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