In very old OpenEXR version there was a limit on the channel names, which meant the pass names needed to be short like "DiffDir". Change them to be longer like "Diffuse Direct". * This breaks forward compatibility. Old Blender version will lose links when reading compositing node setups with such passes, but #146571 will fix it for 4.5 LTS. * Add-ons, scripts and compositing setups in other applications that rely on these names will also break. * The find_by_type function for render passes has also been removed, as this was already deprecated and replaced by find_by_name. * We assume spaces in the name are ok, since we have passes with them already and have not seen reports about compatibility issues. Pull Request: https://projects.blender.org/blender/blender/pulls/142731
169 lines
5.7 KiB
C++
169 lines
5.7 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "testing/testing.h"
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#include "BKE_appdir.hh"
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#include "BKE_idtype.hh"
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#include "BKE_layer.hh"
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#include "BLI_string.h"
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#include "RE_engine.h"
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#include "IMB_imbuf.hh"
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#include "CLG_log.h"
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#include "RNA_access.hh"
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#include "RNA_prototypes.hh"
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namespace blender::bke::tests {
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TEST(view_layer, aov_unique_names)
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{
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/* Set Up */
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CLG_init();
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BKE_idtype_init();
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BKE_appdir_init();
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IMB_init();
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RE_engines_init();
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Scene scene = {};
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IDType_ID_SCE.init_data(&scene.id);
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ViewLayer *view_layer = static_cast<ViewLayer *>(scene.view_layers.first);
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RenderEngineType *engine_type = RE_engines_find(scene.r.engine);
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RenderEngine *engine = RE_engine_create(engine_type);
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EXPECT_FALSE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_EQ(view_layer->active_aov, nullptr);
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/* Add an AOV */
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ViewLayerAOV *aov1 = BKE_view_layer_add_aov(view_layer);
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BKE_view_layer_verify_aov(engine, &scene, view_layer);
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EXPECT_EQ(view_layer->active_aov, aov1);
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EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
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/* Add a second AOV */
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ViewLayerAOV *aov2 = BKE_view_layer_add_aov(view_layer);
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BKE_view_layer_verify_aov(engine, &scene, view_layer);
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EXPECT_EQ(view_layer->active_aov, aov2);
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EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
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EXPECT_FALSE((aov2->flag & AOV_CONFLICT) != 0);
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EXPECT_TRUE(STREQ(aov1->name, "AOV"));
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EXPECT_TRUE(STREQ(aov2->name, "AOV_001"));
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/* Revert previous resolution */
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STRNCPY(aov2->name, "AOV");
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BKE_view_layer_verify_aov(engine, &scene, view_layer);
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EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
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EXPECT_FALSE((aov2->flag & AOV_CONFLICT) != 0);
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EXPECT_TRUE(STREQ(aov1->name, "AOV"));
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EXPECT_TRUE(STREQ(aov2->name, "AOV_001"));
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/* Resolve by removing AOV resolution */
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BKE_view_layer_remove_aov(view_layer, aov2);
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aov2 = nullptr;
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BKE_view_layer_verify_aov(engine, &scene, view_layer);
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EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
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/* Tear down */
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RE_engine_free(engine);
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RE_engines_exit();
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IDType_ID_SCE.free_data(&scene.id);
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IMB_exit();
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BKE_appdir_exit();
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CLG_exit();
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}
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static void test_render_pass_conflict(Scene *scene,
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RenderEngine *engine,
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ViewLayer *view_layer,
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ViewLayerAOV *aov,
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const char *render_pass_name,
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const char *rna_prop_name)
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{
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PointerRNA ptr = RNA_pointer_create_discrete(&scene->id, &RNA_ViewLayer, view_layer);
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RNA_boolean_set(&ptr, rna_prop_name, false);
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/* Rename to Conflicting name */
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STRNCPY(aov->name, render_pass_name);
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BKE_view_layer_verify_aov(engine, scene, view_layer);
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EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_FALSE((aov->flag & AOV_CONFLICT) != 0);
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EXPECT_TRUE(STREQ(aov->name, render_pass_name));
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/* Activate render pass */
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RNA_boolean_set(&ptr, rna_prop_name, true);
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BKE_view_layer_verify_aov(engine, scene, view_layer);
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EXPECT_FALSE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_TRUE((aov->flag & AOV_CONFLICT) != 0);
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EXPECT_TRUE(STREQ(aov->name, render_pass_name));
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/* Deactivate render pass */
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RNA_boolean_set(&ptr, rna_prop_name, false);
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BKE_view_layer_verify_aov(engine, scene, view_layer);
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EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_FALSE((aov->flag & AOV_CONFLICT) != 0);
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EXPECT_TRUE(STREQ(aov->name, render_pass_name));
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}
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TEST(view_layer, aov_conflict)
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{
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/* Set Up */
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CLG_init();
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BKE_appdir_init();
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IMB_init();
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RE_engines_init();
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Scene scene = {};
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IDType_ID_SCE.init_data(&scene.id);
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ViewLayer *view_layer = static_cast<ViewLayer *>(scene.view_layers.first);
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RenderEngineType *engine_type = RE_engines_find(scene.r.engine);
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RenderEngine *engine = RE_engine_create(engine_type);
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EXPECT_FALSE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_EQ(view_layer->active_aov, nullptr);
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/* Add an AOV */
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ViewLayerAOV *aov = BKE_view_layer_add_aov(view_layer);
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BKE_view_layer_verify_aov(engine, &scene, view_layer);
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EXPECT_EQ(view_layer->active_aov, aov);
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EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
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EXPECT_FALSE((aov->flag & AOV_CONFLICT) != 0);
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test_render_pass_conflict(&scene, engine, view_layer, aov, "Depth", "use_pass_z");
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test_render_pass_conflict(&scene, engine, view_layer, aov, "Normal", "use_pass_normal");
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test_render_pass_conflict(&scene, engine, view_layer, aov, "Mist", "use_pass_mist");
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test_render_pass_conflict(&scene, engine, view_layer, aov, "Shadow", "use_pass_shadow");
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test_render_pass_conflict(
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&scene, engine, view_layer, aov, "Ambient Occlusion", "use_pass_ambient_occlusion");
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test_render_pass_conflict(&scene, engine, view_layer, aov, "Emission", "use_pass_emit");
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test_render_pass_conflict(
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&scene, engine, view_layer, aov, "Environment", "use_pass_environment");
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test_render_pass_conflict(
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&scene, engine, view_layer, aov, "Diffuse Direct", "use_pass_diffuse_direct");
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test_render_pass_conflict(
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&scene, engine, view_layer, aov, "Diffuse Color", "use_pass_diffuse_color");
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test_render_pass_conflict(
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&scene, engine, view_layer, aov, "Glossy Direct", "use_pass_glossy_direct");
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test_render_pass_conflict(
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&scene, engine, view_layer, aov, "Glossy Color", "use_pass_glossy_color");
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/* Tear down */
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RE_engine_free(engine);
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RE_engines_exit();
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IDType_ID_SCE.free_data(&scene.id);
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IMB_exit();
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BKE_appdir_exit();
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CLG_exit();
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}
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} // namespace blender::bke::tests
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