using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.Graphing.Util; using UnityEngine.Assertions; using UnityEngine.Rendering; using UnityEditor.ShaderGraph.Internal; using Debug = UnityEngine.Debug; using Object = UnityEngine.Object; using Unity.Profiling; namespace UnityEditor.ShaderGraph.Drawing { delegate void OnPrimaryMasterChanged(); class PreviewManager : IDisposable { GraphData m_Graph; MessageManager m_Messenger; MaterialPropertyBlock m_SharedPreviewPropertyBlock; // stores preview properties (shared among ALL preview nodes) Dictionary m_RenderDatas = new Dictionary(); // stores all of the PreviewRendererData, mapped by node PreviewRenderData m_MasterRenderData; // ref to preview renderer data for the master node int m_MaxPreviewsCompiling = 2; // max preview shaders we want to async compile at once // state trackers HashSet m_NodesShaderChanged = new HashSet(); // nodes whose shader code has changed, this node and nodes that read from it are put into NeedRecompile HashSet m_NodesPropertyChanged = new HashSet(); // nodes whose property values have changed, the properties will need to be updated and all nodes that use that property re-rendered HashSet m_PreviewsNeedsRecompile = new HashSet(); // previews we need to recompile the preview shader HashSet m_PreviewsCompiling = new HashSet(); // previews currently being compiled HashSet m_PreviewsToDraw = new HashSet(); // previews to re-render the texture (either because shader compile changed or property changed) HashSet m_TimedPreviews = new HashSet(); // previews that are dependent on a time node -- i.e. animated / need to redraw every frame double m_LastTimedUpdateTime = 0.0f; bool m_TopologyDirty; // indicates topology changed, used to rebuild timed node list and preview type (2D/3D) inheritance. HashSet m_MasterNodeTempBlocks = new HashSet(); // temp blocks used by the most recent master node preview generation. PreviewSceneResources m_SceneResources; Texture2D m_ErrorTexture; Vector2? m_NewMasterPreviewSize; const AbstractMaterialNode kMasterProxyNode = null; public PreviewRenderData masterRenderData { get { return m_MasterRenderData; } } public PreviewManager(GraphData graph, MessageManager messenger) { m_SharedPreviewPropertyBlock = new MaterialPropertyBlock(); m_Graph = graph; m_Messenger = messenger; m_ErrorTexture = GenerateFourSquare(Color.magenta, Color.black); m_SceneResources = new PreviewSceneResources(); foreach (var node in m_Graph.GetNodes()) AddPreview(node); AddMasterPreview(); } static Texture2D GenerateFourSquare(Color c1, Color c2) { var tex = new Texture2D(2, 2); tex.SetPixel(0, 0, c1); tex.SetPixel(0, 1, c2); tex.SetPixel(1, 0, c2); tex.SetPixel(1, 1, c1); tex.filterMode = FilterMode.Point; tex.Apply(); return tex; } public void ResizeMasterPreview(Vector2 newSize) { m_NewMasterPreviewSize = newSize; } public PreviewRenderData GetPreviewRenderData(AbstractMaterialNode node) { PreviewRenderData result = null; if (node == kMasterProxyNode || node is BlockNode || node == m_Graph.outputNode) // the outputNode, if it exists, is mapped to master { result = m_MasterRenderData; } else { m_RenderDatas.TryGetValue(node, out result); } return result; } void AddMasterPreview() { m_MasterRenderData = new PreviewRenderData { previewName = "Master Preview", renderTexture = new RenderTexture(400, 400, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave }, previewMode = PreviewMode.Preview3D, }; m_MasterRenderData.renderTexture.Create(); var shaderData = new PreviewShaderData { // even though a SubGraphOutputNode can be directly mapped to master (via m_Graph.outputNode) // we always keep master node associated with kMasterProxyNode instead // just easier if the association is always dynamic node = kMasterProxyNode, passesCompiling = 0, isOutOfDate = true, hasError = false, }; m_MasterRenderData.shaderData = shaderData; m_PreviewsNeedsRecompile.Add(m_MasterRenderData); m_PreviewsToDraw.Add(m_MasterRenderData); m_TopologyDirty = true; } public void UpdateMasterPreview(ModificationScope scope) { if (scope == ModificationScope.Topological || scope == ModificationScope.Graph) { // mark the master preview for recompile if it exists // if not, no need to do it here, because it is always marked for recompile on creation if (m_MasterRenderData != null) m_PreviewsNeedsRecompile.Add(m_MasterRenderData); m_TopologyDirty = true; } else if (scope == ModificationScope.Node) { if (m_MasterRenderData != null) m_PreviewsToDraw.Add(m_MasterRenderData); } } void AddPreview(AbstractMaterialNode node) { Assert.IsNotNull(node); // BlockNodes have no preview for themselves, but are mapped to the "Master" preview // SubGraphOutput nodes have their own previews, but will use the "Master" preview if they are the m_Graph.outputNode if (node is BlockNode) { node.RegisterCallback(OnNodeModified); UpdateMasterPreview(ModificationScope.Topological); m_NodesPropertyChanged.Add(node); return; } var renderData = new PreviewRenderData { previewName = node.name ?? "UNNAMED NODE", renderTexture = new RenderTexture(200, 200, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave } }; renderData.renderTexture.Create(); var shaderData = new PreviewShaderData { node = node, passesCompiling = 0, isOutOfDate = true, hasError = false, }; renderData.shaderData = shaderData; m_RenderDatas.Add(node, renderData); node.RegisterCallback(OnNodeModified); m_PreviewsNeedsRecompile.Add(renderData); m_NodesPropertyChanged.Add(node); m_TopologyDirty = true; } void OnNodeModified(AbstractMaterialNode node, ModificationScope scope) { Assert.IsNotNull(node); if (scope == ModificationScope.Topological || scope == ModificationScope.Graph) { m_NodesShaderChanged.Add(node); // shader code for this node changed, this will trigger m_PreviewsShaderChanged for all nodes downstream m_NodesPropertyChanged.Add(node); // properties could also have changed at the same time and need to be re-collected m_TopologyDirty = true; } else if (scope == ModificationScope.Node) { // if we only changed a constant on the node, we don't have to recompile the shader for it, just re-render it with the updated constant // should instead flag m_NodesConstantChanged m_NodesPropertyChanged.Add(node); } } // temp structures that are kept around statically to avoid GC churn (not thread safe) static Stack m_TempNodeWave = new Stack(); static HashSet m_TempAddedToNodeWave = new HashSet(); // cache the Action to avoid GC static Action AddNextLevelNodesToWave = nextLevelNode => { if (!m_TempAddedToNodeWave.Contains(nextLevelNode)) { m_TempNodeWave.Push(nextLevelNode); m_TempAddedToNodeWave.Add(nextLevelNode); } }; internal enum PropagationDirection { Upstream, Downstream } // ADDs all nodes in sources, and all nodes in the given direction relative to them, into result // sources and result can be the same HashSet private static readonly ProfilerMarker PropagateNodesMarker = new ProfilerMarker("PropagateNodes"); internal static void PropagateNodes(HashSet sources, PropagationDirection dir, HashSet result) { using (PropagateNodesMarker.Auto()) if (sources.Count > 0) { // NodeWave represents the list of nodes we still have to process and add to result m_TempNodeWave.Clear(); m_TempAddedToNodeWave.Clear(); foreach (var node in sources) { m_TempNodeWave.Push(node); m_TempAddedToNodeWave.Add(node); } while (m_TempNodeWave.Count > 0) { var node = m_TempNodeWave.Pop(); if (node == null) continue; result.Add(node); // grab connected nodes in propagation direction, add them to the node wave ForeachConnectedNode(node, dir, AddNextLevelNodesToWave); } // clean up any temp data m_TempNodeWave.Clear(); m_TempAddedToNodeWave.Clear(); } } static void ForeachConnectedNode(AbstractMaterialNode node, PropagationDirection dir, Action action) { using (var tempEdges = PooledList.Get()) using (var tempSlots = PooledList.Get()) { // Loop through all nodes that the node feeds into. if (dir == PropagationDirection.Downstream) node.GetOutputSlots(tempSlots); else node.GetInputSlots(tempSlots); foreach (var slot in tempSlots) { // get the edges out of each slot tempEdges.Clear(); // and here we serialize another list, ouch! node.owner.GetEdges(slot.slotReference, tempEdges); foreach (var edge in tempEdges) { // We look at each node we feed into. var connectedSlot = (dir == PropagationDirection.Downstream) ? edge.inputSlot : edge.outputSlot; var connectedNode = connectedSlot.node; action(connectedNode); } } } // Custom Interpolator Blocks have implied connections to their Custom Interpolator Nodes... if (dir == PropagationDirection.Downstream && node is BlockNode bnode && bnode.isCustomBlock) { foreach (var cin in CustomInterpolatorUtils.GetCustomBlockNodeDependents(bnode)) { action(cin); } } // ... Just as custom Interpolator Nodes have implied connections to their custom interpolator blocks if (dir == PropagationDirection.Upstream && node is CustomInterpolatorNode ciNode && ciNode.e_targetBlockNode != null) { action(ciNode.e_targetBlockNode); } } public void HandleGraphChanges() { foreach (var node in m_Graph.addedNodes) { AddPreview(node); m_TopologyDirty = true; } foreach (var edge in m_Graph.addedEdges) { var node = edge.inputSlot.node; if (node != null) { if ((node is BlockNode) || (node is SubGraphOutputNode)) UpdateMasterPreview(ModificationScope.Topological); else m_NodesShaderChanged.Add(node); m_TopologyDirty = true; } } foreach (var node in m_Graph.removedNodes) { DestroyPreview(node); m_TopologyDirty = true; } foreach (var edge in m_Graph.removedEdges) { var node = edge.inputSlot.node; if ((node is BlockNode) || (node is SubGraphOutputNode)) { UpdateMasterPreview(ModificationScope.Topological); } m_NodesShaderChanged.Add(node); //When an edge gets deleted, if the node had the edge on creation, the properties would get out of sync and no value would get set. //Fix for https://fogbugz.unity3d.com/f/cases/1284033/ m_NodesPropertyChanged.Add(node); m_TopologyDirty = true; } foreach (var edge in