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test_simulation_render_config.py
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# Copyright (c) 2022-2026, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md).
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause
"""Launch Isaac Sim Simulator first."""
from isaaclab.app import AppLauncher
# launch omniverse app
simulation_app = AppLauncher(headless=True, enable_cameras=True).app
"""Rest everything follows."""
import os
import flatdict
import pytest
import toml
from isaaclab.app.settings_manager import get_settings_manager
from isaaclab.sim.simulation_cfg import RenderCfg, SimulationCfg
from isaaclab.sim.simulation_context import SimulationContext
from isaaclab.utils.version import get_isaac_sim_version
@pytest.mark.skip(reason="Timeline not stopped")
@pytest.mark.isaacsim_ci
def test_render_cfg():
"""Test that the simulation context is created with the correct render cfg."""
enable_translucency = True
enable_reflections = True
enable_global_illumination = True
antialiasing_mode = "DLAA"
enable_dlssg = True
enable_dl_denoiser = True
dlss_mode = 0
enable_direct_lighting = True
samples_per_pixel = 4
enable_shadows = True
enable_ambient_occlusion = True
# RT2 settings
max_bounces = 4
split_glass = True
split_clearcoat = True
split_rough_reflection = True
ambient_light_intensity = 0.5
ambient_occlusion_denoiser_mode = 0
subpixel_mode = 1
enable_cached_raytracing = True
max_samples_per_launch = 500000
view_tile_limit = 500000
render_cfg = RenderCfg(
enable_translucency=enable_translucency,
enable_reflections=enable_reflections,
enable_global_illumination=enable_global_illumination,
antialiasing_mode=antialiasing_mode,
enable_dlssg=enable_dlssg,
dlss_mode=dlss_mode,
enable_dl_denoiser=enable_dl_denoiser,
enable_direct_lighting=enable_direct_lighting,
samples_per_pixel=samples_per_pixel,
enable_shadows=enable_shadows,
enable_ambient_occlusion=enable_ambient_occlusion,
# RT2 settings
max_bounces=max_bounces,
split_glass=split_glass,
split_clearcoat=split_clearcoat,
split_rough_reflection=split_rough_reflection,
ambient_light_intensity=ambient_light_intensity,
ambient_occlusion_denoiser_mode=ambient_occlusion_denoiser_mode,
subpixel_mode=subpixel_mode,
enable_cached_raytracing=enable_cached_raytracing,
max_samples_per_launch=max_samples_per_launch,
view_tile_limit=view_tile_limit,
)
cfg = SimulationCfg(render=render_cfg)
# FIXME: when running all tests, the timeline is not stopped, force stop it here but also that does not the timeline
# omni.timeline.get_timeline_interface().stop()
sim = SimulationContext(cfg)
assert sim.cfg.render.enable_translucency == enable_translucency
assert sim.cfg.render.enable_reflections == enable_reflections
assert sim.cfg.render.enable_global_illumination == enable_global_illumination
assert sim.cfg.render.antialiasing_mode == antialiasing_mode
assert sim.cfg.render.enable_dlssg == enable_dlssg
assert sim.cfg.render.dlss_mode == dlss_mode
assert sim.cfg.render.enable_dl_denoiser == enable_dl_denoiser
assert sim.cfg.render.enable_direct_lighting == enable_direct_lighting
assert sim.cfg.render.samples_per_pixel == samples_per_pixel
assert sim.cfg.render.enable_shadows == enable_shadows
assert sim.cfg.render.enable_ambient_occlusion == enable_ambient_occlusion
assert sim.cfg.render.max_bounces == max_bounces
assert sim.cfg.render.split_glass == split_glass
assert sim.cfg.render.split_clearcoat == split_clearcoat
assert sim.cfg.render.split_rough_reflection == split_rough_reflection
assert sim.cfg.render.ambient_light_intensity == ambient_light_intensity
assert sim.cfg.render.ambient_occlusion_denoiser_mode == ambient_occlusion_denoiser_mode
assert sim.cfg.render.subpixel_mode == subpixel_mode
assert sim.cfg.render.enable_cached_raytracing == enable_cached_raytracing
assert sim.cfg.render.max_samples_per_launch == max_samples_per_launch
assert sim.cfg.render.view_tile_limit == view_tile_limit
