opencv/modules/gpu/test/test_opengl.cpp

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/*M///////////////////////////////////////////////////////////////////////////////////////
//
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// For Open Source Computer Vision Library
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#include "test_precomp.hpp"
#if defined(HAVE_CUDA) && defined(HAVE_OPENGL)
/////////////////////////////////////////////
// GlBuffer
PARAM_TEST_CASE(GlBuffer, 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);
}
};
TEST_P(GlBuffer, Constructor1)
{
cv::GlBuffer buf(size.height, size.width, type, cv::GlBuffer::ARRAY_BUFFER, true);
EXPECT_EQ(size.height, buf.rows());
EXPECT_EQ(size.width, buf.cols());
EXPECT_EQ(type, buf.type());
}
TEST_P(GlBuffer, Constructor2)
{
cv::GlBuffer buf(size, type, cv::GlBuffer::ARRAY_BUFFER, true);
EXPECT_EQ(size.height, buf.rows());
EXPECT_EQ(size.width, buf.cols());
EXPECT_EQ(type, buf.type());
}
TEST_P(GlBuffer, ConstructorFromMat)
{
cv::Mat gold = randomMat(size, type);
cv::GlBuffer buf(gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
TEST_P(GlBuffer, ConstructorFromGpuMat)
{
cv::Mat gold = randomMat(size, type);
cv::gpu::GpuMat d_gold(gold);
cv::GlBuffer buf(d_gold, cv::GlBuffer::ARRAY_BUFFER);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
TEST_P(GlBuffer, ConstructorFromGlBuffer)
{
cv::GlBuffer buf_gold(size, type, cv::GlBuffer::ARRAY_BUFFER, true);
cv::GlBuffer 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());
}
TEST_P(GlBuffer, ConstructorFromGlTexture2D)
{
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::GlTexture2D tex_gold(gold, true);
cv::GlBuffer buf(tex_gold, cv::GlBuffer::PIXEL_PACK_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 1e-2);
}
TEST_P(GlBuffer, Create)
{
cv::GlBuffer buf;
buf.create(size.height, size.width, type, cv::GlBuffer::ARRAY_BUFFER, true);
EXPECT_EQ(size.height, buf.rows());
EXPECT_EQ(size.width, buf.cols());
EXPECT_EQ(type, buf.type());
}
TEST_P(GlBuffer, CopyFromMat)
{
cv::Mat gold = randomMat(size, type);
cv::GlBuffer buf;
buf.copyFrom(gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
TEST_P(GlBuffer, CopyFromGpuMat)
{
cv::Mat gold = randomMat(size, type);
cv::gpu::GpuMat d_gold(gold);
cv::GlBuffer buf;
buf.copyFrom(d_gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
TEST_P(GlBuffer, CopyFromGlBuffer)
{
cv::Mat gold = randomMat(size, type);
cv::GlBuffer buf_gold(gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::GlBuffer buf;
buf.copyFrom(buf_gold, cv::GlBuffer::ARRAY_BUFFER, true);
EXPECT_NE(buf_gold.bufId(), buf.bufId());
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
TEST_P(GlBuffer, CopyFromGlTexture2D)
{
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::GlTexture2D tex_gold(gold, true);
cv::GlBuffer buf;
buf.copyFrom(tex_gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 1e-2);
}
TEST_P(GlBuffer, CopyToGpuMat)
{
cv::Mat gold = randomMat(size, type);
cv::GlBuffer buf(gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::gpu::GpuMat dst;
buf.copyTo(dst);
EXPECT_MAT_NEAR(gold, dst, 0);
}
TEST_P(GlBuffer, CopyToGlBuffer)
{
cv::Mat gold = randomMat(size, type);
cv::GlBuffer buf(gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::GlBuffer dst;
buf.copyTo(dst, cv::GlBuffer::ARRAY_BUFFER, true);
EXPECT_NE(buf.bufId(), dst.bufId());
cv::Mat bufData;
dst.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
TEST_P(GlBuffer, CopyToGlTexture2D)
{
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::GlBuffer buf(gold, cv::GlBuffer::PIXEL_PACK_BUFFER, true);
cv::GlTexture2D tex;
buf.copyTo(tex, cv::GlBuffer::PIXEL_PACK_BUFFER, true);
cv::Mat texData;
tex.copyTo(texData);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
TEST_P(GlBuffer, Clone)
{
cv::Mat gold = randomMat(size, type);
cv::GlBuffer buf(gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::GlBuffer dst = buf.clone(cv::GlBuffer::ARRAY_BUFFER, true);
