Files
test/tests/python/eevee_next_render_tests.py
Campbell Barton a7ab81d927 PyAPI: remove use of BaseException
BaseException was used as a catch-all in situations where it
didn't make sense and where "Exception" is more appropriate
based on Python's documentation & error checking tools,
`pylint` warns `broad-exception-caught` for e.g.

BaseException includes SystemExit, KeyboardInterrupt & GeneratorExit,
so unless the intention is to catch calls to `sys.exit(..)`,
breaking a out of a loop using Ctrl-C or generator-exit,
then it shouldn't be used.

Even then, it's preferable to catch those exceptions explicitly.
2024-10-01 13:18:46 +10:00

250 lines
7.9 KiB
Python

#!/usr/bin/env python3
# SPDX-FileCopyrightText: 2015-2022 Blender Authors
#
# SPDX-License-Identifier: Apache-2.0
import argparse
import os
import pathlib
import subprocess
import sys
from pathlib import Path
try:
# Render report is not always available and leads to errors in the console logs that can be ignored.
from modules import render_report
class EEVEEReport(render_report.Report):
def __init__(self, title, output_dir, oiiotool, device=None, blocklist=[]):
super().__init__(title, output_dir, oiiotool, device=device, blocklist=blocklist)
self.gpu_backend = device
def _get_render_arguments(self, arguments_cb, filepath, base_output_filepath):
return arguments_cb(filepath, base_output_filepath, gpu_backend=self.device)
except ImportError:
# render_report can only be loaded when running the render tests. It errors when
# this script is run during preparation steps.
pass
# List of .blend files that are known to be failing and are not ready to be
# tested, or that only make sense on some devices. Accepts regular expressions.
BLOCKLIST = [
# Blocked due to point cloud volume differences between platforms (to be fixed).
"points_volume.blend",
# Blocked due to GBuffer encoding of small IOR difference between platforms (to be fixed).
"principled_thinfilm_transmission.blend",
]
def setup():
import bpy
for scene in bpy.data.scenes:
scene.render.engine = 'BLENDER_EEVEE_NEXT'
# Enable Eevee features
eevee = scene.eevee
# Overscan of 50 will doesn't offset the final image, and adds more information for screen based ray tracing.
eevee.use_overscan = True
eevee.overscan_size = 50.0
# Ambient Occlusion Pass
eevee.gtao_distance = 1
# Lights
eevee.light_threshold = 0.001
# Hair
scene.render.hair_type = 'STRIP'
# Shadow
eevee.shadow_step_count = 16
# Volumetric
eevee.volumetric_tile_size = '2'
eevee.volumetric_start = 1.0
eevee.volumetric_end = 50.0
eevee.volumetric_samples = 128
eevee.use_volumetric_shadows = True
eevee.clamp_volume_indirect = 0.0
# Motion Blur
if scene.render.use_motion_blur:
eevee.motion_blur_steps = 10
# Ray-tracing
eevee.use_raytracing = True
eevee.ray_tracing_method = 'SCREEN'
ray_tracing = eevee.ray_tracing_options
ray_tracing.resolution_scale = "1"
ray_tracing.screen_trace_quality = 1.0
ray_tracing.screen_trace_thickness = 1.0
# Light-probes
eevee.gi_cubemap_resolution = '256'
# Only include the plane in probes
for ob in scene.objects:
if ob.type == 'LIGHT':
# Set maximum resolution
ob.data.shadow_maximum_resolution = 0.0
if ob.name != 'Plane' and ob.type != 'LIGHT':
ob.hide_probe_volume = True
ob.hide_probe_sphere = True
ob.hide_probe_plane = True
# Counteract the versioning from legacy EEVEE. Should be changed per file at some point.
for mat_slot in ob.material_slots:
if mat_slot.material:
mat_slot.material.thickness_mode = 'SPHERE'
# Does not work in edit mode
if bpy.context.mode == 'OBJECT':
# Simple probe setup
bpy.ops.object.lightprobe_add(type='SPHERE', location=(0.0, 0.1, 1.0))
cubemap = bpy.context.selected_objects[0]
cubemap.scale = (5.0, 5.0, 2.0)
