A compiler/driver bug makes so that we can't rely on image atomics.
Adding a write that is never executed after the atomics tricks
the compiler to issue the correct synchronisation instruction.
This fixes a bunch of our render tests differences.
We will keep this workaround until this is fixed upstream.
Pull Request: https://projects.blender.org/blender/blender/pulls/146442
EEVEE render tests were failing in aov_transparency. This is a known
file to be failing for Metal and AMD hardware. This PR increases the
fail threshold to let the test pass.
Pull Request: https://projects.blender.org/blender/blender/pulls/145917
This commit adds a test for the situation in which a AOV pass is used
on a object with a fully or semi-transparent material, either using the
transparent BSDF directly, or mixing it with some other material.
Pull Request: https://projects.blender.org/blender/blender/pulls/141068
- Move `gtao_distance` to view layer and rename to
`ambient_occlusion_distance` (API change).
- Remove `gtao_quality` from the RNA (API change).
- Remove `use_gtao` (unused) from the RNA (API change).
- Rename `gtao_focus` to `fast_gi_bias` in the DNA (no API
change).
- Rename `gtao_resolution` to `fast_gi_resolution` in the
DNA (no API change).
Pull Request: https://projects.blender.org/blender/blender/pulls/140298
This changes the engine identifier back to `BLENDER_EEVEE`.
We keep the `BLENDER_EEVEE_NEXT` identifier around for
versioning reasons (have to detect when it is the active
engine of a older file).
This also rename a bunch of pannels that were using `next`
in their name.
This is a breaking change for Addons compatibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/140282
when there is no uv, we call the function `map_to_sphere()` to create
temporary uv for computing the tangent. It could happen that a triangle
has vertices with the u coordinates going across the line where u wraps
from 1 to 0. In this case, just computing the difference of the u
coordinates results in the wrong triangle area.
To fix this problem, we compute distance in toroidal (wrap around)
space.
This is safe for coordinates generated by `map_to_sphere()` function,
because it is not supposed to map the positions of a triangle to u
coordinates that span larger than 0.5.
Pull Request: https://projects.blender.org/blender/blender/pulls/139880
This handles the transition to EEVEE-Next (now EEVEE).
This removes some things that make no sense to keep
even for compatibility.
- Scene.eevee.light_cache_data
- Scene Light cache operators
- Scene Light cache RNA properties
The remaining legacy properties will be removed later
on to avoid python API breakage.
We keep the identifier of EEVEE-Next as `BLENDER_EEVEE_NEXT`
to avoid addons being incorrectly silently made compatible
with the EEVEE-Next where the Python API is different.
This renaming should be done in 5.0 release.
Thank you EEVEE-Legacy, you served us well.
Pull Request: https://projects.blender.org/blender/blender/pulls/122433
Add silently fail option to GPU based render tests. This is a pre-requisite to enable
render tests on the buildbot. By default these render tests will pass silently.
* Test will pass when using the `--pass-silently` arguments.
* Only crashes will be reported as failed tests.
* To find out failing test, review the test reports.
`WITH_GPU_RENDER_TESTS_SILENT` compile option can be used to let tests pass (default)
or fail (default for developers).
Although some tests fail, they still passed. In the generated render report,
the silently passed failures are correctly reported to be failures.
Pull Request: https://projects.blender.org/blender/blender/pulls/117629
This change fixes confusion situation when the render output
is an RGBA image: the difference in color was not visible in
the report because alpha channel was all zeros. This is due
to idiff performing per-channel difference.
The solution to this problem is to have separate images for
color and alpha difference, which makes it clear where the
difference actually is coming from.
Some tests like cycles, sequencer and compositor batch together multiple
tests in a single Blender invocation. This makes them run faster, but
makes debugging harder. This is an option to disable that batching.
Pull Request: https://projects.blender.org/blender/blender/pulls/114603
Update to the new naming convention for `Light Probes`:
`Reflection Cubemap` -> `Sphere`
`Reflection Plane` -> `Plane`
`Irradiance Grid` -> `Volume`
Note that this breaks the Python API (`bpy.types.LightProbe.type`).
Pull Request: https://projects.blender.org/blender/blender/pulls/113452
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Reference images in the reference_override_dir will be chosen before
images in reference_dir. This allows platform specific reference
images, with a common base.
