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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Perception.GroundTruth;
#if HDRP_PRESENT
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Experimental.Rendering;
#endif
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace GroundTruthTests
{
public class ImageReaderBehaviour : MonoBehaviour
{
public RenderTexture source;
public Camera cameraSource;
RenderTextureReader<uint> m_Reader;
public event Action<int, NativeArray<uint>> SegmentationImageReceived;
void Awake()
{
m_Reader = new RenderTextureReader<uint>(source, cameraSource, ImageReadCallback);
}
void ImageReadCallback(int frameCount, NativeArray<uint> data, RenderTexture renderTexture)
{
if (SegmentationImageReceived != null)
SegmentationImageReceived(frameCount, data);
}
void OnDestroy()
{
m_Reader.Dispose();
m_Reader = null;
}
}
//Graphics issues with OpenGL Linux Editor. https://jira.unity3d.com/browse/AISV-422
[UnityPlatform(exclude = new[] {RuntimePlatform.LinuxEditor, RuntimePlatform.LinuxPlayer})]
public class SegmentationPassTests : GroundTruthTestBase
{
static readonly Color32 k_SemanticPixelValue = Color.blue;
public enum SegmentationKind
{
Instance,
Semantic
}
// A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use
// `yield return null;` to skip a frame.
[UnityTest]
public IEnumerator SegmentationPassTestsWithEnumeratorPasses(
[Values(false, true)] bool useSkinnedMeshRenderer,
[Values(SegmentationKind.Instance, SegmentationKind.Semantic)] SegmentationKind segmentationKind)
{
int timesSegmentationImageReceived = 0;
int? frameStart = null;
GameObject cameraObject = null;
object expectedPixelValue;
void OnSegmentationImageReceived<T>(int frameCount, NativeArray<T> data, RenderTexture tex) where T : struct
{
if (frameStart == null || frameStart > frameCount) return;
timesSegmentationImageReceived++;
CollectionAssert.AreEqual(Enumerable.Repeat(expectedPixelValue, data.Length), data);
}
switch (segmentationKind)
{
case SegmentationKind.Instance:
expectedPixelValue = 1;
cameraObject = SetupCameraInstanceSegmentation(OnSegmentationImageReceived);
break;
case SegmentationKind.Semantic:
expectedPixelValue = k_SemanticPixelValue;
cameraObject = SetupCameraSemanticSegmentation(a => OnSegmentationImageReceived(a.frameCount, a.data, a.sourceTexture));
break;
}
//
// // Arbitrary wait for 5 frames for shaders to load. Workaround for issue with Shader.WarmupAllShaders()
// for (int i=0 ; i<5 ; ++i)
// yield return new WaitForSeconds(1);
frameStart = Time.frameCount;
//Put a plane in front of the camera
var planeObject = GameObject.CreatePrimitive(PrimitiveType.Plane);
if (useSkinnedMeshRenderer)
{
var oldObject = planeObject;
planeObject = new GameObject();
var meshFilter = oldObject.GetComponent<MeshFilter>();
var meshRenderer = oldObject.GetComponent<MeshRenderer>();
var skinnedMeshRenderer = planeObject.AddComponent<SkinnedMeshRenderer>();
skinnedMeshRenderer.sharedMesh = meshFilter.sharedMesh;
skinnedMeshRenderer.material = meshRenderer.material;
Object.DestroyImmediate(oldObject);
}
planeObject.transform.SetPositionAndRotation(new Vector3(0, 0, 10), Quaternion.Euler(90, 0, 0));
planeObject.transform.localScale = new Vector3(10, -1, 10);
var labeling = planeObject.AddComponent<Labeling>();
labeling.labels.Add("label");
AddTestObjectForCleanup(planeObject);
yield return null;
yield return null;
yield return null;
yield return null;
//destroy the object to force all pending segmented image readbacks to finish and events to be fired.
