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using NUnit.Framework;
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using System;
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using Nvidia.TextureTools;
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using System.Runtime.InteropServices;
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namespace Nvidia.TextureTools.UnitTests {
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[TestFixture ()]
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public class Test {
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[Test ()]
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public void TestCase ()
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{
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var inputOptions = new InputOptions ();
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var outputOptions = new OutputOptions ();
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var compressionOptions = new CompressionOptions ();
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var compressor = new Compressor ();
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inputOptions.SetAlphaMode (AlphaMode.Premultiplied);
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inputOptions.SetTextureLayout (TextureType.Texture2D, 128, 128, 1);
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byte [] sourceData = new byte [128*128*4];
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var dataHandle = GCHandle.Alloc (sourceData, GCHandleType.Pinned);
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var BeginImage = new OutputOptions.BeginImageHandler (BeginImageInternal);
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var WriteData = new OutputOptions.OutputHandler (WriteDataInternal);
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var EndImage = new OutputOptions.EndImageHandler (EndImageInternal);
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var a = GCHandle.Alloc (BeginImage);
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var b = GCHandle.Alloc (WriteData);
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var c = GCHandle.Alloc (EndImage);
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try {
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var dataPtr = dataHandle.AddrOfPinnedObject ();
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inputOptions.SetMipmapData (dataPtr, 128, 128, 1, 0, 0);
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inputOptions.SetMipmapGeneration (false);
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inputOptions.SetGamma (1.0f, 1.0f);
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compressionOptions.SetFormat (Format.RGBA);
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outputOptions.SetOutputHeader (false);
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outputOptions.SetOutputOptionsOutputHandler (BeginImage, WriteData, EndImage);
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var estsize = compressor.EstimateSize (inputOptions, compressionOptions);
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Assert.True (compressor.Compress (inputOptions, compressionOptions, outputOptions));
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Assert.AreEqual (estsize, buffer.Length);
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}finally {
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a.Free ();
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b.Free ();
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c.Free ();
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dataHandle.Free ();
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}
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}
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byte [] buffer;
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int offset;
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void BeginImageInternal (int size, int width, int height, int depth, int face, int miplevel)
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{
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buffer = new byte [size];
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offset = 0;
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}
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bool WriteDataInternal (IntPtr data, int length)
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{
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Marshal.Copy (data, buffer, offset, length);
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offset += length;
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return true;
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}
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void EndImageInternal ()
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{
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// add done write the buffer.
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}
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}
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}
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