Ignored when set to None. The caller is responsible
of setting the reference override dir as the unit test is more aware
what the definition of a platform is.
Patch adds `gpu.platform.device_type_get` function to get the device
type that blender has detected.
Reviewed By: brecht
Maniphest Tasks: T99046
Differential Revision: https://developer.blender.org/D15265
Makes the current test cases pass on NVIDIA 1080Ti/515.
The tests still fail on other platforms (AMD, Intel). Some are actual failures.
Other require platform specific reference images.
Original patch provided by Brecht van Lommel.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D15264
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
CYCLES_TEST_DEVICES is a list of devices (CPU, CUDA, OPTIX, OPENCL). It is set
to CPU only by default.
Test output is now writen to build/tests/cycles/<device>, and the HTML report
has separate report pages for the different devices, with option to compare
between CPU and GPU renders.
Various GPU tests are still failing due to CPU/GPU differences, these are to be
fixed or blacklisted still.
Ref T82193
This adds a new `--debug-exit-on-error` flag. When it is set, Blender
will abort with a non-zero exit code when there are internal errors.
Currently, "internal errors" includes memory leaks detected by
guardedalloc and error/fatal log entries in clog.
The new flag is passed to Blender in various places where automated
tests are run. Furthermore, the `--debug-memory` flag is used in tests,
because that makes the verbose output more useful, when dealing
with memory leaks.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D8665
CentOS on the buildbot still runs Python 3.6, which is also used for the
unit tests. This means that the tests can't use language features that
are available to Blender itself. And testing with a different version of
Python than will be used by the actual code seems like a bad idea to me.
This commit adds `TEST_PYTHON_EXECUTABLE` as advanced CMake option. This
will allow us to set a specific Python executable when we need it. When
not set, a platform-specific default will be used:
- On Windows, the `python….exe` from the installation directory. This is
just like before this patch, except that this patch adds the
overridability.
- On macOS/Linux, the `${PYTHON_EXECUTABLE}` as found by CMake.
Every platform should now have a value (configured by the user or
detected by CMake) for `TEST_PYTHON_EXE`, so there is no need to allow
running without. This also removes the need to have some Python files
marked as executable.
If `TEST_PYTHON_EXE` is not user-configured, and thus the above default
is used, a status message is logged by CMake. I've seen this a lot in
other projects, and I like that it shows which values are auto-detected.
However, it's not common in Blender, so if we want we can either remove
it now, or remove it after the buildbot has been set up correctly.
Differential Revision: https://developer.blender.org/D7395
Reviewed by: campbellbarton, mont29, sergey
Fixed memory leak that showed up after the original issue (crash) had been fixed in 93ac4709eb. The fix ensures that light cache bakes free up GPU smoke textures and the smoke domain list correctly.
This commit also removes the workaround (f3a33a9298) that disabled light cache bakes for fluid objects.
- Remove use_screen_refraction as it conflict with SSR and SSS
- Increase GTAO distance
- Add a simple lightprobe setup that works well in most cases
- Enable soft shadows
Baking the lightprobes adds some overhead to the test time (+33%).
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5507
Blender startup time and shader compilation is a big factor when running
hundreds of tests, so now all renders in the same ctest run in the same
process.
This was previously reverted due to skipping other tests when one test
crashed. Now if a test crashes, Blender is re-run with the remaining
tests so we get results from them still.
There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
This is to simplify the usage of Volumetrics.
Now it automatically detect if there is any Volumetric material in the
view and allocate the needed buffer if any.
Blender startup time and shader compilation is a big factor when running
hundreds of tests, so now all renders in the same ctest run in the same
process. If a test crashes, the remaining tests in the same category will
be marked as skipped.
Benchmarked on a quad core with ctest -j8.
cycles: 118.1s -> 94.3s
eevee: 66.2s -> 29.2s
workbench: 31.7s -> 8.6s
This adds Eevee render tests using the Cycles files. Currently it must
be enabled by setting WITH_OPENGL_RENDER_TESTS=ON. Once we have reference
images we can enable it by default.
Some of the Cycles and Eevee tests are also currently broken due to
modifier and particle changes.
Differential Revision: https://developer.blender.org/D3182