adds GPU test to the nightly test runs for o3de
parent
a9c55c1070
commit
d904f6ab40
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"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
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or, if provided, by the license below or the license accompanying this file. Do not
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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Hydra script that is used to create a new level with a default rendering setup.
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After the level is setup, screenshots are diffed against golden images are used to verify pass/fail results of the test.
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See the run() function for more in-depth test info.
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"""
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import os
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import sys
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import azlmbr.asset as asset
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import azlmbr.bus as bus
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import azlmbr.camera
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import azlmbr.entity as entity
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import azlmbr.legacy.general as general
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import azlmbr.math as math
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import azlmbr.paths
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import azlmbr.editor as editor
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sys.path.append(os.path.join(azlmbr.paths.devroot, "AutomatedTesting", "Gem", "PythonTests"))
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import editor_python_test_tools.hydra_editor_utils as hydra
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from editor_python_test_tools.editor_test_helper import EditorTestHelper
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from atom_renderer.atom_utils.screenshot_utils import ScreenshotHelper
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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 720
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DEGREE_RADIAN_FACTOR = 0.0174533
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helper = EditorTestHelper(log_prefix="Test_Atom_BasicLevelSetup")
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def run():
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"""
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1. View -> Layouts -> Restore Default Layout, sets the viewport to ratio 16:9 @ 1280 x 720
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2. Runs console command r_DisplayInfo = 0
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3. Deletes all entities currently present in the level.
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4. Creates a "default_level" entity to hold all other entities, setting the translate values to x:0, y:0, z:0
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5. Adds a Grid component to the "default_level" & updates its Grid Spacing to 1.0m
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6. Adds a "global_skylight" entity to "default_level", attaching an HDRi Skybox w/ a Cubemap Texture.
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7. Adds a Global Skylight (IBL) component w/ diffuse image and specular image to "global_skylight" entity.
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8. Adds a "ground_plane" entity to "default_level", attaching a Mesh component & Material component.
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9. Adds a "directional_light" entity to "default_level" & adds a Directional Light component.
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10. Adds a "sphere" entity to "default_level" & adds a Mesh component with a Material component to it.
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11. Adds a "camera" entity to "default_level" & adds a Camera component with 80 degree FOV and Transform values:
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Translate - x:5.5m, y:-12.0m, z:9.0m
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Rotate - x:-27.0, y:-12.0, z:25.0
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12. Finally enters game mode, takes a screenshot, exits game mode, & saves the level.
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:return: None
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"""
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def initial_viewport_setup(screen_width, screen_height):
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general.set_viewport_size(screen_width, screen_height)
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general.update_viewport()
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helper.wait_for_condition(
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function=lambda: helper.isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1)
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and helper.isclose(a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1),
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timeout_in_seconds=4.0
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)
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result = helper.isclose(a=general.get_viewport_size().x, b=SCREEN_WIDTH, rel_tol=0.1) and helper.isclose(
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a=general.get_viewport_size().y, b=SCREEN_HEIGHT, rel_tol=0.1)
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general.log(general.get_viewport_size().x)
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general.log(general.get_viewport_size().y)
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general.log(general.get_viewport_size().z)
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general.log(f"Viewport is set to the expected size: {result}")
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general.run_console("r_DisplayInfo = 0")
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def after_level_load():
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"""Function to call after creating/opening a level to ensure it loads."""
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# Give everything a second to initialize.
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general.idle_enable(True)
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general.idle_wait(1.0)
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general.update_viewport()
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general.idle_wait(0.5) # half a second is more than enough for updating the viewport.
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# Close out problematic windows, FPS meters, and anti-aliasing.
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if general.is_helpers_shown(): # Turn off the helper gizmos if visible
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general.toggle_helpers()
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general.idle_wait(1.0)
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if general.is_pane_visible("Error Report"): # Close Error Report windows that block focus.
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general.close_pane("Error Report")
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if general.is_pane_visible("Error Log"): # Close Error Log windows that block focus.
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general.close_pane("Error Log")
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general.idle_wait(1.0)
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general.run_console("r_displayInfo=0")
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general.run_console("r_antialiasingmode=0")
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general.idle_wait(1.0)
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return True
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# Wait for Editor idle loop before executing Python hydra scripts.
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general.idle_enable(True)
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# Create a new level.
