added GPU_TEST_P macros
This commit is contained in:
@@ -68,7 +68,7 @@ PARAM_TEST_CASE(GlBuffer, cv::Size, MatType)
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}
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};
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TEST_P(GlBuffer, Constructor1)
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GPU_TEST_P(GlBuffer, Constructor1)
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{
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cv::GlBuffer buf(size.height, size.width, type, cv::GlBuffer::ARRAY_BUFFER, true);
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@@ -77,7 +77,7 @@ TEST_P(GlBuffer, Constructor1)
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EXPECT_EQ(type, buf.type());
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}
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TEST_P(GlBuffer, Constructor2)
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GPU_TEST_P(GlBuffer, Constructor2)
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{
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cv::GlBuffer buf(size, type, cv::GlBuffer::ARRAY_BUFFER, true);
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@@ -86,7 +86,7 @@ TEST_P(GlBuffer, Constructor2)
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EXPECT_EQ(type, buf.type());
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}
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TEST_P(GlBuffer, ConstructorFromMat)
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GPU_TEST_P(GlBuffer, ConstructorFromMat)
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{
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cv::Mat gold = randomMat(size, type);
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@@ -98,7 +98,7 @@ TEST_P(GlBuffer, ConstructorFromMat)
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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TEST_P(GlBuffer, ConstructorFromGpuMat)
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GPU_TEST_P(GlBuffer, 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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@@ -111,7 +111,7 @@ TEST_P(GlBuffer, ConstructorFromGpuMat)
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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TEST_P(GlBuffer, ConstructorFromGlBuffer)
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GPU_TEST_P(GlBuffer, ConstructorFromGlBuffer)
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{
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cv::GlBuffer buf_gold(size, type, cv::GlBuffer::ARRAY_BUFFER, true);
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@@ -123,7 +123,7 @@ TEST_P(GlBuffer, ConstructorFromGlBuffer)
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EXPECT_EQ(buf_gold.type(), buf.type());
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}
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TEST_P(GlBuffer, ConstructorFromGlTexture2D)
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GPU_TEST_P(GlBuffer, ConstructorFromGlTexture2D)
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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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@@ -142,7 +142,7 @@ TEST_P(GlBuffer, ConstructorFromGlTexture2D)
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EXPECT_MAT_NEAR(gold, bufData, 1e-2);
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}
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TEST_P(GlBuffer, Create)
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GPU_TEST_P(GlBuffer, Create)
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{
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cv::GlBuffer buf;
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buf.create(size.height, size.width, type, cv::GlBuffer::ARRAY_BUFFER, true);
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@@ -152,7 +152,7 @@ TEST_P(GlBuffer, Create)
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EXPECT_EQ(type, buf.type());
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}
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TEST_P(GlBuffer, CopyFromMat)
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GPU_TEST_P(GlBuffer, CopyFromMat)
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{
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cv::Mat gold = randomMat(size, type);
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@@ -165,7 +165,7 @@ TEST_P(GlBuffer, CopyFromMat)
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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TEST_P(GlBuffer, CopyFromGpuMat)
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GPU_TEST_P(GlBuffer, 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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@@ -179,7 +179,7 @@ TEST_P(GlBuffer, CopyFromGpuMat)
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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TEST_P(GlBuffer, CopyFromGlBuffer)
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GPU_TEST_P(GlBuffer, CopyFromGlBuffer)
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{
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cv::Mat gold = randomMat(size, type);
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cv::GlBuffer buf_gold(gold, cv::GlBuffer::ARRAY_BUFFER, true);
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@@ -195,7 +195,7 @@ TEST_P(GlBuffer, CopyFromGlBuffer)
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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TEST_P(GlBuffer, CopyFromGlTexture2D)
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GPU_TEST_P(GlBuffer, CopyFromGlTexture2D)
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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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@@ -215,7 +215,7 @@ TEST_P(GlBuffer, CopyFromGlTexture2D)
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EXPECT_MAT_NEAR(gold, bufData, 1e-2);
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}
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TEST_P(GlBuffer, CopyToGpuMat)
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GPU_TEST_P(GlBuffer, CopyToGpuMat)
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{
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cv::Mat gold = randomMat(size, type);
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@@ -227,7 +227,7 @@ TEST_P(GlBuffer, CopyToGpuMat)
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EXPECT_MAT_NEAR(gold, dst, 0);
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}
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TEST_P(GlBuffer, CopyToGlBuffer)
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GPU_TEST_P(GlBuffer, CopyToGlBuffer)
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{
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cv::Mat gold = randomMat(size, type);
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@@ -244,7 +244,7 @@ TEST_P(GlBuffer, CopyToGlBuffer)
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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TEST_P(GlBuffer, CopyToGlTexture2D)
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GPU_TEST_P(GlBuffer, CopyToGlTexture2D)
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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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@@ -265,7 +265,7 @@ TEST_P(GlBuffer, CopyToGlTexture2D)
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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TEST_P(GlBuffer, Clone)
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GPU_TEST_P(GlBuffer, Clone)
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{
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cv::Mat gold = randomMat(size, type);
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@@ -281,7 +281,7 @@ TEST_P(GlBuffer, Clone)