m_Graph.addedEdges) { var node = edge.inputSlot.node; if (node != null) { if ((node is BlockNode) || (node is SubGraphOutputNode)) { UpdateMasterPreview(ModificationScope.Topological); } m_NodesShaderChanged.Add(node); m_TopologyDirty = true; } } // remove the nodes from the state trackers m_NodesShaderChanged.ExceptWith(m_Graph.removedNodes); m_NodesPropertyChanged.ExceptWith(m_Graph.removedNodes); m_Messenger.ClearNodesFromProvider(this, m_Graph.removedNodes); } private static readonly ProfilerMarker CollectPreviewPropertiesMarker = new ProfilerMarker("CollectPreviewProperties"); void CollectPreviewProperties(IEnumerable nodesToCollect, PooledList perMaterialPreviewProperties) { using (CollectPreviewPropertiesMarker.Auto()) using (var tempPreviewProps = PooledList.Get()) { // collect from all of the changed nodes foreach (var propNode in nodesToCollect) propNode.CollectPreviewMaterialProperties(tempPreviewProps); // also grab all graph properties (they are updated every frame) foreach (var prop in m_Graph.properties) tempPreviewProps.Add(prop.GetPreviewMaterialProperty()); foreach (var previewProperty in tempPreviewProps) { previewProperty.SetValueOnMaterialPropertyBlock(m_SharedPreviewPropertyBlock); // virtual texture assignments must be pushed to the materials themselves (MaterialPropertyBlocks not supported) if ((previewProperty.propType == PropertyType.VirtualTexture) && (previewProperty.vtProperty?.value?.layers != null)) { perMaterialPreviewProperties.Add(previewProperty); } } } } void AssignPerMaterialPreviewProperties(Material mat, List perMaterialPreviewProperties) { foreach (var prop in perMaterialPreviewProperties) { switch (prop.propType) { case PropertyType.VirtualTexture: // setup the VT textures on the material bool setAnyTextures = false; var vt = prop.vtProperty.value; for (int layer = 0; layer < vt.layers.Count; layer++) { var texture = vt.layers[layer].layerTexture?.texture; int propIndex = mat.shader.FindPropertyIndex(vt.layers[layer].layerRefName); if (propIndex != -1) { mat.SetTexture(vt.layers[layer].layerRefName, texture); setAnyTextures = true; } } // also put in a request for the VT tiles, since preview rendering does not have feedback enabled if (setAnyTextures) { #if ENABLE_VIRTUALTEXTURES int stackPropertyId = Shader.PropertyToID(prop.vtProperty.referenceName); try { // Ensure we always request the mip sized 256x256 int width, height; UnityEngine.Rendering.VirtualTexturing.Streaming.GetTextureStackSize(mat, stackPropertyId, out width, out height); int textureMip = (int)Math.Max(Mathf.Log(width, 2f), Mathf.Log(height, 2f)); const int baseMip = 8; int mip = Math.Max(textureMip - baseMip, 0); UnityEngine.Rendering.VirtualTexturing.Streaming.RequestRegion(mat, stackPropertyId, new Rect(0.0f, 0.0f, 1.0f, 1.0f), mip, UnityEngine.Rendering.VirtualTexturing.System.AllMips); } catch (InvalidOperationException) { // This gets thrown when the system is in an indeterminate state (like a material with no textures assigned which can obviously never have a texture stack streamed). // This is valid in this case as we're still authoring the material. } #endif // ENABLE_VIRTUALTEXTURES } break; } } } bool TimedNodesShouldUpdate(EditorWindow editorWindow) { // get current screen FPS, clamp to what we consider a valid range // this is probably not accurate for multi-monitor.. but should be relevant to at least one of the monitors double monitorFPS = Screen.currentResolution.refreshRate + 1.0; // +1 to round up, since it is an integer and rounded down if (Double.IsInfinity(monitorFPS) || Double.IsNaN(monitorFPS)) monitorFPS = 60.0f; monitorFPS = Math.Min(monitorFPS, 144.0); monitorFPS = Math.Max(monitorFPS, 30.0); var curTime = EditorApplication.timeSinceStartup; var deltaTime = curTime - m_LastTimedUpdateTime; bool isFocusedWindow = (EditorWindow.focusedWindow == editorWindow); // we throttle the update rate, based on whether the window is focused and if unity is active const double k_AnimatedFPS_WhenNotFocused = 10.0; const double k_AnimatedFPS_WhenInactive = 2.0; double maxAnimatedFPS = (UnityEditorInternal.InternalEditorUtility.isApplicationActive ? (isFocusedWindow ? monitorFPS : k_AnimatedFPS_WhenNotFocused) : k_AnimatedFPS_WhenInactive); bool update = (deltaTime > (1.0 / maxAnimatedFPS)); if (update) m_LastTimedUpdateTime = curTime; return update; } private static readonly ProfilerMarker RenderPreviewsMarker = new ProfilerMarker("RenderPreviews"); public void RenderPreviews(EditorWindow editorWindow, bool requestShaders = true) { using (RenderPreviewsMarker.Auto()) using (var renderList2D = PooledList.Get()) using (var renderList3D = PooledList.Get()) using (var nodesToDraw = PooledHashSet.Get()) using (var perMaterialPreviewProperties = PooledList.Get()) { // update topology cached data // including list of time-dependent previews, and the preview mode (2d/3d) UpdateTopology(); if (requestShaders) UpdateShaders(); // Need to late capture custom interpolators because of how their