assert sim.get_setting("/rtx/translucency/enabled") == sim.cfg.render.enable_translucency
assert sim.get_setting("/rtx/reflections/enabled") == sim.cfg.render.enable_reflections
assert sim.get_setting("/rtx/indirectDiffuse/enabled") == sim.cfg.render.enable_global_illumination
assert sim.get_setting("/rtx-transient/dlssg/enabled") == sim.cfg.render.enable_dlssg
assert sim.get_setting("/rtx-transient/dldenoiser/enabled") == sim.cfg.render.enable_dl_denoiser
assert sim.get_setting("/rtx/post/dlss/execMode") == sim.cfg.render.dlss_mode
assert sim.get_setting("/rtx/directLighting/enabled") == sim.cfg.render.enable_direct_lighting
assert sim.get_setting("/rtx/directLighting/sampledLighting/samplesPerPixel") == sim.cfg.render.samples_per_pixel
assert sim.get_setting("/rtx/shadows/enabled") == sim.cfg.render.enable_shadows
assert sim.get_setting("/rtx/ambientOcclusion/enabled") == sim.cfg.render.enable_ambient_occlusion
assert sim.get_setting("/rtx/rtpt/maxBounces") == sim.cfg.render.max_bounces
assert sim.get_setting("/rtx/rtpt/splitGlass") == sim.cfg.render.split_glass
assert sim.get_setting("/rtx/rtpt/splitClearcoat") == sim.cfg.render.split_clearcoat
assert sim.get_setting("/rtx/rtpt/splitRoughReflection") == sim.cfg.render.split_rough_reflection
assert sim.get_setting("/rtx/sceneDb/ambientLightIntensity") == sim.cfg.render.ambient_light_intensity
assert sim.get_setting("/rtx/ambientOcclusion/denoiserMode") == sim.cfg.render.ambient_occlusion_denoiser_mode
assert sim.get_setting("/rtx/raytracing/subpixel/mode") == sim.cfg.render.subpixel_mode
assert sim.get_setting("/rtx/raytracing/cached/enabled") == sim.cfg.render.enable_cached_raytracing
assert sim.get_setting("/rtx/pathtracing/maxSamplesPerLaunch") == sim.cfg.render.max_samples_per_launch
assert sim.get_setting("/rtx/viewTile/limit") == sim.cfg.render.view_tile_limit
assert sim.get_setting("/rtx/post/aa/op") == 4 # dlss = 3, dlaa=4
@pytest.mark.isaacsim_ci
def test_render_cfg_presets():
"""Test that the simulation context is created with the correct render cfg preset with overrides."""
# carb setting dictionary overrides
carb_settings = {"/rtx/raytracing/subpixel/mode": 3, "/rtx/pathtracing/maxSamplesPerLaunch": 999999}
# user-friendly setting overrides
dlss_mode = ("/rtx/post/dlss/execMode", 5)
rendering_modes = ["performance", "balanced", "quality"]
for rendering_mode in rendering_modes:
# Clear any existing simulation context before creating a new one
SimulationContext.clear_instance()
# grab isaac lab apps path
isaaclab_app_exp_path = os.path.join(os.path.dirname(os.path.abspath(__file__)), *[".."] * 4, "apps")
# for Isaac Sim 5 compatibility, we use the 5 rendering mode app files in a different folder
if get_isaac_sim_version().major < 6:
isaaclab_app_exp_path = os.path.join(isaaclab_app_exp_path, "isaacsim_5")
# grab preset settings
preset_filename = os.path.join(isaaclab_app_exp_path, f"rendering_modes/{rendering_mode}.kit")
with open(preset_filename) as file:
preset_dict = toml.load(file)
preset_dict = dict(flatdict.FlatDict(preset_dict, delimiter="."))
render_cfg = RenderCfg(
rendering_mode=rendering_mode,
dlss_mode=dlss_mode[1],
carb_settings=carb_settings,
)
cfg = SimulationCfg(render=render_cfg)
SimulationContext(cfg)
settings = get_settings_manager()
for key, val in preset_dict.items():
setting_name = "/" + key.replace(".", "/") # convert to setting path format
if setting_name in carb_settings:
setting_gt = carb_settings[setting_name]
elif setting_name == dlss_mode[0]:
setting_gt = dlss_mode[1]
else:
setting_gt = val
setting_val = settings.get(setting_name)
assert setting_gt == setting_val, (
f"Mismatch for '{setting_name}' in mode '{rendering_mode}': "
f"expected {setting_gt!r}, got {setting_val!r}"
)
# Clean up after the test
SimulationContext.clear_instance()
@pytest.mark.skip(reason="Timeline not stopped")
@pytest.mark.isaacsim_ci
def test_render_cfg_defaults():
"""Test that the simulation context is created with the correct render cfg."""
