forked from BilalY/Rasagar
1448 lines
68 KiB
C#
1448 lines
68 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using System.Collections.ObjectModel;
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using System.Text;
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using UnityEngine;
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using UnityEngine.VFX;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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using Object = UnityEngine.Object;
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namespace UnityEditor.VFX
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{
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enum VFXContextBufferSizeMode
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{
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FixedSize,
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ScaleWithCapacity,
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FixedSizePlusScaleWithCapacity,
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}
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struct VFXContextBufferDescriptor
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{
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public uint bufferCount;
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public uint stride;
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public bool isPerCamera;
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public string baseName;
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public VFXContextBufferSizeMode bufferSizeMode;
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public uint size;
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public GraphicsBuffer.Target bufferTarget;
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public bool includeInSystemMappings;
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public float capacityScaleMultiplier;
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}
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struct VFXContextCompiledData
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{
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public List<VFXTask> tasks;
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public List<VFXContextBufferDescriptor> buffers;
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public (VFXSlot slot, VFXData data)[] linkedEventOut;
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public int AllocateIndirectBuffer(bool isPerCamera = true, uint stride = 4u, string overrideBufferName = null, uint bufferCount = 1)
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{
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buffers.Add(new VFXContextBufferDescriptor
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{
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bufferSizeMode = VFXContextBufferSizeMode.FixedSizePlusScaleWithCapacity,
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size = 1, // Add 1 to the buffer size to hold the counter in index 0
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capacityScaleMultiplier = 1,
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baseName = overrideBufferName ?? VFXDataParticle.k_IndirectBufferName,
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isPerCamera = isPerCamera,
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stride = stride,
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bufferCount = bufferCount,
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bufferTarget = GraphicsBuffer.Target.Structured,
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includeInSystemMappings = true,
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});
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return buffers.Count - 1;
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}
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}
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struct VFXTaskCompiledData
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{
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public VFXExpressionMapper cpuMapper;
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public VFXExpressionMapper gpuMapper;
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public VFXUniformMapper uniformMapper;
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public VFXSGInputs SGInputs;
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public List<uint> instancingSplitValues;
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public ReadOnlyDictionary<VFXExpression, BufferUsage> bufferUsage;
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public VFXMapping[] parameters;
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public (VFXSlot slot, VFXData data)[] linkedEventOut;
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public IHLSLCodeHolder[] hlslCodeHolders;
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public int indexInShaderSource;
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}
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struct VFXCompiledData
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{
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public Dictionary<VFXTask, VFXTaskCompiledData> taskToCompiledData;
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public Dictionary<VFXContext, VFXContextCompiledData> contextToCompiledData;
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}
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enum VFXCompilationMode
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{
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Edition,
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Runtime,
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}
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class VFXDependentBuffersData
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{
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public Dictionary<VFXData, int> attributeBuffers = new Dictionary<VFXData, int>();
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public Dictionary<VFXData, int> stripBuffers = new Dictionary<VFXData, int>();
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public Dictionary<VFXData, int> eventBuffers = new Dictionary<VFXData, int>();
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public Dictionary<VFXData, int> boundsBuffers = new Dictionary<VFXData, int>();
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}
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class VFXGraphCompiledData
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{
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// 3: Serialize material
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// 4: Bounds helper change
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// 5: HasAttributeBuffer flag
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// 6: needsComputeBounds needs Sanitization
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// 7: changes in data serialization and additional mappings added to runtime data (graphValueOffset and parentSystemIndex)
