
|
|
|
|
|
|
|
cv::Mat bufData;
|
|
|
|
dst.copyTo(bufData);
|
|
|
|
|
|
|
|
EXPECT_MAT_NEAR(gold, bufData, 1e-2);
|
|
|
|
}
|
|
|
|
|
|
|
|
INSTANTIATE_TEST_CASE_P(OpenGL, Texture2D, testing::Combine(DIFFERENT_SIZES, testing::Values(CV_8UC1, CV_8UC3, CV_8UC4, CV_32FC1, CV_32FC3, CV_32FC4)));
|
|
|
|
|
|
|
|
#endif
|