feat(web): automate native shader reader batches
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@@ -427,6 +427,22 @@ def ensure_native_geometry_fixture(batch: dict, contract: dict) -> None:
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raise SystemExit(f"native geometry fixture preparation failed for {batch['moduleId']}:\n{result.stdout}{result.stderr}")
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def ensure_native_shader_fixture(batch: dict, contract: dict) -> None:
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if not batch.get("nativeShaderFixture"):
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return
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digest = contract["batchId"].rsplit(":", 1)[-1]
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fixture = Path(f"tests/files/web/generated/wbv2-shader-{digest}.blend")
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batch["fixture"] = fixture.as_posix()
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if (ROOT / fixture).is_file():
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return
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command = ["python3", "my-tools/generate_wbv2_shader_fixture.py", "--output", fixture.as_posix()]
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for unit in batch["units"]:
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command.extend(["--node", unit["identifier"]])
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result = subprocess.run(command, cwd=ROOT, text=True, capture_output=True, check=False)
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if result.returncode:
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raise SystemExit(f"native shader fixture preparation failed for {batch['moduleId']}:\n{result.stdout}{result.stderr}")
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def native_geometry_batch(inventory: dict) -> dict | None:
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candidates = [
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unit for unit in inventory.get("units", [])
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@@ -461,16 +477,26 @@ def native_geometry_batch(inventory: dict) -> dict | None:
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}
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def native_shader_batch(inventory: dict) -> dict | None:
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candidates = [unit for unit in inventory.get("units", []) if isinstance(unit, dict) and unit.get("coverageStatus") != "VERIFIED" and unit.get("kind") == "node" and isinstance(unit.get("identifier"), str) and unit["identifier"].startswith("ShaderNode")]
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if not candidates:
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return None
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units = candidates[:5]
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return {"moduleId": "AUTO_SHADER_NATIVE_NODE_READER", "title": "verify auto-generated native shader node reader batch", "owner": "NODES", "identifiers": [u["identifier"] for u in units], "rna": [], "types": [u["identifier"] for u in units], "units": units, "candidateUnits": candidates, "nativeShaderFixture": True, "test": "web/tests/e2e/shader-main-reader-production.spec.ts", "production": "tests/golden/{task}/shader-main-reader-production.json", "adaptiveKey": "AUTO_SHADER_NATIVE_NODE_READER:LOCAL_EXACT:NODES", "adaptiveHistory": [], "adaptiveCurrentSize": len(units), "adaptiveNextSize": len(units), "adaptiveMinSize": 1, "adaptiveMaxSize": 5}
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def prepare_native_fixture(batch: dict, task: str, contract: dict) -> dict:
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"""Generate a native fixture, shrinking only when Blender rejects a mix."""
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if not (batch.get("nativeCompositorFixture") or batch.get("nativeGeometryFixture")):
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if not (batch.get("nativeCompositorFixture") or batch.get("nativeGeometryFixture") or batch.get("nativeShaderFixture")):
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return contract
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while True:
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try:
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if batch.get("nativeCompositorFixture"):
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ensure_native_compositor_fixture(batch, contract)
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else:
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elif batch.get("nativeGeometryFixture"):
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ensure_native_geometry_fixture(batch, contract)
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else:
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ensure_native_shader_fixture(batch, contract)
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return contract
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except SystemExit:
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units = list(batch.get("units", []))
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@@ -495,15 +521,18 @@ def recover_blocked_native_batch(current: str, index: dict, plan: dict, inventor
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module = record.get("module") if isinstance(record, dict) else None
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receipt_path = ROOT / "tests/golden" / current / "module-receipt.json"
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receipt = read_json(receipt_path) if receipt_path.is_file() else {}
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if not isinstance(module, dict) or not str(module.get("moduleId", "")).startswith("AUTO_COMPOSITOR_NATIVE_NODE_READER"):
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if not isinstance(module, dict) or not str(module.get("moduleId", "")).startswith(("AUTO_COMPOSITOR_NATIVE_NODE_READER", "AUTO_SHADER_NATIVE_NODE_READER")):
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return False
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if receipt.get("status") != "BLOCKED" or len(receipt.get("selectedRecordIds", [])) <= 5:
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if receipt.get("status") != "BLOCKED":
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return False
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by_id = {unit.get("id"): unit for unit in inventory.get("units", []) if isinstance(unit, dict)}
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selected_ids = list(receipt.get("selectedRecordIds", []))[:5]
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units = [by_id[unit_id] for unit_id in selected_ids if unit_id in by_id]
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if len(units) != len(selected_ids):
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return False
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is_shader = str(module["moduleId"]).startswith("AUTO_SHADER")
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if not is_shader and len(receipt.get("selectedRecordIds", [])) <= 5:
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return False
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batch = {
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"moduleId": str(module["moduleId"]),
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"title": "recover native compositor node reader batch",
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@@ -513,26 +542,31 @@ def recover_blocked_native_batch(current: str, index: dict, plan: dict, inventor
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"types": [unit["identifier"] for unit in units],
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"units": units,
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"nativeCompositorFixture": True,
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"test": "web/tests/e2e/compositor-main-reader-production.spec.ts",
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"production": "tests/golden/{task}/compositor-main-reader-production.json",
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"test": "web/tests/e2e/shader-main-reader-production.spec.ts" if is_shader else "web/tests/e2e/compositor-main-reader-production.spec.ts",
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"production": "tests/golden/{task}/shader-main-reader-production.json" if is_shader else "tests/golden/{task}/compositor-main-reader-production.json",
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"nativeShaderFixture": is_shader,
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"nativeCompositorFixture": not is_shader,
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}
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contract = batch_contract(current, batch)
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ensure_native_compositor_fixture(batch, contract)
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if is_shader:
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ensure_native_shader_fixture(batch, contract)
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else:
