/*M/////////////////////////////////////////////////////////////////////////////////////// // // IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING. // // By downloading, copying, installing or using the software you agree to this license. // If you do not agree to this license, do not download, install, // copy or use the software. // // // License Agreement // For Open Source Computer Vision Library // // Copyright (C) 2000-2008, Intel Corporation, all rights reserved. // Copyright (C) 2009, Willow Garage Inc., all rights reserved. // Third party copyrights are property of their respective owners. // // Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // // * Redistribution's of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // // * Redistribution's in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // * The name of the copyright holders may not be used to endorse or promote products // derived from this software without specific prior written permission. // // This software is provided by the copyright holders and contributors "as is" and // any express or implied warranties, including, but not limited to, the implied // warranties of merchantability and fitness for a particular purpose are disclaimed. // In no event shall the Intel Corporation or contributors be liable for any direct, // indirect, incidental, special, exemplary, or consequential damages // (including, but not limited to, procurement of substitute goods or services; // loss of use, data, or profits; or business interruption) however caused // and on any theory of liability, whether in contract, strict liability, // or tort (including negligence or otherwise) arising in any way out of // the use of this software, even if advised of the possibility of such damage. // //M*/ #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