cubemap.data.falloff = 0.0
cubemap.data.clip_start = 0.8
cubemap.data.influence_distance = 1.2
bpy.ops.object.lightprobe_add(type='VOLUME', location=(0.0, 0.0, 2.0))
grid = bpy.context.selected_objects[0]
grid.scale = (8.0, 4.5, 4.5)
grid.data.resolution_x = 32
grid.data.resolution_y = 16
grid.data.resolution_z = 8
grid.data.bake_samples = 128
grid.data.capture_world = True
grid.data.surfel_density = 100
# Make lighting smoother for most of the case.
grid.data.dilation_threshold = 1.0
bpy.ops.object.lightprobe_cache_bake(subset='ACTIVE')
# When run from inside Blender, render and exit.
try:
import bpy
inside_blender = True
except ImportError:
inside_blender = False
if inside_blender:
try:
setup()
except Exception as e:
print(e)
sys.exit(1)
def get_gpu_device_type(blender):
# TODO: This always fails.
command = [
blender,
"--background",
"--factory-startup",
"--python",
str(pathlib.Path(__file__).parent / "gpu_info.py")
]
try:
completed_process = subprocess.run(command, stdout=subprocess.PIPE)
for line in completed_process.stdout.read_text():
if line.startswith("GPU_DEVICE_TYPE:"):
vendor = line.split(':')[1]
return vendor
except Exception:
return None
return None
def get_arguments(filepath, output_filepath, gpu_backend):
arguments = [
"--background",
"--factory-startup",
"--enable-autoexec",
"--debug-memory",
"--debug-exit-on-error"]
if gpu_backend:
arguments.extend(["--gpu-backend", gpu_backend])
arguments.extend([
filepath,
"-E", "BLENDER_EEVEE_NEXT",
"-P",
os.path.realpath(__file__),
"-o", output_filepath,
"-F", "PNG",
"-f", "1"])
return arguments
def create_argparse():
parser = argparse.ArgumentParser()
parser.add_argument("-blender", nargs="+")
parser.add_argument("-testdir", nargs=1)
parser.add_argument("-outdir", nargs=1)
parser.add_argument("-oiiotool", nargs=1)
parser.add_argument('--batch', default=False, action='store_true')
parser.add_argument('--fail-silently', default=False, action='store_true')
parser.add_argument('--gpu-backend', nargs=1)
return parser
def main():
parser = create_argparse()
args = parser.parse_args()
blender = args.blender[0]
test_dir = args.testdir[0]
oiiotool = args.oiiotool[0]
output_dir = args.outdir[0]
gpu_backend = args.gpu_backend[0]
gpu_device_type = get_gpu_device_type(blender)
reference_override_dir = None
if gpu_device_type == "AMD":
reference_override_dir = "eevee_next_renders/amd"
report = EEVEEReport("Eevee Next", output_dir, oiiotool, device=gpu_backend, blocklist=BLOCKLIST)
if gpu_backend == "vulkan":
report.set_compare_engine('eevee_next', 'opengl')
else:
report.set_compare_engine('cycles', 'CPU')
report.set_pixelated(True)
report.set_reference_dir("eevee_next_renders")
report.set_reference_override_dir(reference_override_dir)
test_dir_name = Path(test_dir).name
if test_dir_name.startswith('image_mapping'):
# Platform dependent border values. To be fixed
report.set_fail_threshold(0.2)
elif test_dir_name.startswith('image'):
report.set_fail_threshold(0.051)
# Noise pattern changes depending on platform. Mostly caused by transparency.
# TODO(fclem): See if we can just increase number of samples per file.
if test_dir_name.startswith('render_layer'):
# shadow pass, rlayer flag
report.set_fail_threshold(0.035)
elif test_dir_name.startswith('hair'):
# hair close up
report.set_fail_threshold(0.0275)
elif test_dir_name.startswith('integrator'):
# shadow all max bounces
report.set_fail_threshold(0.0275)
elif test_dir_name.startswith('pointcloud'):
# points transparent
report.set_fail_threshold(0.06)
ok = report.run(test_dir, blender, get_arguments, batch=args.batch, fail_silently=args.fail_silently)
sys.exit(not ok)
if not inside_blender and __name__ == "__main__":
main()