DestroyTestObject(cameraObject);
DestroyTestObject(planeObject);
Assert.AreEqual(4, timesSegmentationImageReceived);
}
[UnityTest]
public IEnumerator SegmentationPassProducesCorrectValuesEachFrame(
[Values(SegmentationKind.Instance, SegmentationKind.Semantic)] SegmentationKind segmentationKind)
{
int timesSegmentationImageReceived = 0;
Dictionary<int, object> expectedLabelAtFrame = null;
//TestHelper.LoadAndStartRenderDocCapture(out var gameView);
void OnSegmentationImageReceived<T>(int frameCount, NativeArray<T> data, RenderTexture tex) where T : struct
{
if (expectedLabelAtFrame == null || !expectedLabelAtFrame.ContainsKey(frameCount)) return;
timesSegmentationImageReceived++;
Debug.Log($"Segmentation image received. FrameCount: {frameCount}");
try
{
CollectionAssert.AreEqual(Enumerable.Repeat(expectedLabelAtFrame[frameCount], data.Length), data);
}
// ReSharper disable once RedundantCatchClause
catch (Exception)
{
//uncomment to get RenderDoc captures while this check is failing
//RenderDoc.EndCaptureRenderDoc(gameView);
throw;
}
}
var cameraObject = segmentationKind == SegmentationKind.Instance ?
SetupCameraInstanceSegmentation(OnSegmentationImageReceived<uint>) :
SetupCameraSemanticSegmentation((a) => OnSegmentationImageReceived<Color32>(a.frameCount, a.data, a.sourceTexture));
object expectedPixelValue = segmentationKind == SegmentationKind.Instance ? (object) 1 : k_SemanticPixelValue;
expectedLabelAtFrame = new Dictionary<int, object>
{
{Time.frameCount , expectedPixelValue},
{Time.frameCount + 1, expectedPixelValue},
{Time.frameCount + 2, expectedPixelValue}
};
GameObject planeObject;
//Put a plane in front of the camera
planeObject = TestHelper.CreateLabeledPlane();
yield return null;
//UnityEditorInternal.RenderDoc.EndCaptureRenderDoc(gameView);
Object.DestroyImmediate(planeObject);
planeObject = TestHelper.CreateLabeledPlane();
//TestHelper.LoadAndStartRenderDocCapture(out gameView);
yield return null;
//UnityEditorInternal.RenderDoc.EndCaptureRenderDoc(gameView);
Object.DestroyImmediate(planeObject);
planeObject = TestHelper.CreateLabeledPlane();
yield return null;
Object.DestroyImmediate(planeObject);
yield return null;
//destroy the object to force all pending segmented image readbacks to finish and events to be fired.
DestroyTestObject(cameraObject);
Assert.AreEqual(3, timesSegmentationImageReceived);
}
GameObject SetupCameraInstanceSegmentation(Action<int, NativeArray<uint>, RenderTexture> onSegmentationImageReceived)
{
var cameraObject = SetupCamera(out var perceptionCamera);
perceptionCamera.InstanceSegmentationImageReadback += onSegmentationImageReceived;
cameraObject.SetActive(true);
return cameraObject;
}
GameObject SetupCameraSemanticSegmentation(Action<SemanticSegmentationLabeler.ImageReadbackEventArgs> onSegmentationImageReceived)
{
var cameraObject = SetupCamera(out var perceptionCamera);
var labelConfig = ScriptableObject.CreateInstance<SemanticSegmentationLabelConfig>();
labelConfig.Init(new List<SemanticSegmentationLabelEntry>()
{
new SemanticSegmentationLabelEntry()
{
label = "label",
color = k_SemanticPixelValue
}
});
var semanticSegmentationLabeler = new SemanticSegmentationLabeler(labelConfig);
semanticSegmentationLabeler.imageReadback += onSegmentationImageReceived;
perceptionCamera.AddLabeler(semanticSegmentationLabeler);
cameraObject.SetActive(true);
return cameraObject;
}
GameObject SetupCamera(out PerceptionCamera perceptionCamera)
{
var cameraObject = new GameObject();
cameraObject.SetActive(false);
var camera = cameraObject.AddComponent<Camera>();
camera.orthographic = true;
camera.orthographicSize = 1;
perceptionCamera = cameraObject.AddComponent<PerceptionCamera>();
perceptionCamera.captureRgbImages = false;
AddTestObjectForCleanup(cameraObject);
return cameraObject;
}
}
}