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test/source/blender/blenloader/tests/blendfile_loading_base_test.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. */
#include "blendfile_loading_base_test.h"
#include "MEM_guardedalloc.h"
#include "BKE_appdir.h"
#include "BKE_blender.h"
#include "BKE_callbacks.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_idtype.h"
#include "BKE_image.h"
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_mball_tessellate.h"
#include "BKE_modifier.h"
#include "BKE_node.h"
#include "BKE_scene.h"
#include "BKE_vfont.h"
#include "BLI_path_util.h"
#include "BLI_threads.h"
#include "BLO_readfile.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DNA_genfile.h" /* for DNA_sdna_current_init() */
#include "DNA_windowmanager_types.h"
#include "IMB_imbuf.h"
#include "ED_datafiles.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "wm.h"
#include "GHOST_Path-api.h"
#include "CLG_log.h"
void BlendfileLoadingBaseTest::SetUpTestCase()
{
testing::Test::SetUpTestCase();
/* Minimal code to make loading a blendfile and constructing a depsgraph not crash, copied from
* main() in creator.c. */
CLG_init();
BLI_threadapi_init();
DNA_sdna_current_init();
BKE_blender_globals_init();
BKE_idtype_init();
BKE_appdir_init();
IMB_init();
BKE_modifier_init();
DEG_register_node_types();
RNA_init();
BKE_node_system_init();
BKE_callback_global_init();
BKE_vfont_builtin_register(datatoc_bfont_pfb, datatoc_bfont_pfb_size);
G.background = true;
G.factory_startup = true;
/* Allocate a dummy window manager. The real window manager will try and load Python scripts from
* the release directory, which it won't be able to find. */
ASSERT_EQ(G.main->wm.first, nullptr);
G.main->wm.first = MEM_callocN(sizeof(wmWindowManager), __func__);
}
void BlendfileLoadingBaseTest::TearDownTestCase()
{
if (G.main->wm.first != nullptr) {
MEM_freeN(G.main->wm.first);
G.main->wm.first = nullptr;
}
/* Copied from WM_exit_ex() in wm_init_exit.c, and cherry-picked those lines that match the
2019-12-17 16:28:28 +11:00
* allocation/initialization done in SetUpTestCase(). */
BKE_blender_free();
RNA_exit();
DEG_free_node_types();
GHOST_DisposeSystemPaths();
DNA_sdna_current_free();
BLI_threadapi_exit();
BKE_blender_atexit();
BKE_tempdir_session_purge();
EEVEE: Arbitrary Output Variables This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:13:54 +01:00
BKE_appdir_exit();
CLG_exit();
testing::Test::TearDownTestCase();
}
void BlendfileLoadingBaseTest::TearDown()
{
BKE_mball_cubeTable_free();
depsgraph_free();
blendfile_free();
testing::Test::TearDown();
}
bool BlendfileLoadingBaseTest::blendfile_load(const char *filepath)
{
const std::string &test_assets_dir = blender::tests::flags_test_asset_dir();
if (test_assets_dir.empty()) {
return false;
}
char abspath[FILENAME_MAX];
BLI_path_join(abspath, sizeof(abspath), test_assets_dir.c_str(), filepath);
2021-06-29 10:37:00 +10:00
BlendFileReadReport bf_reports = {nullptr};
bfile = BLO_read_from_file(abspath, BLO_READ_SKIP_NONE, &bf_reports);
if (bfile == nullptr) {
ADD_FAILURE() << "Unable to load file '" << filepath << "' from test assets dir '"
<< test_assets_dir << "'";
return false;
}
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
/* Make sure that all view_layers in the file are synced. Depsgraph can make a copy of the whole
* scene, which will fail when one view layer isn't synced. */
LISTBASE_FOREACH (ViewLayer *, view_layer, &bfile->curscene->view_layers) {
BKE_view_layer_synced_ensure(bfile->curscene, view_layer);
}
return true;
}
void BlendfileLoadingBaseTest::blendfile_free()
{
if (bfile == nullptr) {
return;
}
wmWindowManager *wm = static_cast<wmWindowManager *>(bfile->main->wm.first);
if (wm != nullptr) {
wm_close_and_free(nullptr, wm);
}
BLO_blendfiledata_free(bfile);
bfile = nullptr;
}
void BlendfileLoadingBaseTest::depsgraph_create(eEvaluationMode depsgraph_evaluation_mode)
{
depsgraph = DEG_graph_new(
bfile->main, bfile->curscene, bfile->cur_view_layer, depsgraph_evaluation_mode);
DEG_graph_build_from_view_layer(depsgraph);
BKE_scene_graph_update_tagged(depsgraph, bfile->main);
}
void BlendfileLoadingBaseTest::depsgraph_free()
{
if (depsgraph == nullptr) {
return;
}
DEG_graph_free(depsgraph);
depsgraph = nullptr;
}