EXPECT_NE(buf.bufId(), dst.bufId());
cv::Mat bufData;
dst.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
TEST_P(GlBuffer, MapHostRead)
{
cv::Mat gold = randomMat(size, type);
cv::GlBuffer buf(gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::Mat dst = buf.mapHost(cv::GlBuffer::READ_ONLY);
EXPECT_MAT_NEAR(gold, dst, 0);
buf.unmapHost();
}
TEST_P(GlBuffer, MapHostWrite)
{
cv::Mat gold = randomMat(size, type);
cv::GlBuffer buf(size, type, cv::GlBuffer::ARRAY_BUFFER, true);
cv::Mat dst = buf.mapHost(cv::GlBuffer::WRITE_ONLY);
gold.copyTo(dst);
buf.unmapHost();
dst.release();
cv::Mat bufData;
buf.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 0);
}
TEST_P(GlBuffer, MapDevice)
{
cv::Mat gold = randomMat(size, type);
cv::GlBuffer buf(gold, cv::GlBuffer::ARRAY_BUFFER, true);
cv::gpu::GpuMat dst = buf.mapDevice();
EXPECT_MAT_NEAR(gold, dst, 0);
buf.unmapDevice();
}
INSTANTIATE_TEST_CASE_P(OpenGL, GlBuffer, testing::Combine(DIFFERENT_SIZES, ALL_TYPES));
/////////////////////////////////////////////
// GlTexture2D
PARAM_TEST_CASE(GlTexture2D, 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::GlTexture2D::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::GlTexture2D::DEPTH_COMPONENT : cn == 3 ? cv::GlTexture2D::RGB : cn == 4 ? cv::GlTexture2D::RGBA : cv::GlTexture2D::NONE;
}
};
TEST_P(GlTexture2D, Constructor1)
{
cv::GlTexture2D tex(size.height, size.width, format, true);
EXPECT_EQ(size.height, tex.rows());
EXPECT_EQ(size.width, tex.cols());
EXPECT_EQ(format, tex.format());
}
TEST_P(GlTexture2D, Constructor2)
{
cv::GlTexture2D tex(size, format, true);
EXPECT_EQ(size.height, tex.rows());
EXPECT_EQ(size.width, tex.cols());
EXPECT_EQ(format, tex.format());
}
TEST_P(GlTexture2D, ConstructorFromMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::GlTexture2D tex(gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
TEST_P(GlTexture2D, ConstructorFromGpuMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::gpu::GpuMat d_gold(gold);
cv::GlTexture2D tex(d_gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
TEST_P(GlTexture2D, ConstructorFromGlBuffer)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::GlBuffer buf_gold(gold, cv::GlBuffer::PIXEL_UNPACK_BUFFER, true);
cv::GlTexture2D tex(buf_gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
TEST_P(GlTexture2D, ConstructorFromGlTexture2D)
{
cv::GlTexture2D tex_gold(size, format, true);
cv::GlTexture2D 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());
}
TEST_P(GlTexture2D, Create)
{
cv::GlTexture2D 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());
}
TEST_P(GlTexture2D, CopyFromMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::GlTexture2D tex;
tex.copyFrom(gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
TEST_P(GlTexture2D, CopyFromGpuMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::gpu::GpuMat d_gold(gold);
cv::GlTexture2D tex;
tex.copyFrom(d_gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
TEST_P(GlTexture2D, CopyFromGlBuffer)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::GlBuffer buf_gold(gold, cv::GlBuffer::PIXEL_UNPACK_BUFFER, true);
cv::GlTexture2D tex;
tex.copyFrom(buf_gold, true);
cv::Mat texData;
tex.copyTo(texData, depth);
EXPECT_MAT_NEAR(gold, texData, 1e-2);
}
TEST_P(GlTexture2D, CopyToGpuMat)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::GlTexture2D tex(gold, true);
cv::gpu::GpuMat dst;
tex.copyTo(dst, depth);
EXPECT_MAT_NEAR(gold, dst, 1e-2);
}
TEST_P(GlTexture2D, CopyToGlBuffer)
{
cv::Mat gold = randomMat(size, type, 0, depth == CV_8U ? 255 : 1);
cv::GlTexture2D tex(gold, true);
cv::GlBuffer dst;
tex.copyTo(dst, depth, true);
cv::Mat bufData;
dst.copyTo(bufData);
EXPECT_MAT_NEAR(gold, bufData, 1e-2);
}
INSTANTIATE_TEST_CASE_P(OpenGL, GlTexture2D, testing::Combine(DIFFERENT_SIZES, testing::Values(CV_8UC1, CV_8UC3, CV_8UC4, CV_32FC1, CV_32FC3, CV_32FC4)));
#endif