Open Source Computer Vision Library https://opencv.org/
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/*M///////////////////////////////////////////////////////////////////////////////////////
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// License Agreement
// For Open Source Computer Vision Library
//
// Copyright (C) 2000-2008, Intel Corporation, all rights reserved.
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#include "test_precomp.hpp"
#if defined(HAVE_CUDA) && defined(HAVE_OPENGL)
using namespace cvtest;
/////////////////////////////////////////////
// Buffer
PARAM_TEST_CASE(Buffer, cv::Size, MatType)
{
static void SetUpTestCase()
{
cv::namedWindow("test", cv::WINDOW_OPENGL);
}
static void TearDownTestCase()
{
cv::destroyAllWindows();
}
cv::Size size;
int type;
virtual void SetUp()
{
size = GET_PARAM(0);
type = GET_PARAM(1);
}
};
GPU_TEST_P(Buffer, Constructor1)
{
cv::ogl::Buffer buf(size.height, size.width, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
EXPECT_EQ(size.height, buf.rows());
EXPECT_EQ(size.width, buf.cols());
EXPECT_EQ(type, buf.type());
}
GPU_TEST_P(Buffer, Constructor2)
{
cv::ogl::Buffer buf(size, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
EXPECT_EQ(size.height, buf.rows());
EXPECT_EQ(size.width, buf.cols());
EXPECT_EQ(type, buf.type());
}
GPU_TEST_P(Buffer, ConstructorFromMat)
{
cv::Mat gold = randomMat(size, type);
cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
GPU_TEST_P(Buffer, ConstructorFromGpuMat)
{
cv::Mat gold = randomMat(size, type);
cv::gpu::GpuMat d_gold(gold);
cv::ogl::Buffer buf(d_gold, cv::ogl::Buffer::ARRAY_BUFFER);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
GPU_TEST_P(Buffer, ConstructorFromBuffer)
{
cv::ogl::Buffer buf_gold(size, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::ogl::Buffer buf(buf_gold);
EXPECT_EQ(buf_gold.bufId(), buf.bufId());
EXPECT_EQ(buf_gold.rows(), buf.rows());
EXPECT_EQ(buf_gold.cols(), buf.cols());
EXPECT_EQ(buf_gold.type(), buf.type());
}
GPU_TEST_P(Buffer, ConstructorFromTexture2D)
{
const int depth = CV_MAT_DEPTH(type);
const int cn = CV_MAT_CN(type);
if (depth != CV_32F || cn == 2)
return;
cv::Mat gold = randomMat(size, type, 0, 1.0);
cv::ogl::Texture2D tex_gold(gold, true);
cv::ogl::Buffer buf(tex_gold, cv::ogl::Buffer::PIXEL_PACK_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 1e-2);
}
GPU_TEST_P(Buffer, Create)
{
cv::ogl::Buffer buf;
buf.create(size.height, size.width, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
EXPECT_EQ(size.height, buf.rows());
EXPECT_EQ(size.width, buf.cols());
EXPECT_EQ(type, buf.type());
}
GPU_TEST_P(Buffer, CopyFromMat)
{
cv::Mat gold = randomMat(size, type);
cv::ogl::Buffer buf;
buf.copyFrom(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
GPU_TEST_P(Buffer, CopyFromGpuMat)
{
cv::Mat gold = randomMat(size, type);
cv::gpu::GpuMat d_gold(gold);
cv::ogl::Buffer buf;
buf.copyFrom(d_gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
GPU_TEST_P(Buffer, CopyFromBuffer)
{
cv::Mat gold = randomMat(size, type);
cv::ogl::Buffer buf_gold(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::ogl::Buffer buf;
buf.copyFrom(buf_gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
EXPECT_NE(buf_gold.bufId(), buf.bufId());
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
GPU_TEST_P(Buffer, CopyFromTexture2D)
{
const int depth = CV_MAT_DEPTH(type);
const int cn = CV_MAT_CN(type);
if (depth != CV_32F || cn == 2)
return;
cv::Mat gold = randomMat(size, type, 0, 1.0);
cv::ogl::Texture2D tex_gold(gold, true);
cv::ogl::Buffer buf;
buf.copyFrom(tex_gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 1e-2);
}
GPU_TEST_P(Buffer, CopyToGpuMat)
{
cv::Mat gold = randomMat(size, type);
cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::gpu::GpuMat dst;
buf.copyTo(dst);
EXPECT_MAT_NEAR(gold, dst, 0);
}
GPU_TEST_P(Buffer, CopyToBuffer)
{
cv::Mat gold = randomMat(size, type);
cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::ogl::Buffer dst;
buf.copyTo(dst, cv::ogl::Buffer::ARRAY_BUFFER, true);
EXPECT_NE(buf.bufId(), dst.bufId());
cv::Mat bufData;
dst.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
GPU_TEST_P(Buffer, CopyToTexture2D)
{
const int depth = CV_MAT_DEPTH(type);
const int cn = CV_MAT_CN(type);
if (depth != CV_32F || cn == 2)
return;
cv::Mat gold = randomMat(size, type, 0, 1.0);
cv::ogl::Buffer buf(gold, cv::ogl::Buffer::PIXEL_PACK_BUFFER, true);
cv::ogl::Texture2D tex;
buf.copyTo(tex, cv::ogl::Buffer::PIXEL_PACK_BUFFER, true);
cv::Mat texData;
tex.copyTo(texData);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