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public const uint compiledVersion = 7;
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public VFXGraphCompiledData(VFXGraph graph)
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{
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if (graph == null)
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throw new ArgumentNullException("VFXGraph cannot be null");
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m_Graph = graph;
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}
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private struct GeneratedCodeData
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{
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public VFXContext context;
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public VFXTask task;
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public bool computeShader;
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public System.Text.StringBuilder content;
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public VFXCompilationMode compilMode;
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}
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private static VFXExpressionObjectValueContainerDesc<T> CreateObjectValueDesc<T>(VFXExpression exp, int expIndex)
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{
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var desc = new VFXExpressionObjectValueContainerDesc<T>();
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desc.instanceID = exp.Get<int>();
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return desc;
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}
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private static VFXExpressionValueContainerDesc<T> CreateValueDesc<T>(VFXExpression exp, int expIndex)
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{
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var desc = new VFXExpressionValueContainerDesc<T>();
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desc.value = exp.Get<T>();
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return desc;
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}
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private void SetValueDesc<T>(VFXExpressionValueContainerDesc desc, VFXExpression exp)
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{
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((VFXExpressionValueContainerDesc<T>)desc).value = exp.Get<T>();
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}
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private void SetObjectValueDesc<T>(VFXExpressionValueContainerDesc desc, VFXExpression exp)
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{
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((VFXExpressionObjectValueContainerDesc<T>)desc).instanceID = exp.Get<int>();
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}
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public uint FindReducedExpressionIndexFromSlotCPU(VFXSlot slot)
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{
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if (m_ExpressionGraph == null)
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{
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return uint.MaxValue;
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}
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var targetExpression = slot.GetExpression();
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if (targetExpression == null)
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{
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return uint.MaxValue;
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}
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if (!m_ExpressionGraph.CPUExpressionsToReduced.ContainsKey(targetExpression))
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{
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return uint.MaxValue;
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}
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var ouputExpression = m_ExpressionGraph.CPUExpressionsToReduced[targetExpression];
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return (uint)m_ExpressionGraph.GetFlattenedIndex(ouputExpression);
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}
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private static void FillExpressionDescs(VFXExpressionGraph graph, List<VFXExpressionDesc> outExpressionCommonDescs, List<VFXExpressionDesc> outExpressionPerSpawnEventDescs, List<VFXExpressionValueContainerDesc> outValueDescs)
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{
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var flatGraph = graph.FlattenedExpressions;
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var numFlattenedExpressions = flatGraph.Count;
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var maxCommonExpressionIndex = (uint)numFlattenedExpressions;
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for (int i = 0; i < numFlattenedExpressions; ++i)
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{
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var exp = flatGraph[i];
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if (exp.Is(VFXExpression.Flags.PerSpawn) && maxCommonExpressionIndex == numFlattenedExpressions)
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maxCommonExpressionIndex = (uint)i;
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if (!exp.Is(VFXExpression.Flags.PerSpawn) && maxCommonExpressionIndex != numFlattenedExpressions)
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throw new InvalidOperationException("Not contiguous expression VFXExpression.Flags.PerSpawn detected");
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// Must match data in C++ expression
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if (exp.Is(VFXExpression.Flags.Value))
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{
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VFXExpressionValueContainerDesc value;
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switch (exp.valueType)
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{
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case VFXValueType.Float: value = CreateValueDesc<float>(exp, i); break;
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case VFXValueType.Float2: value = CreateValueDesc<Vector2>(exp, i); break;
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case VFXValueType.Float3: value = CreateValueDesc<Vector3>(exp, i); break;
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case VFXValueType.Float4: value = CreateValueDesc<Vector4>(exp, i); break;
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case VFXValueType.Int32: value = CreateValueDesc<int>(exp, i); break;
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case VFXValueType.Uint32: value = CreateValueDesc<uint>(exp, i); break;