enable_translucency = False
enable_reflections = False
enable_global_illumination = False
antialiasing_mode = "DLSS"
enable_dlssg = False
enable_dl_denoiser = False
dlss_mode = 2
enable_direct_lighting = False
samples_per_pixel = 1
enable_shadows = False
enable_ambient_occlusion = False
# RT2 defaults
max_bounces = 2
split_glass = False
split_clearcoat = False
split_rough_reflection = False
ambient_light_intensity = 1.0
ambient_occlusion_denoiser_mode = 1
subpixel_mode = 0
enable_cached_raytracing = False
max_samples_per_launch = 1000000
view_tile_limit = 1000000
render_cfg = RenderCfg(
enable_translucency=enable_translucency,
enable_reflections=enable_reflections,
enable_global_illumination=enable_global_illumination,
antialiasing_mode=antialiasing_mode,
enable_dlssg=enable_dlssg,
enable_dl_denoiser=enable_dl_denoiser,
dlss_mode=dlss_mode,
enable_direct_lighting=enable_direct_lighting,
samples_per_pixel=samples_per_pixel,
enable_shadows=enable_shadows,
enable_ambient_occlusion=enable_ambient_occlusion,
# RT2 settings
max_bounces=max_bounces,
split_glass=split_glass,
split_clearcoat=split_clearcoat,
split_rough_reflection=split_rough_reflection,
ambient_light_intensity=ambient_light_intensity,
ambient_occlusion_denoiser_mode=ambient_occlusion_denoiser_mode,
subpixel_mode=subpixel_mode,
enable_cached_raytracing=enable_cached_raytracing,
max_samples_per_launch=max_samples_per_launch,
view_tile_limit=view_tile_limit,
)
cfg = SimulationCfg(render=render_cfg)
sim = SimulationContext(cfg)
assert sim.cfg.render.enable_translucency == enable_translucency
assert sim.cfg.render.enable_reflections == enable_reflections
assert sim.cfg.render.enable_global_illumination == enable_global_illumination
assert sim.cfg.render.antialiasing_mode == antialiasing_mode
assert sim.cfg.render.enable_dlssg == enable_dlssg
assert sim.cfg.render.enable_dl_denoiser == enable_dl_denoiser
assert sim.cfg.render.dlss_mode == dlss_mode
assert sim.cfg.render.enable_direct_lighting == enable_direct_lighting
assert sim.cfg.render.samples_per_pixel == samples_per_pixel
assert sim.cfg.render.enable_shadows == enable_shadows
assert sim.cfg.render.enable_ambient_occlusion == enable_ambient_occlusion
assert sim.cfg.render.max_bounces == max_bounces
assert sim.cfg.render.split_glass == split_glass
assert sim.cfg.render.split_clearcoat == split_clearcoat
assert sim.cfg.render.split_rough_reflection == split_rough_reflection
assert sim.cfg.render.ambient_light_intensity == ambient_light_intensity
assert sim.cfg.render.ambient_occlusion_denoiser_mode == ambient_occlusion_denoiser_mode
assert sim.cfg.render.subpixel_mode == subpixel_mode
assert sim.cfg.render.enable_cached_raytracing == enable_cached_raytracing
assert sim.cfg.render.max_samples_per_launch == max_samples_per_launch
assert sim.cfg.render.view_tile_limit == view_tile_limit
assert sim.get_setting("/rtx/translucency/enabled") == sim.cfg.render.enable_translucency
assert sim.get_setting("/rtx/reflections/enabled") == sim.cfg.render.enable_reflections
assert sim.get_setting("/rtx/indirectDiffuse/enabled") == sim.cfg.render.enable_global_illumination
assert sim.get_setting("/rtx-transient/dlssg/enabled") == sim.cfg.render.enable_dlssg
assert sim.get_setting("/rtx-transient/dldenoiser/enabled") == sim.cfg.render.enable_dl_denoiser
assert sim.get_setting("/rtx/post/dlss/execMode") == sim.cfg.render.dlss_mode
assert sim.get_setting("/rtx/directLighting/enabled") == sim.cfg.render.enable_direct_lighting
assert sim.get_setting("/rtx/directLighting/sampledLighting/samplesPerPixel") == sim.cfg.render.samples_per_pixel
assert sim.get_setting("/rtx/shadows/enabled") == sim.cfg.render.enable_shadows
assert sim.get_setting("/rtx/ambientOcclusion/enabled") == sim.cfg.render.enable_ambient_occlusion
assert sim.get_setting("/rtx/rtpt/maxBounces") == sim.cfg.render.max_bounces
assert sim.get_setting("/rtx/rtpt/splitGlass") == sim.cfg.render.split_glass
assert sim.get_setting("/rtx/rtpt/splitClearcoat") == sim.cfg.render.split_clearcoat
assert sim.get_setting("/rtx/rtpt/splitRoughReflection") == sim.cfg.render.split_rough_reflection
assert sim.get_setting("/rtx/sceneDb/ambientLightIntensity") == sim.cfg.render.ambient_light_intensity
assert sim.get_setting("/rtx/ambientOcclusion/denoiserMode") == sim.cfg.render.ambient_occlusion_denoiser_mode
assert sim.get_setting("/rtx/raytracing/subpixel/mode") == sim.cfg.render.subpixel_mode
assert sim.get_setting("/rtx/raytracing/cached/enabled") == sim.cfg.render.enable_cached_raytracing
assert sim.get_setting("/rtx/pathtracing/maxSamplesPerLaunch") == sim.cfg.render.max_samples_per_launch
assert sim.get_setting("/rtx/viewTile/limit") == sim.cfg.render.view_tile_limit
assert sim.get_setting("/rtx/post/aa/op") == 3 # dlss = 3, dlaa=4