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Open Source Computer Vision Library
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646 lines
14 KiB
646 lines
14 KiB
/*M/////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// IMPORTANT: READ BEFORE DOWNLOADING, COPYING, INSTALLING OR USING. |
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// |
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// By downloading, copying, installing or using the software you agree to this license. |
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// If you do not agree to this license, do not download, install, |
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// copy or use the software. |
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// |
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// |
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// Intel License Agreement |
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// For Open Source Computer Vision Library |
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// |
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// Copyright (C) 2000, Intel Corporation, all rights reserved. |
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// Third party copyrights are property of their respective owners. |
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// |
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// Redistribution and use in source and binary forms, with or without modification, |
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// are permitted provided that the following conditions are met: |
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// |
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// * Redistribution's of source code must retain the above copyright notice, |
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// this list of conditions and the following disclaimer. |
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// |
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// * Redistribution's in binary form must reproduce the above copyright notice, |
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// this list of conditions and the following disclaimer in the documentation |
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// and/or other materials provided with the distribution. |
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// |
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// * The name of Intel Corporation may not be used to endorse or promote products |
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// derived from this software without specific prior written permission. |
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// |
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// This software is provided by the copyright holders and contributors "as is" and |
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// any express or implied warranties, including, but not limited to, the implied |
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// warranties of merchantability and fitness for a particular purpose are disclaimed. |
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// In no event shall the Intel Corporation or contributors be liable for any direct, |
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// indirect, incidental, special, exemplary, or consequential damages |
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// (including, but not limited to, procurement of substitute goods or services; |
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// loss of use, data, or profits; or business interruption) however caused |
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// and on any theory of liability, whether in contract, strict liability, |
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// or tort (including negligence or otherwise) arising in any way out of |
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// the use of this software, even if advised of the possibility of such damage. |
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// |
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//M*/ |
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#include "test_precomp.hpp" |
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#if defined(HAVE_CUDA) && defined(HAVE_OPENGL) |
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///////////////////////////////////////////// |
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// GlBuffer |
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PARAM_TEST_CASE(GlBuffer, cv::Size, MatType) |
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{ |
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cv::Size size; |
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int type; |
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virtual void SetUp() |
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{ |
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size = GET_PARAM(0); |
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type = GET_PARAM(1); |
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} |
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}; |
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TEST_P(GlBuffer, Constructor1) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::GlBuffer buf(size.height, size.width, type); |
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EXPECT_EQ(size.height, buf.rows()); |
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EXPECT_EQ(size.width, buf.cols()); |
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EXPECT_EQ(type, buf.type()); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, Constructor2) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::GlBuffer buf(size, type); |
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EXPECT_EQ(size.height, buf.rows()); |
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EXPECT_EQ(size.width, buf.cols()); |
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EXPECT_EQ(type, buf.type()); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, ConstructorFromMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::GlBuffer buf(gold); |
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cv::Mat bufData; |
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buf.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 0); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, ConstructorFromGpuMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::gpu::GpuMat d_gold(gold); |
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cv::GlBuffer buf(d_gold); |
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cv::Mat bufData; |
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buf.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 0); |
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buf.release(); |
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d_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, ConstructorFromGlBuffer) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::GlBuffer buf_gold(size, type); |
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cv::GlBuffer buf(buf_gold); |
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EXPECT_EQ(buf_gold.bufId(), buf.bufId()); |
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EXPECT_EQ(buf_gold.rows(), buf.rows()); |
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EXPECT_EQ(buf_gold.cols(), buf.cols()); |
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EXPECT_EQ(buf_gold.type(), buf.type()); |
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buf.release(); |
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buf_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, ConstructorFromGlTexture2D) |
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{ |
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const int depth = CV_MAT_DEPTH(type); |
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const int cn = CV_MAT_CN(type); |
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if (depth != CV_32F || cn == 2) |
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return; |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, 1.0); |
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cv::GlTexture2D tex_gold(gold); |
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cv::GlBuffer buf(tex_gold); |
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cv::Mat bufData; |
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buf.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 1e-2); |
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buf.release(); |
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tex_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, Create) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::GlBuffer buf; |
