https://github.com/halide/Halide
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Tip revision: aeb4c8afd0873310f8b91bc16310250bb2a55cc4 authored by Dan Palermo on 29 March 2019, 19:17:56 UTC
Change the priority of thread pool threads to match the pipeline context thread
Tip revision: aeb4c8a
lut.cpp

#include "Halide.h"
#include <stdio.h>

#include "testing.h"

using namespace Halide;

// This test creates two input images and uses one to perform a dependent lookup
// into the other.

int test_lut1d() {

    // This test must be run with an OpenGL target.
    const Target target = get_jit_target_from_environment().with_feature(Target::OpenGL);

    Var x("x");
    Var y("y");
    Var c("c");

    Buffer<uint8_t> input(8, 8, 3);
    input.fill([](int x, int y, int c) {
        const float v = (1.0f / 16.0f) + (float)x / 8.0f;
        switch (c) {
        case 0:
            return (uint8_t)(v * 255.0f);
        case 1:
            return (uint8_t)((1.0f - v) * 255.0f);
        default:
            return (uint8_t)((v > 0.5 ? 1.0 : 0.0) * 255.0f);
        }
    });

    // 1D Look Up Table case
    Buffer<float> lut1d(8, 1, 3);
    for (int c = 0; c != 3; ++c) {
        for (int i = 0; i != 8; ++i) {
            lut1d(i, 0, c) = (float)(1 + i);
        }
    }

    Func f0("f");
    Expr e = cast<int>(8.0f * cast<float>(input(x, y, c)) / 255.0f);

    f0(x, y, c) = lut1d(clamp(e, 0, 7), 0, c);

    Buffer<float> out0(8, 8, 3);

    f0.bound(c, 0, 3);
    f0.glsl(x, y, c);
    f0.realize(out0, target);
    out0.copy_to_host();

    if (!Testing::check_result<float>(out0, [](int x, int y, int c) {
            switch (c) {
                case 0: return  (float)(1 + x);
                case 1: return (float)(8 - x);
                case 2: return (x > 3) ? 8.0f : 1.0f;
                default: return std::numeric_limits<float>::infinity();
            } })) {
        return 1;
    }

    return 0;
}

int main() {

    if (test_lut1d() == 0) {
        printf("PASSED\n");
    }

    return 0;
}
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