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Diffstat (limited to 'source/blender/blenkernel/intern/layer_test.cc')
-rw-r--r--source/blender/blenkernel/intern/layer_test.cc177
1 files changed, 177 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/layer_test.cc b/source/blender/blenkernel/intern/layer_test.cc
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+++ b/source/blender/blenkernel/intern/layer_test.cc
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+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2020 by Blender Foundation.
+ */
+#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.h"
+
+namespace blender::bke::tests {
+
+TEST(view_layer, aov_unique_names)
+{
+ /* 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 *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 */
+ BLI_strncpy(aov2->name, "AOV", MAX_NAME);
+ 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();
+}
+
+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 */
+ BLI_strncpy(aov->name, render_pass_name, MAX_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();
+}
+
+} // namespace blender::bke::tests