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buf.create(size.height, size.width, type); |
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EXPECT_EQ(size.height, buf.rows()); |
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EXPECT_EQ(size.width, buf.cols()); |
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EXPECT_EQ(type, buf.type()); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, CopyFromMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::GlBuffer buf; |
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buf.copyFrom(gold); |
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cv::Mat bufData; |
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buf.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 0); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, CopyFromGpuMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::gpu::GpuMat d_gold(gold); |
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cv::GlBuffer buf; |
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buf.copyFrom(d_gold); |
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cv::Mat bufData; |
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buf.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 0); |
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buf.release(); |
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d_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, CopyFromGlBuffer) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::GlBuffer buf_gold(gold); |
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cv::GlBuffer buf; |
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buf.copyFrom(buf_gold); |
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EXPECT_NE(buf_gold.bufId(), buf.bufId()); |
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cv::Mat bufData; |
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buf.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 0); |
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buf.release(); |
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buf_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, CopyFromGlTexture2D) |
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{ |
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const int depth = CV_MAT_DEPTH(type); |
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const int cn = CV_MAT_CN(type); |
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if (depth != CV_32F || cn == 2) |
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return; |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, 1.0); |
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cv::GlTexture2D tex_gold(gold); |
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cv::GlBuffer buf; |
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buf.copyFrom(tex_gold); |
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cv::Mat bufData; |
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buf.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 1e-2); |
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buf.release(); |
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tex_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, CopyToGpuMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::GlBuffer buf(gold); |
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cv::gpu::GpuMat dst; |
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buf.copyTo(dst); |
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EXPECT_MAT_NEAR(gold, dst, 0); |
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dst.release(); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, CopyToGlBuffer) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::GlBuffer buf(gold); |
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cv::GlBuffer dst; |
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buf.copyTo(dst); |
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EXPECT_NE(buf.bufId(), dst.bufId()); |
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cv::Mat bufData; |
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dst.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 0); |
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dst.release(); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, CopyToGlTexture2D) |
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{ |
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const int depth = CV_MAT_DEPTH(type); |
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const int cn = CV_MAT_CN(type); |
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if (depth != CV_32F || cn == 2) |
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return; |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, 1.0); |
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cv::GlBuffer buf(gold); |
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cv::GlTexture2D tex; |
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buf.copyTo(tex); |
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cv::Mat texData; |
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tex.copyTo(texData); |
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EXPECT_MAT_NEAR(gold, texData, 1e-2); |
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tex.release(); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, Clone) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::GlBuffer buf(gold); |
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cv::GlBuffer dst = buf.clone(); |
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EXPECT_NE(buf.bufId(), dst.bufId()); |
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cv::Mat bufData; |
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dst.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 0); |
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dst.release(); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, MapHostRead) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::GlBuffer buf(gold); |
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cv::Mat dst = buf.mapHost(cv::GlBuffer::READ_ONLY); |
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EXPECT_MAT_NEAR(gold, dst, 0); |
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buf.unmapHost(); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, MapHostWrite) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::GlBuffer buf(size, type); |
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cv::Mat dst = buf.mapHost(cv::GlBuffer::WRITE_ONLY); |
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gold.copyTo(dst); |
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buf.unmapHost(); |
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dst.release(); |
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cv::Mat bufData; |
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buf.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 0); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlBuffer, MapDevice) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type); |
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cv::GlBuffer buf(gold); |
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cv::gpu::GpuMat dst = buf.mapDevice(); |
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EXPECT_MAT_NEAR(gold, dst, 0); |
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buf.unmapDevice(); |
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buf.release(); |
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cv::destroyAllWindows(); |
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} |
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INSTANTIATE_TEST_CASE_P(OpenGL, GlBuffer, testing::Combine(DIFFERENT_SIZES, ALL_TYPES)); |
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///////////////////////////////////////////// |
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// GlTexture2D |
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PARAM_TEST_CASE(GlTexture2D, cv::Size, MatType) |
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{ |
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cv::Size size; |
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int type; |
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int depth; |
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int cn; |
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cv::GlTexture2D::Format format; |
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virtual void SetUp() |
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{ |
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size = GET_PARAM(0); |
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type = GET_PARAM(1); |
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depth = CV_MAT_DEPTH(type); |