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case VFXValueType.Texture2D:
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case VFXValueType.Texture2DArray:
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case VFXValueType.Texture3D:
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case VFXValueType.TextureCube:
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case VFXValueType.TextureCubeArray:
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value = CreateObjectValueDesc<Texture>(exp, i);
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break;
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case VFXValueType.CameraBuffer: value = CreateObjectValueDesc<Texture>(exp, i); break;
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case VFXValueType.Matrix4x4: value = CreateValueDesc<Matrix4x4>(exp, i); break;
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case VFXValueType.Curve: value = CreateValueDesc<AnimationCurve>(exp, i); break;
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case VFXValueType.ColorGradient: value = CreateValueDesc<Gradient>(exp, i); break;
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case VFXValueType.Mesh: value = CreateObjectValueDesc<Mesh>(exp, i); break;
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case VFXValueType.SkinnedMeshRenderer: value = CreateObjectValueDesc<SkinnedMeshRenderer>(exp, i); break;
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case VFXValueType.Boolean: value = CreateValueDesc<bool>(exp, i); break;
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case VFXValueType.Buffer: value = CreateValueDesc<GraphicsBuffer>(exp, i); break;
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default: throw new InvalidOperationException("Invalid type : " + exp.valueType);
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}
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value.expressionIndex = (uint)i;
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outValueDescs.Add(value);
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}
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var outExpressionsDesc = i >= maxCommonExpressionIndex ? outExpressionPerSpawnEventDescs : outExpressionCommonDescs;
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outExpressionsDesc.Add(new VFXExpressionDesc
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{
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op = exp.operation,
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data = exp.GetOperands(graph).ToArray(),
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});
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}
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}
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private static void CollectExposedDesc(List<(VFXMapping, VFXSpace, SpaceableType)> outExposedParameters, string name, VFXSlot slot, VFXExpressionGraph graph)
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{
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var expression = slot.valueType != VFXValueType.None ? slot.GetInExpression() : null;
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if (expression != null)
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{
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var exprIndex = graph.GetFlattenedIndex(expression);
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if (exprIndex == -1)
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throw new InvalidOperationException("Unable to retrieve value from exposed for " + name);
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var space = slot.space;
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var spaceableType = SpaceableType.None;
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if (space != VFXSpace.None)
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spaceableType = slot.GetSpaceTransformationType();
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outExposedParameters.Add((
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new VFXMapping()
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{
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name = name,
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index = exprIndex
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},
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space,
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spaceableType
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));
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}
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else
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{
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foreach (var child in slot.children)
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{
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CollectExposedDesc(outExposedParameters, name + "_" + child.name, child, graph);
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}
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}
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}
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private static void FillExposedDescs(List<(VFXMapping, VFXSpace, SpaceableType)> outExposedParameters, VFXExpressionGraph graph, IEnumerable<VFXParameter> parameters)
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{
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foreach (var parameter in parameters)
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{
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if (parameter.exposed && !parameter.isOutput)
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{
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CollectExposedDesc(outExposedParameters, parameter.exposedName, parameter.GetOutputSlot(0), graph);
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}
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}
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}
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class VFXSpawnContextLayer
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{
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public VFXContext context;
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public int depth;
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}
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private static List<VFXSpawnContextLayer> CollectContextParentRecursively(IEnumerable<VFXContext> inputList, ref SubgraphInfos subgraphContexts, int currentDepth = 0)
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{
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var contextEffectiveInputLinks = subgraphContexts.contextEffectiveInputLinks;
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var contextList = inputList.SelectMany(o => contextEffectiveInputLinks[o].SelectMany(t => t))
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.Select(t => t.context).Distinct()
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.Select(c => new VFXSpawnContextLayer()
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{