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new_level_name = "all_components_indepth_level" # Specified in class TestAllComponentsIndepthTests()
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heightmap_resolution = 512
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heightmap_meters_per_pixel = 1
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terrain_texture_resolution = 412
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use_terrain = False
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# Return codes are ECreateLevelResult defined in CryEdit.h
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return_code = general.create_level_no_prompt(
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new_level_name, heightmap_resolution, heightmap_meters_per_pixel, terrain_texture_resolution, use_terrain)
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if return_code == 1:
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general.log(f"{new_level_name} level already exists")
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elif return_code == 2:
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general.log("Failed to create directory")
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elif return_code == 3:
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general.log("Directory length is too long")
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elif return_code != 0:
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general.log("Unknown error, failed to create level")
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else:
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general.log(f"{new_level_name} level created successfully")
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# Basic setup for newly created level.
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after_level_load()
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initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT)
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# Create default_level entity
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search_filter = azlmbr.entity.SearchFilter()
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all_entities = entity.SearchBus(azlmbr.bus.Broadcast, "SearchEntities", search_filter)
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editor.ToolsApplicationRequestBus(bus.Broadcast, "DeleteEntities", all_entities)
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default_level = hydra.Entity("default_level")
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position = math.Vector3(0.0, 0.0, 0.0)
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default_level.create_entity(position, ["Grid"])
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default_level.get_set_test(0, "Controller|Configuration|Secondary Grid Spacing", 1.0)
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# Create global_skylight entity and set the properties
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global_skylight = hydra.Entity("global_skylight")
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global_skylight.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 0.0),
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components=["HDRi Skybox", "Global Skylight (IBL)"],
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parent_id=default_level.id
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)
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global_skylight_image_asset_path = os.path.join(
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"LightingPresets", "greenwich_park_02_4k_iblskyboxcm_iblspecular.exr.streamingimage")
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global_skylight_image_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", global_skylight_image_asset_path, math.Uuid(), False)
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global_skylight.get_set_test(0, "Controller|Configuration|Cubemap Texture", global_skylight_image_asset)
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hydra.get_set_test(global_skylight, 1, "Controller|Configuration|Diffuse Image", global_skylight_image_asset)
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hydra.get_set_test(global_skylight, 1, "Controller|Configuration|Specular Image", global_skylight_image_asset)
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# Create ground_plane entity and set the properties
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ground_plane = hydra.Entity("ground_plane")
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ground_plane.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 0.0),
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components=["Material"],
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parent_id=default_level.id
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)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalUniformScale", ground_plane.id, 32.0)
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ground_plane_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_chrome.azmaterial")
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ground_plane_material_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_material_asset_path, math.Uuid(), False)
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ground_plane.get_set_test(0, "Default Material|Material Asset", ground_plane_material_asset)
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# Work around to add the correct Atom Mesh component
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mesh_type_id = azlmbr.globals.property.EditorMeshComponentTypeId
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ground_plane.components.append(
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editor.EditorComponentAPIBus(
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bus.Broadcast, "AddComponentsOfType", ground_plane.id, [mesh_type_id]
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).GetValue()[0]
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)
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ground_plane_mesh_asset_path = os.path.join("Objects", "plane.azmodel")
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ground_plane_mesh_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_mesh_asset_path, math.Uuid(), False)
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hydra.get_set_test(ground_plane, 1, "Controller|Configuration|Mesh Asset", ground_plane_mesh_asset)
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# Create directional_light entity and set the properties
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directional_light = hydra.Entity("directional_light")
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directional_light.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 10.0),
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components=["Directional Light"],
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parent_id=default_level.id
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)
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rotation = math.Vector3(DEGREE_RADIAN_FACTOR * -90.0, 0.0, 0.0)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", directional_light.id, rotation)
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# Create sphere entity and set the properties
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sphere = hydra.Entity("sphere")
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sphere.create_entity(
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entity_position=math.Vector3(0.0, 0.0, 1.0),
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components=["Material"],
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parent_id=default_level.id
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)
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sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
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sphere_material_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", sphere_material_asset_path, math.Uuid(), False)
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sphere.get_set_test(0, "Default Material|Material Asset", sphere_material_asset)
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# Work around to add the correct Atom Mesh component
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sphere.components.append(
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editor.EditorComponentAPIBus(
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bus.Broadcast, "AddComponentsOfType", sphere.id, [mesh_type_id]
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).GetValue()[0]
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)
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sphere_mesh_asset_path = os.path.join("Models", "sphere.azmodel")
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sphere_mesh_asset = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", sphere_mesh_asset_path, math.Uuid(), False)
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hydra.get_set_test(sphere, 1, "Controller|Configuration|Mesh Asset", sphere_mesh_asset)
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# Create camera component and set the properties
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camera_entity = hydra.Entity("camera")
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position = math.Vector3(5.5, -12.0, 9.0)
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camera_entity.create_entity(components=["Camera"], entity_position=position, parent_id=default_level.id)
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rotation = math.Vector3(
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DEGREE_RADIAN_FACTOR * -27.0, DEGREE_RADIAN_FACTOR * -12.0, DEGREE_RADIAN_FACTOR * 25.0
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)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalRotation", camera_entity.id, rotation)
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camera_entity.get_set_test(0, "Controller|Configuration|Field of view", 60.0)
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azlmbr.camera.EditorCameraViewRequestBus(azlmbr.bus.Event, "ToggleCameraAsActiveView", camera_entity.id)
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# Save level, enter game mode, take screenshot, & exit game mode.
