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extern crate glutin;
extern crate glium;
/*read_texture_test!(read_compressedtexture1d, CompressedTexture1d, (u8, u8, u8, u8),
vec![(0, 1, 2, 3), (4, 5, 6, 7)]);
read_texture_test!(read_compressedtexture1darray, CompressedTexture1dArray, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_compressedtexture2d, CompressedTexture2d, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_compressedtexture2darray, CompressedTexture2dArray, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);
read_texture_test!(read_compressedtexture3d, CompressedTexture3d, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);*/
/*read_texture_test!(read_depthstenciltexture1d, maybe DepthStencilTexture1d, (u8, u8, u8, u8),
vec![(0, 1, 2, 3), (4, 5, 6, 7)]);
read_texture_test!(read_depthstenciltexture1darray, maybe DepthStencilTexture1dArray, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_depthstenciltexture2d, maybe DepthStencilTexture2d, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_depthstenciltexture2darray, maybe DepthStencilTexture2dArray, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);
read_texture_test!(read_depthstenciltexture3d, DepthStencilTexture3d, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);]*/
/*read_texture_test!(read_depthtexture1d, maybe DepthTexture1d, f32,
vec![2.0, 3.0]);
read_texture_test!(read_depthtexture1darray, maybe DepthTexture1dArray, f32,
vec![vec![2.0, 3.0], vec![16.0, 18.0]]);
read_texture_test!(read_depthtexture2d, maybe DepthTexture2d, f32,
vec![vec![2.0, 3.0], vec![16.0, 18.0]]);
read_texture_test!(read_depthtexture2darray, maybe DepthTexture2dArray, f32,
vec![vec![2.0, 3.0], vec![16.0, 18.0]]);
read_texture_test!(read_depthtexture3d, DepthTexture3d, f32,
vec![vec![2.0, 3.0], vec![16.0, 18.0]]);
read_texture_test!(read_integraltexture1d, maybe IntegralTexture1d, (u8, u8, u8, u8),
vec![(0, 1, 2, 3), (4, 5, 6, 7)]);
read_texture_test!(read_integraltexture1darray, maybe IntegralTexture1dArray, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_integraltexture2d, maybe IntegralTexture2d, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_integraltexture2darray, maybe IntegralTexture2dArray, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);
read_texture_test!(read_integraltexture3d, maybe IntegralTexture3d, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);
read_texture_test!(read_stenciltexture1d, maybe StencilTexture1d, (u8, u8, u8, u8),
vec![(0, 1, 2, 3), (4, 5, 6, 7)]);
read_texture_test!(read_stenciltexture1darray, maybe StencilTexture1dArray, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_stenciltexture2d, maybe StencilTexture2d, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_stenciltexture2darray, maybe StencilTexture2dArray, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);
read_texture_test!(read_stenciltexture3d, maybe StencilTexture3d, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);
read_texture_test!(read_texture1d, Texture1d, (u8, u8, u8, u8),
vec![(0, 1, 2, 3), (4, 5, 6, 7)]);
read_texture_test!(read_texture1darray, Texture1dArray, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);*/
read_texture_test!;
/*read_texture_test!(read_texture2darray, Texture2dArray, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);
read_texture_test!(read_texture3d, Texture3d, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);
read_texture_test!(read_unsignedtexture1d, maybe UnsignedTexture1d, (u8, u8, u8, u8),
vec![(0, 1, 2, 3), (4, 5, 6, 7)]);
read_texture_test!(read_unsignedtexture1darray, maybe UnsignedTexture1dArray, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_unsignedtexture2d, maybe UnsignedTexture2d, (u8, u8, u8, u8),
vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]);
read_texture_test!(read_unsignedtexture2darray, maybe UnsignedTexture2dArray, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);
read_texture_test!(read_unsignedtexture3d, maybe UnsignedTexture3d, (u8, u8, u8, u8),
vec![vec![vec![(0, 1, 2, 3), (4, 5, 6, 7)], vec![(8, 9, 10, 11), (12, 13, 14, 15)]]]);*/
// TODO: srgb textures