type changes // can have downstream impacts on dynamic slots. HashSet customProps = new HashSet(); PropagateNodes( new HashSet(m_NodesPropertyChanged.OfType().Where(b => b.isCustomBlock)), PropagationDirection.Downstream, customProps); m_NodesPropertyChanged.UnionWith(customProps); // all nodes downstream of a changed property must be redrawn (to display the updated the property value) PropagateNodes(m_NodesPropertyChanged, PropagationDirection.Downstream, nodesToDraw); // always update properties from temporary blocks created by master node preview generation m_NodesPropertyChanged.UnionWith(m_MasterNodeTempBlocks); CollectPreviewProperties(m_NodesPropertyChanged, perMaterialPreviewProperties); m_NodesPropertyChanged.Clear(); // timed nodes are animated, so they should be updated regularly (but not necessarily on every update) // (m_TimedPreviews has been pre-propagated downstream) // HOWEVER they do not need to collect properties. (the only property changing is time..) if (TimedNodesShouldUpdate(editorWindow)) m_PreviewsToDraw.UnionWith(m_TimedPreviews); ForEachNodesPreview(nodesToDraw, p => m_PreviewsToDraw.Add(p)); // redraw master when it is resized if (m_NewMasterPreviewSize.HasValue) m_PreviewsToDraw.Add(m_MasterRenderData); // apply filtering to determine what nodes really get drawn bool renderMasterPreview = false; int drawPreviewCount = 0; foreach (var preview in m_PreviewsToDraw) { Assert.IsNotNull(preview); { // skip if the node doesn't have a preview expanded (unless it's master) var node = preview.shaderData.node; if ((node != kMasterProxyNode) && (!node.hasPreview || !node.previewExpanded)) continue; } // check that we've got shaders and materials generated // if not ,replace the rendered texture with null if ((preview.shaderData.shader == null) || (preview.shaderData.mat == null)) { // avoid calling NotifyPreviewChanged repeatedly if (preview.texture != null) { preview.texture = null; preview.NotifyPreviewChanged(); } continue; } if (preview.shaderData.hasError) { preview.texture = m_ErrorTexture; preview.NotifyPreviewChanged(); continue; } // skip rendering while a preview shader is being compiled if (m_PreviewsCompiling.Contains(preview)) continue; // we want to render this thing, now categorize what kind of render it is if (preview == m_MasterRenderData) renderMasterPreview = true; else if (preview.previewMode == PreviewMode.Preview2D) renderList2D.Add(preview); else renderList3D.Add(preview); drawPreviewCount++; } // if we actually don't want to render anything at all, early out here if (drawPreviewCount <= 0) return; var time = Time.realtimeSinceStartup; var timeParameters = new Vector4(time, Mathf.Sin(time), Mathf.Cos(time), 0.0f); m_SharedPreviewPropertyBlock.SetVector("_TimeParameters", timeParameters); EditorUtility.SetCameraAnimateMaterialsTime(m_SceneResources.camera, time); m_SceneResources.light0.enabled = true; m_SceneResources.light0.intensity = 1.0f; m_SceneResources.light0.transform.rotation = Quaternion.Euler(50f, 50f, 0); m_SceneResources.light1.enabled = true; m_SceneResources.light1.intensity = 1.0f; m_SceneResources.camera.clearFlags = CameraClearFlags.Color; // Render 2D previews m_SceneResources.camera.transform.position = -Vector3.forward * 2; m_SceneResources.camera.transform.rotation = Quaternion.identity; m_SceneResources.camera.orthographicSize = 0.5f; m_SceneResources.camera.orthographic = true; foreach (var renderData in renderList2D) RenderPreview(renderData, m_SceneResources.quad, Matrix4x4.identity, perMaterialPreviewProperties); // Render 3D previews m_SceneResources.camera.transform.position = -Vector3.forward * 5; m_SceneResources.camera.transform.rotation = Quaternion.identity; m_SceneResources.camera.orthographic = false; foreach (var renderData in renderList3D) RenderPreview(renderData, m_SceneResources.sphere, Matrix4x4.identity, perMaterialPreviewProperties); if (renderMasterPreview) { if (m_NewMasterPreviewSize.HasValue) { if (masterRenderData.renderTexture != null) Object.DestroyImmediate(masterRenderData.renderTexture, true); masterRenderData.renderTexture = new RenderTexture((int)m_NewMasterPreviewSize.Value.x, (int)m_NewMasterPreviewSize.Value.y, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave }; masterRenderData.renderTexture.Create(); masterRenderData.texture = masterRenderData.renderTexture; m_NewMasterPreviewSize = null; } var mesh = m_Graph.previewData.serializedMesh.mesh; var preventRotation = m_Graph.previewData.preventRotation; if (!mesh) { var useSpritePreview = m_Graph.activeTargets.LastOrDefault(t => t.IsActive())?.prefersSpritePreview ?? false; mesh = useSpritePreview ? m_SceneResources.quad : m_SceneResources.sphere; preventRotation = useSpritePreview; } var previewTransform = preventRotation ? Matrix4x4.identity : Matrix4x4.Rotate(m_Graph.previewData.rotation); var scale = m_Graph.previewData.scale; previewTransform *= Matrix4x4.Scale(scale * Vector3.one * (Vector3.one).magnitude / mesh.bounds.size.magnitude); previewTransform *= Matrix4x4.Translate(-mesh.bounds.center); RenderPreview(masterRenderData, mesh, previewTransform, perMaterialPreviewProperties); } m_SceneResources.light0.enabled = false; m_SceneResources.light1.enabled = false; foreach (var renderData in renderList2D) renderData.NotifyPreviewChanged(); foreach (var renderData in renderList3D) renderData.NotifyPreviewChanged(); if (renderMasterPreview) masterRenderData.NotifyPreviewChanged(); } } private static readonly ProfilerMarker ProcessCompletedShaderCompilationsMarker = new ProfilerMarker("ProcessCompletedShaderCompilations"); private int compileFailRekicks = 0; void ProcessCompletedShaderCompilations() { // Check for shaders that finished compiling and set them to redraw using (ProcessCompletedShaderCompilationsMarker.Auto()) using (var previewsCompiled = PooledHashSet.Get()) { foreach (var preview in m_PreviewsCompiling) { { var node = preview.shaderData.node; Assert.IsFalse(node is BlockNode); } PreviewRenderData renderData = preview; PreviewShaderData shaderData = renderData.shaderData; // Assert.IsTrue(shaderData.passesCompiling > 0); if (shaderData.passesCompiling <= 0) { Debug.Log("Zero Passes: " + preview.previewName + " (" + shaderData.passesCompiling + " passes, " + renderData.shaderData.mat.passCount + " mat passes)"); } if (shaderData.passesCompiling != renderData.shaderData.mat.passCount) { // attempt to re-kick the compilation a few times Debug.Log("Rekicking Compiling: " + preview.previewName + " (" + shaderData.passesCompiling + " passes, " + renderData.shaderData.mat.passCount + " mat passes)"); compileFailRekicks++; if (compileFailRekicks <= 3) { shaderData.passesCompiling = 0; previewsCompiled.Add(renderData); m_PreviewsNeedsRecompile.Add(renderData); continue; } else if (compileFailRekicks == 4) { Debug.LogWarning("Unexpected error in compiling preview shaders: some previews might not update. You can try to re-open the Shader Graph window, or select Help > Report a Bug in the menu and report this bug."); } } // check that all passes have compiled var allPassesCompiled = true; for (var i = 0; i < renderData.shaderData.mat.passCount; i++) { if (!ShaderUtil.IsPassCompiled(renderData.shaderData.mat, i)) { allPassesCompiled = false; break; } } if (!allPassesCompiled) { // keep waiting continue; } // Force the material to re-generate all it's shader properties, by reassigning the shader renderData.shaderData.mat.shader = renderData.shaderData.shader; renderData.shaderData.passesCompiling = 0; renderData.shaderData.isOutOfDate = false; CheckForErrors(renderData.shaderData); previewsCompiled.Add(renderData); } // removed compiled nodes from compiling list m_PreviewsCompiling.ExceptWith(previewsCompiled); // and add them to the draw list to display updated shader (note this will only redraw specifically this node, not any others) m_PreviewsToDraw.UnionWith(previewsCompiled); } } private static readonly ProfilerMarker KickOffShaderCompilationsMarker = new ProfilerMarker("KickOffShaderCompilations"); void KickOffShaderCompilations() { // Start compilation for nodes that need to recompile using (KickOffShaderCompilationsMarker.Auto()) using (var previewsToCompile = PooledHashSet.Get()) { // master node compile is first in the priority list, as it takes longer than the other previews if (m_PreviewsCompiling.Count + previewsToCompile.Count < m_MaxPreviewsCompiling) { if (m_PreviewsNeedsRecompile.Contains(m_MasterRenderData) && !m_PreviewsCompiling.Contains(m_MasterRenderData)) { previewsToCompile.Add(m_MasterRenderData); m_PreviewsNeedsRecompile.Remove(m_MasterRenderData); } } // add each node to compile list if it needs a preview, is not already compiling, and we have room // (we don't want to double kick compiles, so wait for the first one to get back before kicking another) for (int i = 0; i < m_PreviewsNeedsRecompile.Count(); i++) { if (m_PreviewsCompiling.Count + previewsToCompile.Count >= m_MaxPreviewsCompiling) break; var preview = m_PreviewsNeedsRecompile.ElementAt(i); if (preview == m_MasterRenderData) // master preview is handled specially above continue; var node = preview.shaderData.node; Assert.IsNotNull(node); Assert.IsFalse(node is BlockNode); if (node.hasPreview && node.previewExpanded && !m_PreviewsCompiling.Contains(preview)) { previewsToCompile.Add(preview); } } if (previewsToCompile.Count >= 0) using (var nodesToCompile = PooledHashSet.Get()) { // remove the selected nodes from the recompile list m_PreviewsNeedsRecompile.ExceptWith(previewsToCompile); // Reset error states for the UI, the shader, and all render data for nodes we're recompiling nodesToCompile.UnionWith(previewsToCompile.Select(x => x.shaderData.node)); nodesToCompile.Remove(null); // TODO: not sure if we need to clear BlockNodes when master gets rebuilt? m_Messenger.ClearNodesFromProvider(this, nodesToCompile); // Force async compile on var wasAsyncAllowed = ShaderUtil.allowAsyncCompilation; ShaderUtil.allowAsyncCompilation = true; // kick async compiles for all nodes in m_NodeToCompile foreach (var preview in previewsToCompile) { if (preview == m_MasterRenderData) { CompileMasterNodeShader(); continue; } var node = preview.shaderData.node; Assert.IsNotNull(node); // master preview is handled above // Get shader code and compile var generator = new Generator(node.owner, node, GenerationMode.Preview, $"hidden/preview/{node.GetVariableNameForNode()}", null); BeginCompile(preview, generator.generatedShader); } ShaderUtil.allowAsyncCompilation = wasAsyncAllowed; } } } private static readonly ProfilerMarker UpdateShadersMarker = new ProfilerMarker("UpdateShaders"); void UpdateShaders() { using (UpdateShadersMarker.Auto()) { ProcessCompletedShaderCompilations(); if (m_NodesShaderChanged.Count > 0) { // nodes with shader changes cause all downstream nodes to need recompilation // (since they presumably include the code for these nodes) using (var nodesToRecompile = PooledHashSet.Get()) { PropagateNodes(m_NodesShaderChanged, PropagationDirection.Downstream, nodesToRecompile); ForEachNodesPreview(nodesToRecompile, p => m_PreviewsNeedsRecompile.Add(p)); m_NodesShaderChanged.Clear(); } } // if there's nothing to update, or if too many nodes are still compiling, then just return if ((m_PreviewsNeedsRecompile.Count == 0) || (m_PreviewsCompiling.Count >= m_MaxPreviewsCompiling)) return; // flag all nodes in m_PreviewsNeedsRecompile as having out of date textures, and redraw them foreach (var preview in m_PreviewsNeedsRecompile) { Assert.IsNotNull(preview); if (!preview.shaderData.isOutOfDate) { preview.shaderData.isOutOfDate = true; preview.NotifyPreviewChanged(); } } InitializeSRPIfNeeded(); // SRP must be initialized to compile master node previews KickOffShaderCompilations(); } } private static readonly ProfilerMarker BeginCompileMarker = new ProfilerMarker("BeginCompile"); void BeginCompile(PreviewRenderData renderData, string shaderStr) { using (BeginCompileMarker.Auto()) { var shaderData = renderData.shaderData; // want to ensure this so we don't get confused with multiple compile versions in flight Assert.IsTrue(shaderData.passesCompiling == 0); if (shaderData.shader == null) { shaderData.shader = ShaderUtil.CreateShaderAsset(shaderStr, false); shaderData.shader.hideFlags = HideFlags.HideAndDontSave; } else { ShaderUtil.ClearCachedData(shaderData.shader); ShaderUtil.ClearShaderMessages(shaderData.shader); ShaderUtil.UpdateShaderAsset(shaderData.shader, shaderStr, false); } // Set up the material we use for the preview // Due to case 1259744, we have to re-create the material to update the preview material keywords Object.DestroyImmediate(shaderData.mat); { shaderData.mat = new Material(shaderData.shader) { hideFlags = HideFlags.HideAndDontSave }; if (renderData == m_MasterRenderData) { // apply active target settings to the Material foreach (var target in m_Graph.activeTargets) { if (target.IsActive()) target.ProcessPreviewMaterial(renderData.shaderData.mat); } } } int materialPassCount = shaderData.mat.passCount; if (materialPassCount <= 0) Debug.Log("Zero Passes ON COMPILE: " + shaderData.node.name + " (" + shaderData.passesCompiling + " passes, " + renderData.shaderData.mat.passCount + " mat passes)"); else { shaderData.passesCompiling = materialPassCount; for (var i = 0; i < materialPassCount; i++) { ShaderUtil.CompilePass(shaderData.mat, i); } m_PreviewsCompiling.Add(renderData); } } } private void ForEachNodesPreview( IEnumerable nodes, Action action) { foreach (var node in nodes) { var preview = GetPreviewRenderData(node); if (preview != null) // some output nodes may have no preview action(preview); } } class NodeProcessor { // parameters GraphData graphData; Action> process; // node tracking state HashSet processing = new HashSet(); HashSet processed = new HashSet(); // iteration state stack Stack nodeStack = new Stack(); Stack childStartStack = new Stack(); Stack curChildStack = new Stack(); Stack stateStack = new Stack(); List allChildren = new List(); public NodeProcessor(GraphData graphData, Action> process) { this.graphData = graphData; this.process = process; } public void ProcessInDependencyOrder(AbstractMaterialNode root) { // early out to skip a bit of work if (processed.Contains(root)) return; // push root node in the initial state stateStack.Push(0); nodeStack.Push(root); while (nodeStack.Count > 0) { // check the state of the top of the stack switch (stateStack.Pop()) { case 0: // node initial state (valid stacks: nodeStack) { var node = nodeStack.Peek(); if (processed.Contains(node)) { // finished with this node, pop it off the stack nodeStack.Pop(); continue; } if (processing.Contains(node)) { // not processed, but still processing.. means there was a circular dependency here throw new ArgumentException("ERROR: graph contains circular wire connections"); } processing.Add(node); int childStart = allChildren.Count; childStartStack.Push(childStart); // add immediate children