#!/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, variation=None, blocklist=[]): super().__init__(title, output_dir, oiiotool, variation=variation, blocklist=blocklist) self.gpu_backend = variation def _get_render_arguments(self, arguments_cb, filepath, base_output_filepath): return arguments_cb(filepath, base_output_filepath, gpu_backend=self.gpu_backend) 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_bsdf_thinfilm_transmission.blend", "ray_offset.blend", # Blocked due to difference in border texel handling between platforms (to be fixed). "render_passes_thinfilm_color.blend", # Blocked due to a significant amount of transparency that have a different nosie pattern between devices. "light_path_is_shadow_ray.blend", # Blocked as the test seems to alternate between two different states "light_path_is_diffuse_ray.blend", # Blocked due to platform-dependent noise differences (likely floating-point/fast-math differences). "raycast_bump.blend", # Blocked due to platform-dependent uninitialized pixels. "image_mapping_udim.blend", # Redundant with hair_linear_close_up. "hair_ribbon_close_up.blend", # Redundant with transparent_shadow. "transparent_shadow_limit_.*", # Redundant with transparent_shadow_hair. "transparent_shadow_hair_blur.blend", # Unsupported feature. Redundant tests. (except osl_camera_advanced which tests triangular bokeh) "osl_camera_advanced_manual_dof.blend", "osl_camera_advanced_manual_dof_138188.blend", "osl_camera_cubemap.blend", "osl_camera_cubemap_auto_derivatives.blend", "osl_camera_offset_in_volume.blend", "osl_camera_bevel.blend", # Extreme texture values interpolate differently on different GPUs. "image_log.blend", # Exhibit the LTC light leaking issue. To be enabeld back after fixing. "light_path_glossy_depth.blend", # Exhibit non-deterministic behavior because of tracing outside the spotlight 45° cone. "light_path_is_camera_ray.blend", # Exhibit non-deterministic (to be fixed). "background_scene.blend", ] BLOCKLIST_METAL = [ # Blocked due to difference in volume lightprobe bakes (to be fixed). "light_path_is_volume_scatter_ray.blend", # Blocked due to difference in volume lightprobe bakes(maybe?) (to be fixed). "volume_zero_extinction_channel.blend", # Blocked due to difference in mipmap interpolation (to be fixed). "environment_mirror_ball.blend", # Blocked due to difference in mipmap interpolation / anisotropic filtering (to be fixed). "image.blend", ] BLOCKLIST_VULKAN = [ # Blocked due to UB in the background pixels (to be fixed). "lightprobe_planar.blend", # Blocked due to texture interpolation differences (to be investigated). "principled_blackbody.blend", # Blocked due to difference in indirect light (AMD linux) (to be investigated). "sss_concave_clamp.blend", # Blocked due to difference in screen space tracing (to be investigated). "image.blend", ] BLOCKLIST_OPENGL = [ ] BLOCKLIST_INTEL = [ ] BLOCKLIST_AMD_WINDOWS_VK = [ # Fails inside driver during XML serialization (See #159880). "implicit_volume.blend" ] # Block list for AMD official driver. On buildbot this driver can fail and the artifacts are likely # caused by incorrect index buffer synchronization or vertex shader execution. BLOCKLIST_AMD_VK = [ ".*" ] BLOCKLIST_INTEL_WINDOWS_GL = [ # Fails sporadically and causes all subsequent volume tests to fail (See #153612). "volume_instance.blend" ] BLOCKLIST_NVIDIA_GL = [ # Non-deterministic behavior. Unkown reason, the pool size doesn't seem to be exceeded. "shadow_min_pool_size.blend", ] def setup(): import bpy for scene in bpy.data.scenes: scene.render.engine = 'BLENDER_EEVEE' skip_hair_setup = scene.get("EEVEE_skip_hair_setup", False) skip_probes_setup = scene.get("EEVEE_skip_probes_setup", False) skip_raytracing_setup = scene.get("EEVEE_skip_raytracing_setup", False) skip_shadow_setup = scene.get("EEVEE_skip_shadow_setup", False) skip_subsurface_setup = scene.get("EEVEE_skip_subsurface_setup", False) # 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 for view_layer in scene.view_layers: view_layer.eevee.ambient_occlusion_distance = 1 # Lights eevee.light_threshold = 0.001 # Hair if not skip_hair_setup: scene.render.hair_type = 'STRIP' # Shadow if not skip_shadow_setup: eevee.shadow_step_count = 16 eevee.shadow_pool_size = '1024' # 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 if not skip_raytracing_setup: # 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 # Fast GI eevee.fast_gi_quality = 0.8 # Light-probes if not skip_probes_setup: eevee.gi_cubemap_resolution = '256' # Light-path intensity eevee.direct_light_intensity = 1.0 eevee.indirect_light_intensity = 1.0 for ob in scene.objects: if ob.type == 'LIGHT' and not skip_shadow_setup: # Set maximum resolution ob.data.shadow_maximum_resolution = 0.0 # Only include the plane in probes if ob.name != 'Plane' and ob.type != 'LIGHT' and not skip_probes_setup: ob.hide_probe_volume = True ob.hide_probe_sphere = True # Counteract the versioning from legacy EEVEE. Should be changed per file at some point. if not skip_subsurface_setup: for mat_slot in ob.material_slots: if mat_slot.material: mat_slot.material.thickness_mode = 'SPHERE' if bpy.data.objects.get('Volume_Probe_Baked') is not None: # Some file already have pre existing probe setup with baked data. pass # Does not work in edit mode elif bpy.context.mode == 'OBJECT' and not skip_probes_setup: # 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_arguments(filepath, output_filepath, gpu_backend): arguments = [ "--background", "--factory-startup", "--enable-autoexec", "--debug-memory", "--console-crash-handler", "--debug-exit-on-error"] if gpu_backend: arguments.extend(["--gpu-backend", gpu_backend]) arguments.extend([ filepath, "-E", "BLENDER_EEVEE", "-P", os.path.realpath(__file__), "-o", output_filepath, "-F", "PNG", "-f", "1"]) return arguments def create_argparse(): parser = argparse.ArgumentParser( description="Run test script for each blend file in TESTDIR, comparing the render result with known output." ) parser.add_argument("--blender", required=True) parser.add_argument("--testdir", required=True) parser.add_argument("--outdir", required=True) parser.add_argument("--oiiotool", required=True) parser.add_argument('--batch', default=False, action='store_true') parser.add_argument('--gpu-backend') return parser def main(): parser = create_argparse() args = parser.parse_args() blocklist = BLOCKLIST if args.gpu_backend == "metal": blocklist += BLOCKLIST_METAL elif args.gpu_backend == "vulkan": blocklist += BLOCKLIST_VULKAN elif args.gpu_backend == "opengl": blocklist += BLOCKLIST_OPENGL gpu_vendor = render_report.get_gpu_device_vendor(args.blender) if os.getenv("BLENDER_TEST_IGNORE_VENDOR_BLOCKLIST") is None: if gpu_vendor == "INTEL": blocklist += BLOCKLIST_INTEL if gpu_vendor == "INTEL" and sys.platform == "win32" and args.gpu_backend == "opengl": blocklist += BLOCKLIST_INTEL_WINDOWS_GL if gpu_vendor == "NVIDIA" and args.gpu_backend == "opengl": blocklist += BLOCKLIST_NVIDIA_GL if gpu_vendor == "AMD" and sys.platform == "win32" and args.gpu_backend == "vulkan": blocklist += BLOCKLIST_AMD_WINDOWS_VK if gpu_vendor == "AMD" and args.gpu_backend == "vulkan": blocklist += BLOCKLIST_AMD_VK report = EEVEEReport("EEVEE", args.outdir, args.oiiotool, variation=args.gpu_backend, blocklist=blocklist) if args.gpu_backend == "vulkan": report.set_compare_engine('eevee', 'opengl') else: report.set_compare_engine('cycles', 'CPU') report.set_pixelated(True) report.set_reference_dir("eevee_renders") # Default settings are too lose. EEVEE renders have much less noise than a path tracer. report.set_fail_percent(0.08) report.set_fail_threshold(4.0 / 255.0) test_dir_name = Path(args.testdir).name if gpu_vendor == "NVIDIA" and args.gpu_backend == "opengl": # References are supposed to be generated on OpenGL Nvidia. Tighten the threshold for this platform. report.set_fail_percent(0.049) report.set_fail_threshold(2.0 / 255.0) # Some different GPU arch have different texture sampling behavior. if test_dir_name in {"image_mapping"}: report.set_fail_percent(0.08) report.set_fail_threshold(4.0 / 255.0) elif test_dir_name in {"displacement"}: report.set_fail_percent(0.11) report.set_fail_threshold(5.0 / 255.0) elif test_dir_name in {"texture"}: report.set_fail_percent(0.14) report.set_fail_threshold(6.0 / 255.0) elif test_dir_name.startswith('camera'): # camera_stereo_panoramic have some platform specific small differences report.set_fail_percent(0.14) report.set_fail_threshold(6.0 / 255.0) elif test_dir_name.startswith('image_colorspace'): # image_log has hot pixels that result in platform differences. report.set_fail_percent(0.15) elif test_dir_name.startswith('displacement'): # Raster difference across hardware (subdiv geometry). report.set_fail_percent(0.1) report.set_fail_threshold(7.0 / 255.0) if args.gpu_backend == "metal": # Difference in shadows in true_displacement_image and vector_displacement_tangent. report.set_fail_percent(0.21) elif gpu_vendor == "AMD": # Difference in bump_normal_texture likely caused by different derivatives. report.set_fail_percent(0.29) elif test_dir_name.startswith('transparency'): # Dithered transparency uses platform dependent noise pattern. report.set_fail_percent(0.22) report.set_fail_threshold(10.0 / 255.0) elif test_dir_name.startswith('instancing'): # Small pointcloud has platform dependent raster pattern report.set_fail_threshold(8.0 / 255.0) if args.gpu_backend == "metal": report.set_fail_percent(0.33) elif test_dir_name.startswith('hair'): # hair_close_up has differences of line rasterization on linux. if gpu_vendor == "INTEL": report.set_fail_percent(0.13) elif test_dir_name.startswith('principled_bsdf'): # principled_bsdf_thinfilm_metallic has some weird behavior in reflection of # black surfaces. to be investigated report.set_fail_percent(0.09) elif test_dir_name.startswith('integrator'): # Noise difference in transparent materials (mostly transparent_spatial_splits) report.set_fail_threshold(8.0 / 255.0) if gpu_vendor == "INTEL": # light_path_is_singular_ray has some fireflies. report.set_fail_percent(0.11) if args.gpu_backend == "vulkan": report.set_fail_threshold(9.0 / 255.0) if gpu_vendor == "AMD": # light_path_is_singular_ray has some fireflies. report.set_fail_threshold(9.0 / 255.0) elif test_dir_name.startswith('light_linking'): # Noise difference in transparent materials (mostly shadow_link_transparency) and volume report.set_fail_threshold(8.0 / 255.0) elif test_dir_name.startswith('texture'): # Texture sampling and noise function different per platform. # Also voronoi_f1 test uses `pow()` which has different precision depending on platform. report.set_fail_percent(0.46) report.set_fail_threshold(6.0 / 255.0) elif test_dir_name.startswith('shader'): # normal_mapping_light_leak fireflies. # fresnel_layer_weight high values are accumulated differently on different platform. report.set_fail_percent(0.2) if gpu_vendor == "INTEL": # mix_color uses implementation dependent function. report.set_fail_percent(0.41) elif test_dir_name.startswith('render_layer'): # Because of aov_transparency noise pattern report.set_fail_percent(0.5) report.set_fail_threshold(8.0 / 255.0) elif test_dir_name.startswith('grease_pencil'): # TAA dependent look? To be investigated. report.set_fail_percent(0.1) report.set_fail_threshold(6.0 / 255.0) elif test_dir_name.startswith('raycast') and gpu_vendor == "AMD": # Some slight contour differences on AMD report.set_fail_percent(0.37) report.set_fail_threshold(10.0 / 255.0) elif test_dir_name.startswith('pointcloud'): # Only because of points_transparent report.set_fail_threshold(8.0 / 255.0) elif test_dir_name.startswith('motion_blur'): # Failure can be subtle, tighten threshold report.set_fail_percent(0.04) report.set_fail_threshold(2.0 / 255.0) if args.gpu_backend == "metal": # subd_motion_blur has some differences in bump on M1. report.set_fail_percent(0.06) if args.gpu_backend == "opengl" and gpu_vendor == "AMD": # large_combined_motion has 1 hot pixel difference in rasterization. report.set_fail_percent(0.043) report.set_fail_threshold(3.0 / 255.0) elif test_dir_name.startswith('lightprobe') and args.gpu_backend == "metal": # Some shadow difference, to be investigated report.set_fail_percent(0.09) report.set_fail_threshold(6.0 / 255.0) ok = report.run(args.testdir, args.blender, get_arguments, batch=args.batch) sys.exit(not ok) if not inside_blender and __name__ == "__main__": main()