}
}
- EffectChainTester tester(NULL, size * 2, size * 2, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
+ EffectChainTester tester(nullptr, size * 2, size * 2, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
ImageFormat format;
format.color_space = COLORSPACE_sRGB;
}
}
- EffectChainTester tester(NULL, size, size, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
+ EffectChainTester tester(nullptr, size, size, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
ImageFormat format;
format.color_space = COLORSPACE_sRGB;
};
float out_data[size * size * 9];
- EffectChainTester tester(NULL, size * 3, size * 3, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
+ EffectChainTester tester(nullptr, size * 3, size * 3, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
ImageFormat format;
format.color_space = COLORSPACE_sRGB;
EXPECT_FLOAT_EQ(1.0, out_data[7 * (size * 3) + 7]);
for (unsigned y = 0; y < size * 3; ++y) {
for (unsigned x = 0; x < size * 3; ++x) {
- EXPECT_FLOAT_EQ(out_data[y * (size * 3) + x], out_data[(size * 3 - y - 1) * (size * 3) + x]);
- EXPECT_FLOAT_EQ(out_data[y * (size * 3) + x], out_data[y * (size * 3) + (size * 3 - x - 1)]);
+ EXPECT_NEAR(out_data[y * (size * 3) + x], out_data[(size * 3 - y - 1) * (size * 3) + x], 1e-6);
+ EXPECT_NEAR(out_data[y * (size * 3) + x], out_data[y * (size * 3) + (size * 3 - x - 1)], 1e-6);
}
}
}
}
}
- EffectChainTester tester(NULL, dwidth, dheight, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, GL_RGBA32F);
+ EffectChainTester tester(nullptr, dwidth, dheight, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, GL_RGBA32F);
ImageFormat format;
format.color_space = COLORSPACE_sRGB;
};
float out_data[dst_width * 1];
- EffectChainTester tester(NULL, dst_width, 1, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
+ EffectChainTester tester(nullptr, dst_width, 1, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
ImageFormat format;
format.color_space = COLORSPACE_sRGB;
// Deliberately put the data of interest very close to the right,
// where texture coordinates are farther from 0 and thus less precise.
- float data[size] = {0};
+ float data[size * 2] = {0};
data[size - offset] = 1.0f;
float expected_data[size * 2] = {0};
for (int x = 0; x < size * 2; ++x) {