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ebiten: enable texCoord at DrawRectShader even without a source image
imageSrcRegionOnTexture will return (0, 0) to (width, height) for the pixel-unit mode. Closes #2166
This commit is contained in:
parent
ae9781cd53
commit
a0ffd8dd25
19
image.go
19
image.go
@ -24,6 +24,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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)
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@ -730,12 +731,23 @@ var _ [len(DrawRectShaderOptions{}.Images)]struct{} = [graphics.ShaderImageCount
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//
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//
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// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
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// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
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//
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//
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// When one of the specified image is non-nil and its size is different from (width, height), DrawRectShader panics.
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// When one of the specified image is non-nil and is disposed, DrawRectShader panics.
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// When one of the specified image is non-nil and is disposed, DrawRectShader panics.
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//
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//
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// If a specified uniform variable's length or type doesn't match with an expected one, DrawRectShader panics.
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// If a specified uniform variable's length or type doesn't match with an expected one, DrawRectShader panics.
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//
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//
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// If a non-existent uniform variable name is specified, DrawRectShader panics.
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// If a non-existent uniform variable name is specified, DrawRectShader panics.
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//
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//
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// In a shader, texCoord in Fragment represents a position in a source image.
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// If no source images are specified, texCoord represents the position from (0, 0) to (width, height) in pixels.
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// If the unit is pixels by a compiler directive `//kage:unit pixels`, texCoord values are valid.
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// If the unit is texels (default), texCoord values still take from (0, 0) to (width, height),
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// but these are invalid since texCoord is expected to be in texels in the texel-unit mode.
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// This behavior is preserved for backward compatibility. It is recommended to use the pixel-unit mode to avoid confusion.
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//
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// If no source images are specified, imageSrcRegionOnTexture returns a valid size only when the unit is pixels,
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// but always returns 0 when the unit is texels (default).
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//
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// When the image i is disposed, DrawRectShader does nothing.
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// When the image i is disposed, DrawRectShader does nothing.
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func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions) {
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func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions) {
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i.copyCheck()
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i.copyCheck()
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@ -775,6 +787,13 @@ func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawR
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b := img.Bounds()
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b := img.Bounds()
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sx, sy = img.adjustPosition(b.Min.X, b.Min.Y)
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sx, sy = img.adjustPosition(b.Min.X, b.Min.Y)
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sr = img.adjustedRegion()
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sr = img.adjustedRegion()
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} else if shader.unit == shaderir.Pixel {
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// Give the source size as pixels only when the unit is pixels so that users can get the source size via imageSrcRegionOnTexture (#2166).
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// With the texel mode, the imageSrcRegionOnTexture values should be in texels so the source position in pixels would not match.
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sr = graphicsdriver.Region{
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Width: float32(width),
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Height: float32(height),
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}
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}
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}
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if offsetX, offsetY := i.adjustPosition(0, 0); offsetX != 0 || offsetY != 0 {
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if offsetX, offsetY := i.adjustPosition(0, 0); offsetX != 0 || offsetY != 0 {
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@ -20,6 +20,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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)
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@ -28,6 +29,7 @@ import (
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// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
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// For the details about the shader, see https://ebitengine.org/en/documents/shader.html.
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type Shader struct {
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type Shader struct {
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shader *ui.Shader
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shader *ui.Shader
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unit shaderir.Unit
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}
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}
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// NewShader compiles a shader program in the shading language Kage, and returns the result.
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// NewShader compiles a shader program in the shading language Kage, and returns the result.
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@ -42,6 +44,7 @@ func NewShader(src []byte) (*Shader, error) {
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}
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}
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return &Shader{
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return &Shader{
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shader: ui.NewShader(ir),
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shader: ui.NewShader(ir),
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unit: ir.Unit,
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}, nil
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}, nil
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}
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}
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@ -2024,3 +2024,91 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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}
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}
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}
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}
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// Issue #2166
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func TestShaderDrawRectWithoutSource(t *testing.T) {
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const (
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dstW = 16
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dstH = 16
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srcW = 8
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srcH = 8
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)
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src := ebiten.NewImage(srcW, srcH)
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for _, unit := range []string{"pixel", "texel"} {
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s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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t := texCoord
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origin, size := imageSrcRegionOnTexture()
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// If the unit is texels and no source images are specified, size is always 0.
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if size == vec2(0) {
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// Even in this case, t is in pixels (0, 0) to (8, 8).
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if t.x >= 4 && t.y >= 4 {
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return vec4(1, 0, 1, 1)
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}
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return vec4(0, 1, 1, 1)
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}
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// Adjust texCoord into [0, 1].
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t -= origin
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if size != vec2(0) {
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t /= size
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}
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if t.x >= 0.5 && t.y >= 0.5 {
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return vec4(1, 0, 0, 1)
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}
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return vec4(0, 1, 0, 1)
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}
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`, unit)))
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if err != nil {
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t.Fatal(err)
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}
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for _, withSrc := range []bool{false, true} {
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withSrc := withSrc
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title := "WithSrc,unit=" + unit
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if !withSrc {
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title = "WithoutSrc,unit=" + unit
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}
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t.Run(title, func(t *testing.T) {
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dst := ebiten.NewImage(dstW, dstH)
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const (
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offsetX = (dstW - srcW) / 2
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offsetY = (dstH - srcH) / 2
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)
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op := &ebiten.DrawRectShaderOptions{}
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op.GeoM.Translate(offsetX, offsetY)
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if withSrc {
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op.Images[0] = src
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}
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dst.DrawRectShader(srcW, srcH, s, op)
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for j := 0; j < dstH; j++ {
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for i := 0; i < dstW; i++ {
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got := dst.At(i, j).(color.RGBA)
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var want color.RGBA
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if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH {
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var blue byte
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if !withSrc && unit == "texel" {
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blue = 0xff
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}
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if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j {
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want = color.RGBA{0xff, 0, blue, 0xff}
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} else {
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want = color.RGBA{0, 0xff, blue, 0xff}
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}
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}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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})
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}
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}
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}
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