ForeachConnectedNode(node, PropagationDirection.Upstream, n => allChildren.Add(n)); if (allChildren.Count == childStart) { // no children.. transition to state 2 (all children processed) stateStack.Push(2); } else { // transition to state 1 (processing children) stateStack.Push(1); curChildStack.Push(childStart); } } break; case 1: // processing children (valid stacks: nodeStack, childStartStack, curChildStack) { int curChild = curChildStack.Pop(); // first update our state for when we return from the cur child int nextChild = curChild + 1; if (nextChild < allChildren.Count) { // we will process the next child stateStack.Push(1); curChildStack.Push(nextChild); } else { // we will be done iterating children, move to state 2 stateStack.Push(2); } // then push the current child in state 0 to process it stateStack.Push(0); nodeStack.Push(allChildren[curChild]); } break; case 2: // all children processed (valid stacks: nodeStack, childStartStack) { // read state, popping all var node = nodeStack.Pop(); int childStart = childStartStack.Pop(); // process node process(node, allChildren.Slice(childStart, allChildren.Count)); processed.Add(node); // remove the children that were added in state 0 allChildren.RemoveRange(childStart, allChildren.Count - childStart); // terminate node, stacks are popped to state of parent node } break; } } } public void ProcessInDependencyOrderRecursive(AbstractMaterialNode node) { if (processed.Contains(node)) return; // already processed if (processing.Contains(node)) throw new ArgumentException("ERROR: graph contains circular wire connections"); processing.Add(node); int childStart = allChildren.Count; // add immediate children ForeachConnectedNode(node, PropagationDirection.Upstream, n => allChildren.Add(n)); // process children var children = allChildren.Slice(childStart, allChildren.Count); foreach (var child in children) ProcessInDependencyOrderRecursive(child); // process self process(node, children); processed.Add(node); // remove the children allChildren.RemoveRange(childStart, allChildren.Count - childStart); } } // Processes all the nodes in the upstream trees of rootNodes // Will only process each node once, even if the trees overlap // Processes a node ONLY after processing all of the nodes in its upstream subtree void ProcessUpstreamNodesInDependencyOrder( IEnumerable rootNodes, // root nodes can share subtrees, but cannot themselves exist in any others subtree Action> process) // process takes the node and it's list of immediate upstream children as parameters { if (rootNodes.Any()) { NodeProcessor processor = new NodeProcessor(rootNodes.First().owner, process); foreach (var node in rootNodes) processor.ProcessInDependencyOrderRecursive(node); } } private static readonly ProfilerMarker UpdateTopologyMarker = new ProfilerMarker("UpdateTopology"); void UpdateTopology() { if (!m_TopologyDirty) return; using (UpdateTopologyMarker.Auto()) using (var timedNodes = PooledHashSet.Get()) { timedNodes.UnionWith(m_Graph.GetNodes().Where(n => n.RequiresTime())); // we pre-propagate timed nodes downstream, to reduce amount of propagation we have to do per frame PropagateNodes(timedNodes, PropagationDirection.Downstream, timedNodes); m_TimedPreviews.Clear(); ForEachNodesPreview(timedNodes, p => m_TimedPreviews.Add(p)); } // Calculate the PreviewMode from upstream nodes ProcessUpstreamNodesInDependencyOrder( // we just pass all the nodes we care about as the roots m_RenderDatas.Values.Select(p => p.shaderData.node).Where(n => n != null), (node, children) => { var preview = GetPreviewRenderData(node); // set preview mode based on node preference preview.previewMode = node.previewMode; // Inherit becomes 2D or 3D based on child state if (preview.previewMode == PreviewMode.Inherit) { if (children.Any(child => GetPreviewRenderData(child).previewMode == PreviewMode.Preview3D)) preview.previewMode = PreviewMode.Preview3D; else preview.previewMode = PreviewMode.Preview2D; } }); m_TopologyDirty = false; } private static readonly ProfilerMarker RenderPreviewMarker = new ProfilerMarker("RenderPreview"); void RenderPreview(PreviewRenderData renderData, Mesh mesh, Matrix4x4 transform, PooledList perMaterialPreviewProperties) { using (RenderPreviewMarker.Auto()) { var wasAsyncAllowed = ShaderUtil.allowAsyncCompilation; ShaderUtil.allowAsyncCompilation = true; AssignPerMaterialPreviewProperties(renderData.shaderData.mat, perMaterialPreviewProperties); var previousRenderTexture = RenderTexture.active; //Temp workaround for alpha previews... var temp = RenderTexture.GetTemporary(renderData.renderTexture.descriptor); RenderTexture.active = temp; Graphics.Blit(Texture2D.whiteTexture, temp, m_SceneResources.checkerboardMaterial); // Mesh is invalid for VFXTarget // We should handle this more gracefully if (renderData != m_MasterRenderData || !m_Graph.isOnlyVFXTarget) { m_SceneResources.camera.targetTexture = temp; Graphics.DrawMesh(mesh, transform, renderData.shaderData.mat, 1, m_SceneResources.camera, 