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cn = CV_MAT_CN(type); |
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format = cn == 1 ? cv::GlTexture2D::DEPTH_COMPONENT : cn == 3 ? cv::GlTexture2D::RGB : cn == 4 ? cv::GlTexture2D::RGBA : cv::GlTexture2D::NONE; |
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} |
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}; |
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TEST_P(GlTexture2D, Constructor1) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::GlTexture2D tex(size.height, size.width, format); |
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EXPECT_EQ(size.height, tex.rows()); |
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EXPECT_EQ(size.width, tex.cols()); |
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EXPECT_EQ(format, tex.format()); |
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tex.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, Constructor2) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::GlTexture2D tex(size, format); |
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EXPECT_EQ(size.height, tex.rows()); |
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EXPECT_EQ(size.width, tex.cols()); |
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EXPECT_EQ(format, tex.format()); |
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tex.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, ConstructorFromMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); |
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cv::GlTexture2D tex(gold); |
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cv::Mat texData; |
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tex.copyTo(texData, depth); |
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EXPECT_MAT_NEAR(gold, texData, 1e-2); |
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tex.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, ConstructorFromGpuMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); |
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cv::gpu::GpuMat d_gold(gold); |
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cv::GlTexture2D tex(d_gold); |
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cv::Mat texData; |
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tex.copyTo(texData, depth); |
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EXPECT_MAT_NEAR(gold, texData, 1e-2); |
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tex.release(); |
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d_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, ConstructorFromGlBuffer) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); |
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cv::GlBuffer buf_gold(gold); |
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cv::GlTexture2D tex(buf_gold); |
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cv::Mat texData; |
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tex.copyTo(texData, depth); |
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EXPECT_MAT_NEAR(gold, texData, 1e-2); |
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tex.release(); |
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buf_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, ConstructorFromGlTexture2D) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::GlTexture2D tex_gold(size, format); |
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cv::GlTexture2D tex(tex_gold); |
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EXPECT_EQ(tex_gold.texId(), tex.texId()); |
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EXPECT_EQ(tex_gold.rows(), tex.rows()); |
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EXPECT_EQ(tex_gold.cols(), tex.cols()); |
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EXPECT_EQ(tex_gold.format(), tex.format()); |
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tex.release(); |
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tex_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, Create) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::GlTexture2D tex; |
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tex.create(size.height, size.width, format); |
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EXPECT_EQ(size.height, tex.rows()); |
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EXPECT_EQ(size.width, tex.cols()); |
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EXPECT_EQ(format, tex.format()); |
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tex.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, CopyFromMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); |
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cv::GlTexture2D tex; |
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tex.copyFrom(gold); |
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cv::Mat texData; |
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tex.copyTo(texData, depth); |
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EXPECT_MAT_NEAR(gold, texData, 1e-2); |
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tex.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, CopyFromGpuMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); |
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cv::gpu::GpuMat d_gold(gold); |
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cv::GlTexture2D tex; |
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tex.copyFrom(d_gold); |
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cv::Mat texData; |
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tex.copyTo(texData, depth); |
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EXPECT_MAT_NEAR(gold, texData, 1e-2); |
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tex.release(); |
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d_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, CopyFromGlBuffer) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); |
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cv::GlBuffer buf_gold(gold); |
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cv::GlTexture2D tex; |
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tex.copyFrom(buf_gold); |
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cv::Mat texData; |
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tex.copyTo(texData, depth); |
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EXPECT_MAT_NEAR(gold, texData, 1e-2); |
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tex.release(); |
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buf_gold.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, CopyToGpuMat) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); |
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cv::GlTexture2D tex(gold); |
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cv::gpu::GpuMat dst; |
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tex.copyTo(dst, depth); |
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EXPECT_MAT_NEAR(gold, dst, 1e-2); |
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dst.release(); |
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tex.release(); |
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cv::destroyAllWindows(); |
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} |
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TEST_P(GlTexture2D, CopyToGlBuffer) |
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{ |
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cv::namedWindow("test", cv::WINDOW_OPENGL); |
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cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1); |
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cv::GlTexture2D tex(gold); |
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cv::GlBuffer dst; |
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tex.copyTo(dst, depth); |
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cv::Mat bufData; |
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dst.copyTo(bufData); |
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EXPECT_MAT_NEAR(gold, bufData, 1e-2); |
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dst.release(); |
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tex.release(); |
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cv::destroyAllWindows(); |
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} |
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INSTANTIATE_TEST_CASE_P(OpenGL, GlTexture2D, testing::Combine(DIFFERENT_SIZES, testing::Values(CV_8UC1, CV_8UC3, CV_8UC4, CV_32FC1, CV_32FC3, CV_32FC4))); |
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#endif
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