public void SSIMMultiscaleLuminance()
        {
            var s       = new MultiscaleSSIMShader();
            var toRed   = new ImageFramework.Model.Shader.TransformShader("return value.r;", "float4", "float");
            var fromRed = new ImageFramework.Model.Shader.TransformShader("return float4(value, value, value, 1.0);", "float", "float4");
            var tex     = IO.LoadImageTexture(TestData.Directory + "checkers.dds");
            var redTex  = new TextureArray2D(tex.LayerMipmap, tex.Size, Format.R32_Float, true);
            var dstTex  = new TextureArray2D(tex.LayerMipmap, tex.Size, Format.R32G32B32A32_Float, true);
            var upload  = new UploadBuffer(256);

            Assert.AreEqual(tex.NumMipmaps, 3);
            var expected = tex.GetPixelColors(LayerMipmapSlice.Mip2)[0];

            // copy checkers red channel only
            foreach (var lm in tex.LayerMipmap.Range)
            {
                toRed.Run(tex, redTex, lm, upload);
            }

            // this should copy lowest resolution mipmap to first mipmap
            s.RunCopy(redTex, LayerMipmapSlice.Mip0, upload);

            // copy back
            foreach (var lm in tex.LayerMipmap.Range)
            {
                fromRed.Run(redTex, dstTex, lm, upload);
            }

            var actual = dstTex.GetPixelColors(LayerMipmapSlice.Mip0);

            foreach (var color in actual)
            {
                Assert.IsTrue(color.Equals(expected, Color.Channel.R, 0.0011f));
            }
        }
        public void SSIMMultiscaleCompile()
        {
            var s = new MultiscaleSSIMShader();

            s.CompileShaders();
        }