119 lines
4.2 KiB
C#
119 lines
4.2 KiB
C#
using System;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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#endif
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namespace UnityEngine.Rendering.HighDefinition
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{
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[Serializable]
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sealed class ComputeMaterialDictionary : SerializedDictionary< /* Shader Hash Code */ int, ComputeShader> { }
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// This is a runtime utility for recovering compute kernels that correlate to a normal shader asset.
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[Serializable]
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internal class ComputeMaterialLibrary : ScriptableObject
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{
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[SerializeField]
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private ComputeMaterialDictionary m_Library;
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private int ComputeRuntimeHash(Shader shader)
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{
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// This hash needs to be consistent between editor and standalone builds.
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// Shader.GetHashCode is unusable since in-editor it's just an instance ID.
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// Unfortunately the only consistent state that a Shader object seems to have
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// between editor and standalone is the name itself. We deal with this limitation
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// by failing the build if the user attempts to make one with two compute materials
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// of the same name.
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return shader.name.GetHashCode();
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}
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public void Clear()
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{
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m_Library.Clear();
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}
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public bool Add(Shader shader, ComputeShader computeShader)
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{
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return m_Library.TryAdd(ComputeRuntimeHash(shader), computeShader);
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}
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public bool Get(Shader shader, out ComputeShader computeShader)
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{
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return m_Library.TryGetValue(ComputeRuntimeHash(shader), out computeShader);
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}
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}
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#if UNITY_EDITOR
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class ComputeMaterialLibraryBuilder : IPreprocessBuildWithReport, IPostprocessBuildWithReport
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{
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public int callbackOrder { get { return 0; } }
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// This is guaranteed to be the identifier since it is what the sub target will emit.
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private const string kComputeMaterialIdentifier = "VertexSetup";
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public void OnPreprocessBuild(BuildReport report)
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{
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if (!GraphicsSettings.TryGetRenderPipelineSettings<HDRenderPipelineRuntimeAssets>(out var assets))
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return;
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// ref var library = ref assets.computeMaterialLibrary;
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var library = assets.computeMaterialLibrary;
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if (!library)
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return;
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// Wipe the library before building.
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library.Clear();
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// Gather all shader-graph assets (Currently only these can currently have a compute material.)
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var shaderGraphAssetGUIDs = AssetDatabase.FindAssets($"t:{nameof(Shader)} glob:\"**/*.shadergraph\"");
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foreach (var shaderGUID in shaderGraphAssetGUIDs)
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{
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var shaderPath = AssetDatabase.GUIDToAssetPath(shaderGUID);
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var baseShader = (Shader)AssetDatabase.LoadMainAssetAtPath(shaderPath);
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foreach (var asset in AssetDatabase.LoadAllAssetsAtPath(shaderPath))
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{
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if (asset is not ComputeShader computeMaterialShader)
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continue;
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if (!computeMaterialShader.name.Contains(kComputeMaterialIdentifier))
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continue;
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if (!library.Add(baseShader, computeMaterialShader))
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throw new BuildFailedException($"Failed to create Compute Material resource for Shader [${baseShader.name}]: More than one shader with the same name.");
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}
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}
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assets.computeMaterialLibrary = library;
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EditorUtility.SetDirty(library);
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AssetDatabase.SaveAssets();
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}
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public void OnPostprocessBuild(BuildReport report)
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{
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if (!GraphicsSettings.TryGetRenderPipelineSettings<HDRenderPipelineRuntimeAssets>(out var assets))
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return;
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var library = assets.computeMaterialLibrary;
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{
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if (!library)
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return;
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// Wipe the library after building.
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library.Clear();
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}
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assets.computeMaterialLibrary = library;
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EditorUtility.SetDirty(library);
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AssetDatabase.SaveAssets();
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}
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}
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#endif
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}
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