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context = c,
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depth = currentDepth
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}).ToList();
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if (contextList.Any(o => contextEffectiveInputLinks[o.context].Any()))
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{
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var parentContextList = CollectContextParentRecursively(contextList.Select(c => c.context), ref subgraphContexts, currentDepth + 1);
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foreach (var parentContextEntry in parentContextList)
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{
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var currentEntry = contextList.FirstOrDefault(o => o.context == parentContextEntry.context);
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if (currentEntry == null)
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{
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contextList.Add(parentContextEntry);
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}
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else if (parentContextEntry.depth > currentEntry.depth)
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{
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currentEntry.depth = parentContextEntry.depth;
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}
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}
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}
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return contextList;
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}
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private static VFXContext[] CollectSpawnersHierarchy(IEnumerable<VFXContext> vfxContext, ref SubgraphInfos subgraphContexts)
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{
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var initContext = vfxContext.Where(o => o.contextType == VFXContextType.Init || o.contextType == VFXContextType.OutputEvent).ToList();
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var spawnerHierarchy = CollectContextParentRecursively(initContext, ref subgraphContexts);
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var spawnerList = spawnerHierarchy.Where(o => o.context.contextType == VFXContextType.Spawner)
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.OrderByDescending(o => o.depth)
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.Select(o => o.context).ToArray();
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return spawnerList;
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}
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struct SpawnInfo
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{
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public int bufferIndex;
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public int systemIndex;
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}
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private static VFXCPUBufferData ComputeArrayOfStructureInitialData(IEnumerable<VFXLayoutElementDesc> layout, VFXGraph vfxGraph)
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{
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var data = new VFXCPUBufferData();
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foreach (var element in layout)
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{
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vfxGraph.attributesManager.TryFind(element.name, out var attribute);
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bool useAttribute = attribute.name == element.name;
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if (element.type == VFXValueType.Boolean)
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{
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var v = useAttribute ? attribute.value.Get<bool>() : default(bool);
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data.PushBool(v);
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}
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else if (element.type == VFXValueType.Float)
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{
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var v = useAttribute ? attribute.value.Get<float>() : default(float);
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data.PushFloat(v);
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}
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else if (element.type == VFXValueType.Float2)
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{
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var v = useAttribute ? attribute.value.Get<Vector2>() : default(Vector2);
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data.PushFloat(v.x);
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data.PushFloat(v.y);
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}
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else if (element.type == VFXValueType.Float3)
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{
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var v = useAttribute ? attribute.value.Get<Vector3>() : default(Vector3);
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data.PushFloat(v.x);
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data.PushFloat(v.y);
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data.PushFloat(v.z);
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}
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else if (element.type == VFXValueType.Float4)
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{
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var v = useAttribute ? attribute.value.Get<Vector4>() : default(Vector4);
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data.PushFloat(v.x);
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data.PushFloat(v.y);
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data.PushFloat(v.z);
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data.PushFloat(v.w);
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}
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else if (element.type == VFXValueType.Int32)
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{
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var v = useAttribute ? attribute.value.Get<int>() : default(int);
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data.PushInt(v);
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}
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else if (element.type == VFXValueType.Uint32)
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{
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var v = useAttribute ? attribute.value.Get<uint>() : default(uint);
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data.PushUInt(v);
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}
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else
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{