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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TEST_P(GlBuffer, MapHostRead)
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GPU_TEST_P(GlBuffer, MapHostRead)
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{
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cv::Mat gold = randomMat(size, type);
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@@ -294,7 +294,7 @@ TEST_P(GlBuffer, MapHostRead)
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buf.unmapHost();
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}
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TEST_P(GlBuffer, MapHostWrite)
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GPU_TEST_P(GlBuffer, MapHostWrite)
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{
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cv::Mat gold = randomMat(size, type);
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@@ -311,7 +311,7 @@ TEST_P(GlBuffer, MapHostWrite)
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EXPECT_MAT_NEAR(gold, bufData, 0);
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}
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TEST_P(GlBuffer, MapDevice)
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GPU_TEST_P(GlBuffer, MapDevice)
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{
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cv::Mat gold = randomMat(size, type);
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@@ -358,7 +358,7 @@ PARAM_TEST_CASE(GlTexture2D, cv::Size, MatType)
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}
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};
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TEST_P(GlTexture2D, Constructor1)
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GPU_TEST_P(GlTexture2D, Constructor1)
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{
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cv::GlTexture2D tex(size.height, size.width, format, true);
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@@ -367,7 +367,7 @@ TEST_P(GlTexture2D, Constructor1)
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EXPECT_EQ(format, tex.format());
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}
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TEST_P(GlTexture2D, Constructor2)
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GPU_TEST_P(GlTexture2D, Constructor2)
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{
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cv::GlTexture2D tex(size, format, true);
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@@ -376,7 +376,7 @@ TEST_P(GlTexture2D, Constructor2)
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EXPECT_EQ(format, tex.format());
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}
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TEST_P(GlTexture2D, ConstructorFromMat)
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GPU_TEST_P(GlTexture2D, 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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@@ -388,7 +388,7 @@ TEST_P(GlTexture2D, ConstructorFromMat)
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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TEST_P(GlTexture2D, ConstructorFromGpuMat)
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GPU_TEST_P(GlTexture2D, 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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@@ -401,7 +401,7 @@ TEST_P(GlTexture2D, ConstructorFromGpuMat)
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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TEST_P(GlTexture2D, ConstructorFromGlBuffer)
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GPU_TEST_P(GlTexture2D, ConstructorFromGlBuffer)
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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::GlBuffer buf_gold(gold, cv::GlBuffer::PIXEL_UNPACK_BUFFER, true);
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@@ -414,7 +414,7 @@ TEST_P(GlTexture2D, ConstructorFromGlBuffer)
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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TEST_P(GlTexture2D, ConstructorFromGlTexture2D)
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GPU_TEST_P(GlTexture2D, ConstructorFromGlTexture2D)
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{
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cv::GlTexture2D tex_gold(size, format, true);
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cv::GlTexture2D tex(tex_gold);
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@@ -425,7 +425,7 @@ TEST_P(GlTexture2D, ConstructorFromGlTexture2D)
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EXPECT_EQ(tex_gold.format(), tex.format());
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}
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TEST_P(GlTexture2D, Create)
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GPU_TEST_P(GlTexture2D, Create)
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{
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cv::GlTexture2D tex;
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tex.create(size.height, size.width, format, true);
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@@ -435,7 +435,7 @@ TEST_P(GlTexture2D, Create)
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EXPECT_EQ(format, tex.format());
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}
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TEST_P(GlTexture2D, CopyFromMat)
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GPU_TEST_P(GlTexture2D, CopyFromMat)
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{
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
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@@ -448,7 +448,7 @@ TEST_P(GlTexture2D, CopyFromMat)
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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TEST_P(GlTexture2D, CopyFromGpuMat)
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GPU_TEST_P(GlTexture2D, CopyFromGpuMat)
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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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@@ -462,7 +462,7 @@ TEST_P(GlTexture2D, CopyFromGpuMat)
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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TEST_P(GlTexture2D, CopyFromGlBuffer)
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GPU_TEST_P(GlTexture2D, CopyFromGlBuffer)
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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::GlBuffer buf_gold(gold, cv::GlBuffer::PIXEL_UNPACK_BUFFER, true);
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@@ -476,7 +476,7 @@ TEST_P(GlTexture2D, CopyFromGlBuffer)
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EXPECT_MAT_NEAR(gold, texData, 1e-2);
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}
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TEST_P(GlTexture2D, CopyToGpuMat)
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GPU_TEST_P(GlTexture2D, CopyToGpuMat)
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{
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
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@@ -488,7 +488,7 @@ TEST_P(GlTexture2D, CopyToGpuMat)
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EXPECT_MAT_NEAR(gold, dst, 1e-2);
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}
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TEST_P(GlTexture2D, CopyToGlBuffer)
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GPU_TEST_P(GlTexture2D, CopyToGlBuffer)
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{
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
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