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ensure_native_compositor_fixture(batch, contract)
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fixture = batch["fixture"]
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source_paths = [unit["locations"][0]["path"] for unit in units]
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source_paths += [
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"blender-5.2.0/source/blender/web_engine/web_engine_blend_reader.cpp",
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"web/tests/e2e/compositor-main-reader-production.spec.ts",
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batch["test"],
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fixture,
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"web/app/src/vendor/blender/web_engine.wasm",
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]
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types = json.dumps(batch["types"], separators=(",", ":"))
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ids = json.dumps(selected_ids, separators=(",", ":"))
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production = f"tests/golden/{current}/compositor-main-reader-production.json"
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production = f"tests/golden/{current}/shader-main-reader-production.json" if is_shader else f"tests/golden/{current}/compositor-main-reader-production.json"
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command = (
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f"WBV2_BATCH_TASK={current} WBV2_BATCH_PRODUCTION={production} "
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f"WBV2_BATCH_FIXTURE={fixture} WBV2_BATCH_TYPES='{types}' WBV2_BATCH_UNITS='{ids}' "
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"WEB_TEST_PORT=5371 npm --prefix web run test:e2e -- --workers=1 tests/e2e/compositor-main-reader-production.spec.ts"
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f"WEB_TEST_PORT=5371 npm --prefix web run test:e2e -- --workers=1 {batch['test']}"
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)
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module.update({
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"batchId": contract["batchId"],
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@@ -843,6 +877,9 @@ def select_batch(inventory: dict) -> dict:
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geometry = native_geometry_batch(inventory)
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if geometry:
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return geometry
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shader = native_shader_batch(inventory)
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if shader:
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return shader
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summary = pending_summary(inventory)
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write_planner_status({
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"status": "waiting_for_exact_evidence",
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@@ -885,6 +922,11 @@ def main() -> int:
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batch["fixture"] = f"tests/files/web/generated/wbv2-geometry-{digest}.blend"
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if args.write:
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contract = prepare_native_fixture(batch, module_task, contract)
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if batch.get("nativeShaderFixture"):
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digest = contract["batchId"].rsplit(":", 1)[-1]
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batch["fixture"] = f"tests/files/web/generated/wbv2-shader-{digest}.blend"
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if args.write:
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ensure_native_shader_fixture(batch, contract)
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batch["batchId"] = contract["batchId"]
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write_planner_status({
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"status": "ready",
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57
my-tools/generate_wbv2_shader_fixture.py
Normal file
57
my-tools/generate_wbv2_shader_fixture.py
Normal file
@@ -0,0 +1,57 @@
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#!/usr/bin/env python3
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"""Generate a native Blender material node fixture for one WBV2 reader batch."""
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from __future__ import annotations
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import argparse
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import json
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import subprocess
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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NATIVE_BLENDER = ROOT / "build_blender_native/bin/blender"
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def main() -> int:
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parser = argparse.ArgumentParser(description=__doc__)
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parser.add_argument("--output", required=True)
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parser.add_argument("--node", action="append", required=True)
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args = parser.parse_args()
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output = Path(args.output)
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if output.is_absolute() or ".." in output.parts or output.suffix != ".blend" or not str(output).startswith("tests/files/web/"):
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parser.error("--output must be a repository-relative .blend path under tests/files/web/")
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nodes = list(dict.fromkeys(args.node))
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if not nodes or any(not node.startswith("ShaderNode") or not node.replace("_", "").isalnum() for node in nodes):
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parser.error("every --node must be a Blender ShaderNode identifier")
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if not NATIVE_BLENDER.is_file():
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raise SystemExit(f"native Blender fixture generator is unavailable: {NATIVE_BLENDER.relative_to(ROOT)}")
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destination = ROOT / output
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destination.parent.mkdir(parents=True, exist_ok=True)
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script = (
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"import bpy\n"
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f"destination = {str(destination)!r}\n"
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f"node_types = {nodes!r}\n"
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"material = bpy.data.materials.new('WBV2 Shader Batch')\n"
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"material.use_nodes = True\n"
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"mesh = bpy.data.meshes.new('WBV2 Shader Mesh')\n"
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"mesh.from_pydata([(-1,-1,0),(1,-1,0),(0,1,0)], [], [(0,1,2)])\n"
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"obj = bpy.data.objects.new('WBV2 Shader Object', mesh)\n"
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"bpy.context.collection.objects.link(obj)\n"
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"obj.data.materials.append(material)\n"
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"tree = material.node_tree\n"
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"tree.nodes.clear()\n"
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"for node_type in node_types:\n"
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" node = tree.nodes.new(node_type)\n"
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" node.name = 'WBV2 ' + node_type\n"
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"bpy.ops.wm.save_as_mainfile(filepath=destination)\n"
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)
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result = subprocess.run([str(NATIVE_BLENDER), "--background", "--factory-startup", "--python-expr", script], cwd=ROOT, text=True, capture_output=True, check=False)
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if result.returncode or not destination.is_file():
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raise SystemExit(f"native shader fixture generation failed ({result.returncode}):\n{result.stdout}{result.stderr}")
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print(json.dumps({"status": "PASS", "fixture": output.as_posix(), "nodes": nodes, "bytes": destination.stat().st_size}))
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return 0
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if __name__ == "__main__":
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raise SystemExit(main())
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