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throw new NotImplementedException();
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}
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}
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return data;
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}
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void RecursePutSubgraphParent(Dictionary<VFXSubgraphContext, VFXSubgraphContext> parents, List<VFXSubgraphContext> subgraphs, VFXSubgraphContext subgraph)
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{
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foreach (var subSubgraph in subgraph.subChildren.OfType<VFXSubgraphContext>().Where(t => t.subgraph != null))
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{
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subgraphs.Add(subSubgraph);
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parents[subSubgraph] = subgraph;
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RecursePutSubgraphParent(parents, subgraphs, subSubgraph);
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}
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}
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static List<VFXContextLink>[] ComputeContextEffectiveLinks(VFXContext context, ref SubgraphInfos subgraphInfos)
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{
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List<VFXContextLink>[] result = new List<VFXContextLink>[context.inputFlowSlot.Length];
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Dictionary<string, int> eventNameIndice = new Dictionary<string, int>();
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for (int i = 0; i < context.inputFlowSlot.Length; ++i)
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{
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result[i] = new List<VFXContextLink>();
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VFXSubgraphContext parentSubgraph = null;
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subgraphInfos.spawnerSubgraph.TryGetValue(context, out parentSubgraph);
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List<VFXContext> subgraphAncestors = new List<VFXContext>();
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subgraphAncestors.Add(context);
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while (parentSubgraph != null)
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{
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subgraphAncestors.Add(parentSubgraph);
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if (!subgraphInfos.subgraphParents.TryGetValue(parentSubgraph, out parentSubgraph))
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{
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parentSubgraph = null;
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}
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}
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List<List<int>> defaultEventPaths = new List<List<int>>();
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defaultEventPaths.Add(new List<int>(new int[] { i }));
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List<List<int>> newEventPaths = new List<List<int>>();
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for (int j = 0; j < subgraphAncestors.Count; ++j)
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{
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var sg = subgraphAncestors[j];
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var nextSg = j < subgraphAncestors.Count - 1 ? subgraphAncestors[j + 1] as VFXSubgraphContext : null;
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foreach (var path in defaultEventPaths)
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||
|
{
|
||
|
int currentFlowIndex = path.Last();
|
||
|
var eventSlot = sg.inputFlowSlot[currentFlowIndex];
|
||
|
var eventSlotSpawners = eventSlot.link.Where(t => t.context.contextType == VFXContextType.Spawner);
|
||
|
result[i].AddRange(eventSlotSpawners);
|
||
|
|
||
|
var eventSlotEvents = eventSlot.link.Where(t => t.context is VFXBasicEvent);
|
||
|
|
||
|
if (eventSlotEvents.Any())
|
||
|
{
|
||
|
foreach (var evt in eventSlotEvents)
|
||
|
{
|
||
|
string eventName = (evt.context as VFXBasicEvent).eventName;
|
||
|
|
||
|
switch (eventName)
|
||
|
{
|
||
|
case VisualEffectAsset.PlayEventName:
|
||
|
if (nextSg != null)
|
||
|
newEventPaths.Add(path.Concat(new int[] { 0 }).ToList());
|
||
|
else
|
||
|
result[i].Add(evt);
|
||
|
break;
|
||
|
case VisualEffectAsset.StopEventName:
|
||
|
if (nextSg != null)
|
||
|
newEventPaths.Add(path.Concat(new int[] { 1 }).ToList());
|
||
|
else
|
||
|
result[i].Add(evt);
|
||
|
break;
|
||
|
default:
|
||
|
{
|
||
|
if (nextSg != null)
|
||
|
{
|
||
|
int eventIndex = nextSg.GetInputFlowIndex(eventName);
|
||
|
if (eventIndex != -1)
|
||
|
newEventPaths.Add(path.Concat(new int[] { eventIndex }).ToList());
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
result[i].Add(evt);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (!eventSlot.link.Any())
|
||
|
{
|
||
|
if (!(sg is VFXSubgraphContext))
|
||
|
{
|
||
|
if (nextSg != null)
|
||
|
{
|
||
|
int fixedSlotIndex = currentFlowIndex > 1 ? currentFlowIndex : nextSg.GetInputFlowIndex(currentFlowIndex == 1 ? VisualEffectAsset.StopEventName : VisualEffectAsset.PlayEventName);
|
||
|
if (fixedSlotIndex >= 0)
|
||
|
newEventPaths.Add(path.Concat(new int[] { fixedSlotIndex }).ToList());
|
||
|
}
|
||
|
else
|
||
|
newEventPaths.Add(path.Concat(new int[] { currentFlowIndex }).ToList());
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var sgsg = sg as VFXSubgraphContext;
|
||
|
|
||
|
var eventName = sgsg.GetInputFlowName(currentFlowIndex);
|
||
|
|
||
|
var eventCtx = sgsg.GetEventContext(eventName);
|
||
|
if (eventCtx != null)
|
||
|
result[i].Add(new VFXContextLink() { slotIndex = 0, context = eventCtx });
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
defaultEventPaths.Clear();
|
||
|
defaultEventPaths.AddRange(newEventPaths);
|
||
|
newEventPaths.Clear();
|
||
|
}
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
private class ProcessChunk
|
||
|
{
|
||
|
public int startIndex;
|
||
|
public int endIndex;
|
||
|
}
|
||
|
|
||
|
static VFXMapping[] ComputePreProcessExpressionForSpawn(IEnumerable<VFXExpression> expressionPerSpawnToProcess, VFXExpressionGraph graph)
|
||
|
{
|
||
|
var allExpressions = new HashSet<VFXExpression>();
|
||
|
foreach (var expression in expressionPerSpawnToProcess)
|
||
|
VFXExpression.CollectParentExpressionRecursively(expression, allExpressions);
|
||
|
|
||
|
var expressionIndexes = allExpressions.
|
||
|
Where(o => o.Is(VFXExpression.Flags.PerSpawn)) //Filter only per spawn part of graph
|
||
|
.Select(o => graph.GetFlattenedIndex(o))
|
||
|
.OrderBy(i => i);
|
||
|
|
||
|
//Additional verification of appropriate expected expression index
|
||
|
//In flatten expression, all common expressions are sorted first, then, we have chunk of additional preprocess
|
||
|
//We aren't supposed to happen a chunk which is running common expression here.
