2013-07-03 21:31:41 +08:00
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/*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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// License Agreement
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// For Open Source Computer Vision Library
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//
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// Copyright (C) 2000-2008, Intel Corporation, all rights reserved.
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// Copyright (C) 2009, Willow Garage Inc., all rights reserved.
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// Copyright (C) 2013, OpenCV Foundation, 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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// * 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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//
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// * The name of the copyright holders 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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//
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//M*/
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#include "test_precomp.hpp"
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using namespace cv;
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2013-08-28 19:45:13 +08:00
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using namespace cv::cuda;
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2013-07-03 21:31:41 +08:00
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using namespace cv::cudev;
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using namespace cvtest;
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TEST(Transpose, _8uc1)
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{
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const Size size = randomSize(100, 400);
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Mat src = randomMat(size, CV_8UC1);
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GpuMat_<uchar> d_src(src);
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GpuMat_<uchar> dst = transpose_(d_src);
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Mat dst_gold;
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cv::transpose(src, dst_gold);
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ASSERT_MAT_NEAR(dst_gold, dst, 0.0);
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}
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TEST(Transpose, _32fc3)
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{
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const Size size = randomSize(100, 400);
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Mat src = randomMat(size, CV_32FC3);
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GpuMat_<float3> d_src(src);
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GpuMat_<float3> dst = transpose_(d_src);
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Mat dst_gold;
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cv::transpose(src, dst_gold);
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ASSERT_MAT_NEAR(dst_gold, dst, 0.0);
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}
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