Files
test/source/blender/blenkernel/intern/layer_test.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00

170 lines
5.8 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "testing/testing.h"
#include "MEM_guardedalloc.h"
#include "BKE_appdir.h"
#include "BKE_idtype.h"
#include "BKE_layer.h"
#include "BLI_string.h"
#include "RE_engine.h"
#include "IMB_imbuf.h"
#include "CLG_log.h"
#include "RNA_access.hh"
#include "RNA_prototypes.h"
#include "GHOST_Path-api.hh"
namespace blender::bke::tests {
TEST(view_layer, aov_unique_names)
{
/* Set Up */
CLG_init();
BKE_idtype_init();
BKE_appdir_init();
IMB_init();
RE_engines_init();
Scene scene = {{nullptr}};
IDType_ID_SCE.init_data(&scene.id);
ViewLayer *view_layer = static_cast<ViewLayer *>(scene.view_layers.first);
RenderEngineType *engine_type = RE_engines_find(scene.r.engine);
RenderEngine *engine = RE_engine_create(engine_type);
EXPECT_FALSE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_EQ(view_layer->active_aov, nullptr);
/* Add an AOV */
ViewLayerAOV *aov1 = BKE_view_layer_add_aov(view_layer);
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_EQ(view_layer->active_aov, aov1);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
/* Add a second AOV */
ViewLayerAOV *aov2 = BKE_view_layer_add_aov(view_layer);
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_EQ(view_layer->active_aov, aov2);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
EXPECT_FALSE((aov2->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov1->name, "AOV"));
EXPECT_TRUE(STREQ(aov2->name, "AOV_001"));
/* Revert previous resolution */
STRNCPY(aov2->name, "AOV");
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
EXPECT_FALSE((aov2->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov1->name, "AOV"));
EXPECT_TRUE(STREQ(aov2->name, "AOV_001"));
/* Resolve by removing AOV resolution */
BKE_view_layer_remove_aov(view_layer, aov2);
aov2 = nullptr;
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
/* Tear down */
RE_engine_free(engine);
RE_engines_exit();
IDType_ID_SCE.free_data(&scene.id);
IMB_exit();
BKE_appdir_exit();
CLG_exit();
GHOST_DisposeSystemPaths();
}
static void test_render_pass_conflict(Scene *scene,
RenderEngine *engine,
ViewLayer *view_layer,
ViewLayerAOV *aov,
const char *render_pass_name,
const char *rna_prop_name)
{
PointerRNA ptr;
RNA_pointer_create(&scene->id, &RNA_ViewLayer, view_layer, &ptr);
RNA_boolean_set(&ptr, rna_prop_name, false);
/* Rename to Conflicting name */
STRNCPY(aov->name, render_pass_name);
BKE_view_layer_verify_aov(engine, scene, view_layer);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov->name, render_pass_name));
/* Activate render pass */
RNA_boolean_set(&ptr, rna_prop_name, true);
BKE_view_layer_verify_aov(engine, scene, view_layer);
EXPECT_FALSE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_TRUE((aov->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov->name, render_pass_name));
/* Deactivate render pass */
RNA_boolean_set(&ptr, rna_prop_name, false);
BKE_view_layer_verify_aov(engine, scene, view_layer);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov->name, render_pass_name));
}
TEST(view_layer, aov_conflict)
{
/* Set Up */
CLG_init();
BKE_appdir_init();
IMB_init();
RE_engines_init();
Scene scene = {{nullptr}};
IDType_ID_SCE.init_data(&scene.id);
ViewLayer *view_layer = static_cast<ViewLayer *>(scene.view_layers.first);
RenderEngineType *engine_type = RE_engines_find(scene.r.engine);
RenderEngine *engine = RE_engine_create(engine_type);
EXPECT_FALSE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_EQ(view_layer->active_aov, nullptr);
/* Add an AOV */
ViewLayerAOV *aov = BKE_view_layer_add_aov(view_layer);
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_EQ(view_layer->active_aov, aov);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov->flag & AOV_CONFLICT) != 0);
test_render_pass_conflict(&scene, engine, view_layer, aov, "Depth", "use_pass_z");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Normal", "use_pass_normal");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Mist", "use_pass_mist");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Shadow", "use_pass_shadow");
test_render_pass_conflict(&scene, engine, view_layer, aov, "AO", "use_pass_ambient_occlusion");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Emit", "use_pass_emit");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Env", "use_pass_environment");
test_render_pass_conflict(&scene, engine, view_layer, aov, "DiffDir", "use_pass_diffuse_direct");
test_render_pass_conflict(&scene, engine, view_layer, aov, "DiffCol", "use_pass_diffuse_color");
test_render_pass_conflict(&scene, engine, view_layer, aov, "GlossDir", "use_pass_glossy_direct");
test_render_pass_conflict(&scene, engine, view_layer, aov, "GlossCol", "use_pass_glossy_color");
/* Tear down */
RE_engine_free(engine);
RE_engines_exit();
IDType_ID_SCE.free_data(&scene.id);
IMB_exit();
BKE_appdir_exit();
CLG_exit();
GHOST_DisposeSystemPaths();
}
} // namespace blender::bke::tests