|
||
|
if (expressionIndexes.Any(i => i < graph.CommonExpressionCount))
|
||
|
{
|
||
|
var expressionInCommon = allExpressions
|
||
|
.Where(o => graph.GetFlattenedIndex(o) < graph.CommonExpressionCount)
|
||
|
.OrderBy(o => graph.GetFlattenedIndex(o));
|
||
|
Debug.LogErrorFormat("Unexpected preprocess expression detected : {0} (count)", expressionInCommon.Count());
|
||
|
}
|
||
|
|
||
|
var processChunk = new List<ProcessChunk>();
|
||
|
int previousIndex = int.MinValue;
|
||
|
foreach (var indice in expressionIndexes)
|
||
|
{
|
||
|
if (indice != previousIndex + 1)
|
||
|
processChunk.Add(new ProcessChunk()
|
||
|
{
|
||
|
startIndex = indice,
|
||
|
endIndex = indice + 1
|
||
|
});
|
||
|
else
|
||
|
processChunk.Last().endIndex = indice + 1;
|
||
|
previousIndex = indice;
|
||
|
}
|
||
|
|
||
|
return processChunk.SelectMany((o, i) =>
|
||
|
{
|
||
|
var prefix = VFXCodeGeneratorHelper.GeneratePrefix((uint)i);
|
||
|
return new[]
|
||
|
{
|
||
|
new VFXMapping
|
||
|
{
|
||
|
name = "start_" + prefix,
|
||
|
index = o.startIndex
|
||
|
},
|
||
|
new VFXMapping
|
||
|
{
|
||
|
name = "end_" + prefix,
|
||
|
index = o.endIndex
|
||
|
}
|
||
|
};
|
||
|
}).ToArray();
|
||
|
}
|
||
|
|
||
|
private static VFXEditorTaskDesc[] BuildEditorTaskDescFromBlockSpawner(IEnumerable<VFXBlock> blocks, VFXTaskCompiledData taskData, VFXExpressionGraph graph)
|
||
|
{
|
||
|
var taskDescList = new List<VFXEditorTaskDesc>();
|
||
|
|
||
|
int index = 0;
|
||
|
foreach (var b in blocks)
|
||
|
{
|
||
|
var spawnerBlock = b as VFXAbstractSpawner;
|
||
|
if (spawnerBlock == null)
|
||
|
{
|
||
|
throw new InvalidCastException("Unexpected block type in spawnerContext");
|
||
|
}
|
||
|
if (spawnerBlock.spawnerType == VFXTaskType.CustomCallbackSpawner && spawnerBlock.customBehavior == null)
|
||
|
{
|
||
|
throw new InvalidOperationException("VFXAbstractSpawner excepts a custom behavior for custom callback type");
|
||
|
}
|
||
|
if (spawnerBlock.spawnerType != VFXTaskType.CustomCallbackSpawner && spawnerBlock.customBehavior != null)
|
||
|
{
|
||
|
throw new InvalidOperationException("VFXAbstractSpawner only expects a custom behavior for custom callback type");
|
||
|
}
|
||
|
|
||
|
var mappingList = new List<VFXMapping>();
|
||
|
var expressionPerSpawnToProcess = new List<VFXExpression>();
|
||
|
foreach (var namedExpression in taskData.cpuMapper.CollectExpression(index, false))
|
||
|
{
|
||
|
mappingList.Add(new VFXMapping()
|
||
|
{
|
||
|
index = graph.GetFlattenedIndex(namedExpression.exp),
|
||
|
name = namedExpression.name
|
||
|
});
|
||
|
|
||
|
if (namedExpression.exp.Is(VFXExpression.Flags.PerSpawn))
|
||
|
expressionPerSpawnToProcess.Add(namedExpression.exp);
|
||
|
}
|
||
|
|
||
|
if (expressionPerSpawnToProcess.Any())
|
||
|
{
|
||
|
var mappingPreProcess = ComputePreProcessExpressionForSpawn(expressionPerSpawnToProcess, graph);
|
||
|
var preProcessTask = new VFXEditorTaskDesc
|
||
|
{
|
||
|
type = UnityEngine.VFX.VFXTaskType.EvaluateExpressionsSpawner,
|
||
|
buffers = new VFXMapping[0],
|
||
|
values = mappingPreProcess,
|
||
|
parameters = taskData.parameters,
|
||
|
externalProcessor = null
|
||
|
};
|
||
|