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general.save_level()
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general.idle_wait(0.5)
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general.enter_game_mode()
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general.idle_wait(1.0)
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helper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=2.0)
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ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking(f"{'AtomBasicLevelSetup'}.ppm")
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general.exit_game_mode()
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helper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=2.0)
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general.log("Basic level created")
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if __name__ == "__main__":
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run()
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"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
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or, if provided, by the license below or the license accompanying this file. Do not
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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"""
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@ -0,0 +1,97 @@
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"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
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or, if provided, by the license below or the license accompanying this file. Do not
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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"""
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import azlmbr.atom
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import azlmbr.legacy.general as general
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from editor_python_test_tools.editor_test_helper import EditorTestHelper
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DEFAULT_FRAME_WIDTH = 1920
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DEFAULT_FRAME_HEIGHT = 1080
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FOLDER_PATH = '@user@/PythonTests/Automated/Screenshots'
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helper = EditorTestHelper(log_prefix="Atom_ScreenshotHelper")
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class ScreenshotHelper(object):
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"""
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A helper to capture screenshots and wait for them.
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"""
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def __init__(self, idle_wait_frames_callback, frame_width=DEFAULT_FRAME_WIDTH, frame_height=DEFAULT_FRAME_HEIGHT):
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super().__init__()
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self.done = False
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self.capturedScreenshot = False
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self.max_frames_to_wait = 60
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self.prepare_viewport_for_screenshot(frame_width, frame_height)
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self.idle_wait_frames_callback = idle_wait_frames_callback
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def capture_screenshot_blocking_in_game_mode(self, filename):
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helper.enter_game_mode(["", ""])
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general.idle_wait_frames(120)
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self.capture_screenshot_blocking(filename)
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helper.exit_game_mode(["", ""])
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def prepare_viewport_for_screenshot(self, frame_width, frame_height):
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cur_viewport_size = general.get_viewport_size()
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if int(cur_viewport_size.x) != frame_width or int(cur_viewport_size.y) != frame_height:
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general.set_viewport_expansion_policy('FixedSize')
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general.idle_wait_frames(1)
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general.set_viewport_size(frame_width, frame_height)
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general.set_cvar_integer('r_DisplayInfo', 0)
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general.update_viewport()
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general.idle_wait_frames(120)
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new_viewport_size = general.get_viewport_size()
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if int(new_viewport_size.x) != frame_width or int(new_viewport_size.y) != frame_height:
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general.log("Resolution is incorrect!")
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general.log(f"width: {int(new_viewport_size.x)}")
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general.log(f"height: {int(new_viewport_size.y)}")
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def capture_screenshot_blocking(self, filename, folder_path=FOLDER_PATH):
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"""
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Capture a screenshot and block the execution until the screenshot has been written to the disk.
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"""
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self.handler = azlmbr.atom.FrameCaptureNotificationBusHandler()
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self.handler.connect()
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self.handler.add_callback('OnCaptureFinished', self.on_screenshot_captured)
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self.done = False
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self.capturedScreenshot = False
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success = azlmbr.atom.FrameCaptureRequestBus(
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azlmbr.bus.Broadcast, "CaptureScreenshot", f"{folder_path}/{filename}")
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if success:
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self.wait_until_screenshot()
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general.log("Screenshot taken.")