GPU_TEST_P(Buffer, Clone)
{
cv::Mat gold = randomMat(size, type);
cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::ogl::Buffer dst = buf.clone(cv::ogl::Buffer::ARRAY_BUFFER, true);
EXPECT_NE(buf.bufId(), dst.bufId());
cv::Mat bufData;
dst.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
GPU_TEST_P(Buffer, MapHostRead)
{
cv::Mat gold = randomMat(size, type);
cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::Mat dst = buf.mapHost(cv::ogl::Buffer::READ_ONLY);
EXPECT_MAT_NEAR(gold, dst, 0);
buf.unmapHost();
}
GPU_TEST_P(Buffer, MapHostWrite)
{
cv::Mat gold = randomMat(size, type);
cv::ogl::Buffer buf(size, type, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::Mat dst = buf.mapHost(cv::ogl::Buffer::WRITE_ONLY);
gold.copyTo(dst);
buf.unmapHost();
dst.release();
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
GPU_TEST_P(Buffer, MapDevice)
{
cv::Mat gold = randomMat(size, type);
cv::ogl::Buffer buf(gold, cv::ogl::Buffer::ARRAY_BUFFER, true);
cv::gpu::GpuMat dst = buf.mapDevice();
EXPECT_MAT_NEAR(gold, dst, 0);
buf.unmapDevice();
}
INSTANTIATE_TEST_CASE_P(OpenGL, Buffer, testing::Combine(DIFFERENT_SIZES, ALL_TYPES));
/////////////////////////////////////////////
// Texture2D
PARAM_TEST_CASE(Texture2D, cv::Size, MatType)
{
static void SetUpTestCase()
{
cv::namedWindow("test", cv::WINDOW_OPENGL);
}
static void TearDownTestCase()
{
cv::destroyAllWindows();
}
cv::Size size;
int type;
int depth;
int cn;
cv::ogl::Texture2D::Format format;
virtual void SetUp()
{
size = GET_PARAM(0);
type = GET_PARAM(1);
depth = CV_MAT_DEPTH(type);
cn = CV_MAT_CN(type);
format = cn == 1 ? cv::ogl::Texture2D::DEPTH_COMPONENT : cn == 3 ? cv::ogl::Texture2D::RGB : cn == 4 ? cv::ogl::Texture2D::RGBA : cv::ogl::Texture2D::NONE;
}
};
GPU_TEST_P(Texture2D, Constructor1)
{
cv::ogl::Texture2D tex(size.height, size.width, format, true);
EXPECT_EQ(size.height, tex.rows());
EXPECT_EQ(size.width, tex.cols());
EXPECT_EQ(format, tex.format());
}
GPU_TEST_P(Texture2D, Constructor2)
{
cv::ogl::Texture2D tex(size, format, true);
EXPECT_EQ(size.height, tex.rows());
EXPECT_EQ(size.width, tex.cols());
EXPECT_EQ(format, tex.format());
}
GPU_TEST_P(Texture2D, ConstructorFromMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::ogl::Texture2D tex(gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
GPU_TEST_P(Texture2D, ConstructorFromGpuMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::gpu::GpuMat d_gold(gold);
cv::ogl::Texture2D tex(d_gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
GPU_TEST_P(Texture2D, ConstructorFromBuffer)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::ogl::Buffer buf_gold(gold, cv::ogl::Buffer::PIXEL_UNPACK_BUFFER, true);
cv::ogl::Texture2D tex(buf_gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
GPU_TEST_P(Texture2D, ConstructorFromTexture2D)
{
cv::ogl::Texture2D tex_gold(size, format, true);
cv::ogl::Texture2D tex(tex_gold);
EXPECT_EQ(tex_gold.texId(), tex.texId());
EXPECT_EQ(tex_gold.rows(), tex.rows());
EXPECT_EQ(tex_gold.cols(), tex.cols());
EXPECT_EQ(tex_gold.format(), tex.format());
}
GPU_TEST_P(Texture2D, Create)
{
cv::ogl::Texture2D tex;
tex.create(size.height, size.width, format, true);
EXPECT_EQ(size.height, tex.rows());
EXPECT_EQ(size.width, tex.cols());
EXPECT_EQ(format, tex.format());
}
GPU_TEST_P(Texture2D, CopyFromMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::ogl::Texture2D tex;
tex.copyFrom(gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
GPU_TEST_P(Texture2D, CopyFromGpuMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::gpu::GpuMat d_gold(gold);
cv::ogl::Texture2D tex;
tex.copyFrom(d_gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
GPU_TEST_P(Texture2D, CopyFromBuffer)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::ogl::Buffer buf_gold(gold, cv::ogl::Buffer::PIXEL_UNPACK_BUFFER, true);
cv::ogl::Texture2D tex;
tex.copyFrom(buf_gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
GPU_TEST_P(Texture2D, CopyToGpuMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::ogl::Texture2D tex(gold, true);
cv::gpu::GpuMat dst;
tex.copyTo(dst, depth);
EXPECT_MAT_NEAR(gold, dst, 1e-2);
}
GPU_TEST_P(Texture2D, CopyToBuffer)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::ogl::Texture2D tex(gold, true);
cv::ogl::Buffer dst;
tex.copyTo(dst, depth, true);
cv::Mat bufData;
dst.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 1e-2);
}
INSTANTIATE_TEST_CASE_P(OpenGL, Texture2D, testing::Combine(DIFFERENT_SIZES, testing::Values(CV_8UC1, CV_8UC3, CV_8UC4, CV_32FC1, CV_32FC3, CV_32FC4)));
#endif