public void SSIMMultiscaleLuminance() { var s = new MultiscaleSSIMShader(); var toRed = new ImageFramework.Model.Shader.TransformShader("return value.r;", "float4", "float"); var fromRed = new ImageFramework.Model.Shader.TransformShader("return float4(value, value, value, 1.0);", "float", "float4"); var tex = IO.LoadImageTexture(TestData.Directory + "checkers.dds"); var redTex = new TextureArray2D(tex.LayerMipmap, tex.Size, Format.R32_Float, true); var dstTex = new TextureArray2D(tex.LayerMipmap, tex.Size, Format.R32G32B32A32_Float, true); var upload = new UploadBuffer(256); Assert.AreEqual(tex.NumMipmaps, 3); var expected = tex.GetPixelColors(LayerMipmapSlice.Mip2)[0]; // copy checkers red channel only foreach (var lm in tex.LayerMipmap.Range) { toRed.Run(tex, redTex, lm, upload); } // this should copy lowest resolution mipmap to first mipmap s.RunCopy(redTex, LayerMipmapSlice.Mip0, upload); // copy back foreach (var lm in tex.LayerMipmap.Range) { fromRed.Run(redTex, dstTex, lm, upload); } var actual = dstTex.GetPixelColors(LayerMipmapSlice.Mip0); foreach (var color in actual) { Assert.IsTrue(color.Equals(expected, Color.Channel.R, 0.0011f)); } }
public void SSIMMultiscaleCompile() { var s = new MultiscaleSSIMShader(); s.CompileShaders(); }