0, m_SharedPreviewPropertyBlock, ShadowCastingMode.Off, false, null, false); } var previousUseSRP = Unsupported.useScriptableRenderPipeline; Unsupported.useScriptableRenderPipeline = (renderData == m_MasterRenderData); m_SceneResources.camera.Render(); Unsupported.useScriptableRenderPipeline = previousUseSRP; Graphics.Blit(temp, renderData.renderTexture, m_SceneResources.blitNoAlphaMaterial); RenderTexture.ReleaseTemporary(temp); RenderTexture.active = previousRenderTexture; renderData.texture = renderData.renderTexture; m_PreviewsToDraw.Remove(renderData); ShaderUtil.allowAsyncCompilation = wasAsyncAllowed; } } void InitializeSRPIfNeeded() { if ((Shader.globalRenderPipeline != null) && (Shader.globalRenderPipeline.Length > 0)) { return; } // issue a dummy SRP render to force SRP initialization, use the master node texture PreviewRenderData renderData = m_MasterRenderData; var previousRenderTexture = RenderTexture.active; //Temp workaround for alpha previews... var temp = RenderTexture.GetTemporary(renderData.renderTexture.descriptor); RenderTexture.active = temp; Graphics.Blit(Texture2D.whiteTexture, temp, m_SceneResources.checkerboardMaterial); m_SceneResources.camera.targetTexture = temp; var previousUseSRP = Unsupported.useScriptableRenderPipeline; Unsupported.useScriptableRenderPipeline = true; m_SceneResources.camera.Render(); Unsupported.useScriptableRenderPipeline = previousUseSRP; RenderTexture.ReleaseTemporary(temp); RenderTexture.active = previousRenderTexture; } void CheckForErrors(PreviewShaderData shaderData) { shaderData.hasError = ShaderUtil.ShaderHasError(shaderData.shader); if (shaderData.hasError) { var messages = ShaderUtil.GetShaderMessages(shaderData.shader); if (messages.Length > 0) { // TODO: Where to add errors to the stack?? if (shaderData.node == null) return; m_Messenger.AddOrAppendError(this, shaderData.node.objectId, messages[0]); ShaderUtil.ClearShaderMessages(shaderData.shader); } } } void CompileMasterNodeShader() { var shaderData = masterRenderData?.shaderData; // Skip generation for VFXTarget if (!m_Graph.isOnlyVFXTarget) { var generator = new Generator(m_Graph, m_Graph.outputNode, GenerationMode.Preview, "Master", null); shaderData.shaderString = generator.generatedShader; // record the blocks temporarily created for missing stack blocks m_MasterNodeTempBlocks.Clear(); foreach (var block in generator.temporaryBlocks) { m_MasterNodeTempBlocks.Add(block); } } if (string.IsNullOrEmpty(shaderData.shaderString)) { if (shaderData.shader != null) { ShaderUtil.ClearShaderMessages(shaderData.shader); Object.DestroyImmediate(shaderData.shader, true); shaderData.shader = null; } return; } BeginCompile(masterRenderData, shaderData.shaderString); } void DestroyRenderData(PreviewRenderData renderData) { if (renderData.shaderData != null) { if (renderData.shaderData.mat != null) { Object.DestroyImmediate(renderData.shaderData.mat, true); } if (renderData.shaderData.shader != null) { ShaderUtil.ClearShaderMessages(renderData.shaderData.shader); Object.DestroyImmediate(renderData.shaderData.shader, true); } } if (renderData.renderTexture != null) Object.DestroyImmediate(renderData.renderTexture, true); if (renderData.shaderData != null && renderData.shaderData.node != null) renderData.shaderData.node.UnregisterCallback(OnNodeModified); } void DestroyPreview(AbstractMaterialNode node) { if (node is BlockNode) { // block nodes don't have preview render data Assert.IsFalse(m_RenderDatas.ContainsKey(node)); node.UnregisterCallback(OnNodeModified); UpdateMasterPreview(ModificationScope.Topological); return; } if (!m_RenderDatas.TryGetValue(node, out var renderData)) { return; } m_PreviewsNeedsRecompile.Remove(renderData); m_PreviewsCompiling.Remove(renderData); m_PreviewsToDraw.Remove(renderData); m_TimedPreviews.Remove(renderData); DestroyRenderData(renderData); m_RenderDatas.Remove(node); } void ReleaseUnmanagedResources() { if (m_ErrorTexture != null) { Object.DestroyImmediate(m_ErrorTexture); m_ErrorTexture = null; } if (m_SceneResources != null) { m_SceneResources.Dispose(); m_SceneResources = null; } foreach (var renderData in m_RenderDatas.Values) DestroyRenderData(renderData); m_RenderDatas.Clear(); m_SharedPreviewPropertyBlock.Clear(); } public void Dispose() { ReleaseUnmanagedResources(); GC.SuppressFinalize(this); } ~PreviewManager() { throw new Exception("PreviewManager was not disposed of properly."); } } delegate void OnPreviewChanged(); class PreviewShaderData { public AbstractMaterialNode node; public Shader shader; public Material mat; public string shaderString; public int passesCompiling; public bool isOutOfDate; public bool hasError; } class PreviewRenderData { public string previewName; public PreviewShaderData shaderData; public RenderTexture renderTexture; public Texture texture; public PreviewMode previewMode; public OnPreviewChanged onPreviewChanged; public void NotifyPreviewChanged() { if (onPreviewChanged != null) onPreviewChanged(); } } }