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else:
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general.log("Screenshot failed")
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return self.capturedScreenshot
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def on_screenshot_captured(self, parameters):
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# the parameters come in as a tuple
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if parameters[0] == azlmbr.atom.FrameCaptureResult_Success:
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general.log(f"screenshot saved: {parameters[1]}")
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self.capturedScreenshot = True
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else:
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general.log(f"screenshot failed: {parameters[1]}")
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self.done = True
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self.handler.disconnect()
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def wait_until_screenshot(self):
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frames_waited = 0
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while self.done == False:
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self.idle_wait_frames_callback(1)
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if frames_waited > self.max_frames_to_wait:
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general.log("timeout while waiting for the screenshot to be written")
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self.handler.disconnect()
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break
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else:
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frames_waited = frames_waited + 1
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general.log(f"(waited {frames_waited} frames)")
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:07e09d3eb5bf0cee3d9b3752aaad40f3ead1dcc5ddd837a6226fadde55d57274
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size 6220817
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@ -0,0 +1,87 @@
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"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
|
||||
or, if provided, by the license below or the license accompanying this file. Do not
|
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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Tests that require a GPU in order to run.
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"""
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import logging
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import os
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import pytest
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import ly_test_tools.environment.file_system as file_system
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import editor_python_test_tools.hydra_test_utils as hydra
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logger = logging.getLogger(__name__)
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DEFAULT_SUBFOLDER_PATH = 'user/PythonTests/Automated/Screenshots'
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EDITOR_TIMEOUT = 300
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TEST_DIRECTORY = os.path.join(os.path.dirname(__file__), "atom_hydra_scripts")
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def golden_images_directory():
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"""
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Uses this file location to return the valid location for golden image files.
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:return: The path to the golden_images directory, but raises an IOError if the golden_images directory is missing.
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"""
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current_file_directory = os.path.join(os.path.dirname(__file__))
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golden_images_dir = os.path.join(current_file_directory, 'golden_images')
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if not os.path.exists(golden_images_dir):
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raise IOError(
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f'golden_images" directory was not found at path "{golden_images_dir}"'
|
||||
f'Please add a "golden_images" directory inside: "{current_file_directory}"'
|
||||
)
|
||||
|
||||
return golden_images_dir
|
||||
|
||||
|
||||
@pytest.mark.parametrize("project", ["AutomatedTesting"])
|
||||
@pytest.mark.parametrize("launcher_platform", ["windows_editor"])
|
||||
@pytest.mark.parametrize("level", ["auto_test"])
|
||||
class TestAllComponentsIndepthTests(object):
|
||||
|
||||
@pytest.mark.parametrize("screenshot_name", ["AtomBasicLevelSetup.ppm"])
|
||||
def test_BasicLevelSetup_SetsUpLevel(
|
||||
self, request, editor, workspace, project, launcher_platform, level, screenshot_name):
|
||||
"""
|
||||
Please review the hydra script run by this test for more specific test info.
|
||||
Tests that a basic rendering level setup can be created (lighting, meshes, materials, etc.).
|
||||
"""
|
||||
# Clear existing test screenshots before starting test.
|
||||
test_screenshots = [os.path.join(
|
||||
workspace.paths.project(), DEFAULT_SUBFOLDER_PATH, screenshot_name)]
|
||||
file_system.delete(test_screenshots, True, True)
|
||||
|
||||
golden_images = [os.path.join(golden_images_directory(), screenshot_name)]
|
||||
|
||||
level_creation_expected_lines = [
|
||||
"Viewport is set to the expected size: True",
|
||||
"Basic level created"
|
||||
]
|
||||
unexpected_lines = [
|
||||
"Trace::Assert",
|
||||
"Trace::Error",
|
||||
"Traceback (most recent call last):",
|
||||
]
|
||||
|
||||
hydra.launch_and_validate_results(
|
||||
request,
|
||||
TEST_DIRECTORY,
|
||||
editor,
|
||||
"hydra_GPUTest_BasicLevelSetup.py",
|
||||
timeout=EDITOR_TIMEOUT,
|
||||
expected_lines=level_creation_expected_lines,
|
||||
unexpected_lines=unexpected_lines,
|
||||
halt_on_unexpected=True,
|
||||
cfg_args=[level],
|
||||
)
|
||||
|
||||
for test_screenshot, golden_screenshot in zip(test_screenshots, golden_images):
|
||||
self.compare_screenshots(test_screenshot, golden_screenshot)
|
||||
Loading…
Reference in New Issue