taskDescList.Add(preProcessTask);
|
||
|
}
|
||
|
|
||
|
Object processor = null;
|
||
|
if (spawnerBlock.customBehavior != null)
|
||
|
processor = spawnerBlock.customBehavior;
|
||
|
|
||
|
taskDescList.Add(new VFXEditorTaskDesc
|
||
|
{
|
||
|
type = (UnityEngine.VFX.VFXTaskType)spawnerBlock.spawnerType,
|
||
|
buffers = new VFXMapping[0],
|
||
|
values = GetSortedUniformValues(mappingList),
|
||
|
parameters = taskData.parameters,
|
||
|
externalProcessor = processor
|
||
|
});
|
||
|
index++;
|
||
|
}
|
||
|
|
||
|
return taskDescList.ToArray();
|
||
|
}
|
||
|
|
||
|
private static VFXMapping[] GetSortedUniformValues(List<VFXMapping> mappingList)
|
||
|
{
|
||
|
// Order by index, except activation slot, that should be first
|
||
|
return mappingList.OrderBy(o => o.name == VFXBlock.activationSlotName ? -1 : o.index).ToArray();
|
||
|
}
|
||
|
|
||
|
private static void FillSpawner(Dictionary<VFXContext, SpawnInfo> outContextSpawnToSpawnInfo,
|
||
|
Dictionary<VFXData, uint> outDataToSystemIndex,
|
||
|
List<VFXCPUBufferDesc> outCpuBufferDescs,
|
||
|
List<VFXEditorSystemDesc> outSystemDescs,
|
||
|
IEnumerable<VFXContext> contexts,
|
||
|
VFXExpressionGraph graph,
|
||
|
VFXCompiledData compiledData,
|
||
|
ref SubgraphInfos subgraphInfos,
|
||
|
VFXGraph vfxGraph = null)
|
||
|
{
|
||
|
var systemNames = vfxGraph != null ? vfxGraph.systemNames : null;
|
||
|
var spawners = CollectSpawnersHierarchy(contexts, ref subgraphInfos);
|
||
|
foreach (var it in spawners.Select((spawner, index) => new { spawner, index }))
|
||
|
{
|
||
|
outContextSpawnToSpawnInfo.Add(it.spawner, new SpawnInfo() { bufferIndex = outCpuBufferDescs.Count, systemIndex = it.index });
|
||
|
outCpuBufferDescs.Add(new VFXCPUBufferDesc()
|
||
|
{
|
||
|
capacity = 1u,
|
||
|
stride = graph.GlobalEventAttributes.First().offset.structure,
|
||
|
layout = graph.GlobalEventAttributes.ToArray(),
|
||
|
initialData = ComputeArrayOfStructureInitialData(graph.GlobalEventAttributes, vfxGraph)
|
||
|
});
|
||
|
}
|
||
|
foreach (var spawnContext in spawners)
|
||
|
{
|
||
|
var buffers = new List<VFXMapping>();
|
||
|
buffers.Add(new VFXMapping()
|
||
|
{
|
||
|
index = outContextSpawnToSpawnInfo[spawnContext].bufferIndex,
|
||
|
name = "spawner_output"
|
||
|
});
|
||
|
|
||
|
for (int indexSlot = 0; indexSlot < 2 && indexSlot < spawnContext.inputFlowSlot.Length; ++indexSlot)
|
||
|
{
|
||
|
foreach (var input in subgraphInfos.contextEffectiveInputLinks[spawnContext][indexSlot])
|
||
|
{
|
||
|
var inputContext = input.context;
|
||
|
if (outContextSpawnToSpawnInfo.ContainsKey(inputContext))
|
||
|
{
|
||
|
buffers.Add(new VFXMapping()
|
||
|
{
|
||
|
index = outContextSpawnToSpawnInfo[inputContext].bufferIndex,
|
||
|
name = "spawner_input_" + (indexSlot == 0 ? "OnPlay" : "OnStop")
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
foreach (var task in compiledData.contextToCompiledData[spawnContext].tasks)
|
||
|
{
|
||
|
var contextData = compiledData.taskToCompiledData[task];
|
||
|
var contextExpressions = contextData.cpuMapper.CollectExpression(-1);
|
||
|
var systemValueMappings = new List<VFXMapping>();
|
||
|
var expressionPerSpawnToProcess = new List<VFXExpression>();
