136 lines
5.8 KiB
C#
136 lines
5.8 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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class FunctionSource
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{
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public string code;
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public HashSet<AbstractMaterialNode> nodes;
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public bool isGeneric;
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public int graphPrecisionFlags; // Flags<GraphPrecision>
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public int concretePrecisionFlags; // Flags<ConcretePrecision>
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}
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class FunctionRegistry
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{
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Dictionary<string, FunctionSource> m_Sources = new Dictionary<string, FunctionSource>();
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bool m_Validate = false;
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ShaderStringBuilder m_Builder;
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IncludeCollection m_Includes;
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public FunctionRegistry(ShaderStringBuilder builder, IncludeCollection includes, bool validate = false)
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{
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m_Builder = builder;
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m_Includes = includes;
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m_Validate = validate;
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}
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internal ShaderStringBuilder builder => m_Builder;
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public Dictionary<string, FunctionSource> sources => m_Sources;
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public void RequiresIncludes(IncludeCollection includes)
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{
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m_Includes.Add(includes);
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}
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public void RequiresIncludePath(string includePath)
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{
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m_Includes.Add(includePath, IncludeLocation.Graph);
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}
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// this list is somewhat redundant, but it preserves function declaration ordering
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// (i.e. when nodes add multiple functions, they require being defined in a certain order)
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public List<string> names { get; } = new List<string>();
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public void ProvideFunction(string name, GraphPrecision graphPrecision, ConcretePrecision concretePrecision, Action<ShaderStringBuilder> generator)
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{
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// appends code, construct the standalone code string
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var originalIndex = builder.length;
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builder.AppendNewLine();
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var startIndex = builder.length;
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generator(builder);
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var length = builder.length - startIndex;
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// trim fixes mismatched whitespace issue when nodes come from subgraphs
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var code = builder.ToString(startIndex, length).Trim();
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// validate some assumptions around generics
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bool isGenericName = name.Contains("$");
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bool isGenericFunc = code.Contains("$");
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bool isGeneric = isGenericName || isGenericFunc;
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bool containsFunctionName = code.Contains(name);
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var curNode = builder.currentNode;
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if (isGenericName != isGenericFunc)
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curNode.owner.AddValidationError(curNode.objectId, $"Function {name} provided by node {curNode.name} contains $precision tokens in the name or the code, but not both. This is very likely an error.");
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if (!containsFunctionName)
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curNode.owner.AddValidationError(curNode.objectId, $"Function {name} provided by node {curNode.name} does not contain the name of the function. This is very likely an error.");
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int graphPrecisionFlag = (1 << (int)graphPrecision);
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int concretePrecisionFlag = (1 << (int)concretePrecision);
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FunctionSource existingSource;
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if (m_Sources.TryGetValue(name, out existingSource))
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{
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// function already provided
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existingSource.nodes.Add(builder.currentNode);
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// let's check if the requested precision variant has already been provided (or if it's not generic there are no variants)
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bool concretePrecisionExists = ((existingSource.concretePrecisionFlags & concretePrecisionFlag) != 0) || !isGeneric;
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// if this precision was already added -- remove the duplicate code from the builder
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if (concretePrecisionExists)
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builder.length -= (builder.length - originalIndex);
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// save the flags
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existingSource.graphPrecisionFlags = existingSource.graphPrecisionFlags | graphPrecisionFlag;
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existingSource.concretePrecisionFlags = existingSource.concretePrecisionFlags | concretePrecisionFlag;
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// if validate, we double check that the two function declarations are the same
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if (m_Validate)
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{
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if (code != existingSource.code)
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{
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var errorMessage = string.Format("Function `{0}` has conflicting implementations:{1}{1}{2}{1}{1}{3}", name, Environment.NewLine, code, existingSource.code);
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foreach (var n in existingSource.nodes)
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n.owner.AddValidationError(n.objectId, errorMessage);
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}
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}
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}
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else
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{
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var newSource = new FunctionSource
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{
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code = code,
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isGeneric = isGeneric,
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graphPrecisionFlags = graphPrecisionFlag,
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concretePrecisionFlags = concretePrecisionFlag,
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nodes = new HashSet<AbstractMaterialNode> { builder.currentNode }
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};
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m_Sources.Add(name, newSource);
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names.Add(name);
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}
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// fully concretize any generic code by replacing any precision tokens by the node's concrete precision
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if (isGeneric && (builder.length > originalIndex))
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{
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int start = originalIndex;
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int count = builder.length - start;
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builder.Replace(PrecisionUtil.Token, concretePrecision.ToShaderString(), start, count);
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}
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}
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public void ProvideFunction(string name, Action<ShaderStringBuilder> generator)
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{
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ProvideFunction(name, builder.currentNode.graphPrecision, builder.currentNode.concretePrecision, generator);
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}
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}
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}
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