|
||
|
foreach (var contextExpression in contextExpressions)
|
||
|
{
|
||
|
var expressionIndex = graph.GetFlattenedIndex(contextExpression.exp);
|
||
|
systemValueMappings.Add(new VFXMapping(contextExpression.name, expressionIndex));
|
||
|
if (contextExpression.exp.Is(VFXExpression.Flags.PerSpawn))
|
||
|
{
|
||
|
expressionPerSpawnToProcess.Add(contextExpression.exp);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (expressionPerSpawnToProcess.Any())
|
||
|
{
|
||
|
var addiionnalValues = ComputePreProcessExpressionForSpawn(expressionPerSpawnToProcess, graph);
|
||
|
systemValueMappings.AddRange(addiionnalValues);
|
||
|
}
|
||
|
|
||
|
string nativeName = string.Empty;
|
||
|
if (systemNames != null)
|
||
|
nativeName = systemNames.GetUniqueSystemName(spawnContext.GetData());
|
||
|
else
|
||
|
throw new InvalidOperationException("system names manager cannot be null");
|
||
|
|
||
|
outDataToSystemIndex.Add(spawnContext.GetData(), (uint)outSystemDescs.Count);
|
||
|
compiledData.taskToCompiledData[task] = contextData;
|
||
|
|
||
|
outSystemDescs.Add(new VFXEditorSystemDesc()
|
||
|
{
|
||
|
values = systemValueMappings.ToArray(),
|
||
|
buffers = buffers.ToArray(),
|
||
|
capacity = 0u,
|
||
|
name = nativeName,
|
||
|
flags = VFXSystemFlag.SystemDefault,
|
||
|
layer = uint.MaxValue,
|
||
|
tasks = BuildEditorTaskDescFromBlockSpawner(spawnContext.activeFlattenedChildrenWithImplicit, contextData, graph)
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
struct SubgraphInfos
|
||
|
{
|
||
|
public Dictionary<VFXSubgraphContext, VFXSubgraphContext> subgraphParents;
|
||
|
public Dictionary<VFXContext, VFXSubgraphContext> spawnerSubgraph;
|
||
|
public List<VFXSubgraphContext> subgraphs;
|
||
|
public Dictionary<VFXContext, List<VFXContextLink>[]> contextEffectiveInputLinks;
|
||
|
|
||
|
public List<VFXContextLink> GetContextEffectiveOutputLinks(VFXContext context, int slot)
|
||
|
{
|
||
|
List<VFXContextLink> effectiveOuts = new List<VFXContextLink>();
|
||
|
|
||
|
foreach (var kv in contextEffectiveInputLinks)
|
||
|
{
|
||
|
for (int i = 0; i < kv.Value.Length; ++i)
|
||
|
{
|
||
|
foreach (var link in kv.Value[i])
|
||
|
{
|
||
|
if (link.context == context && link.slotIndex == slot)
|
||
|
effectiveOuts.Add(new VFXContextLink() { context = kv.Key, slotIndex = i });
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return effectiveOuts;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static void FillEvent(List<EventDesc> outEventDesc, Dictionary<VFXContext, SpawnInfo> contextSpawnToSpawnInfo, IEnumerable<VFXContext> contexts, IEnumerable<VFXData> compilableData, ref SubgraphInfos subgraphInfos)
|
||
|
{
|
||
|
var contextEffectiveInputLinks = subgraphInfos.contextEffectiveInputLinks;
|
||
|
|
||
|
var allPlayNotLinked = contextSpawnToSpawnInfo.Where(o => !contextEffectiveInputLinks[o.Key][0].Any()).Select(o => o.Key).ToList();
|
||
|
var allStopNotLinked = contextSpawnToSpawnInfo.Where(o => !contextEffectiveInputLinks[o.Key][1].Any()).Select(o => o.Key).ToList();
|
||
|
|
||
|
var eventDescTemp = new EventDesc[]
|
||
|
{
|
||
|
new EventDesc() { name = VisualEffectAsset.PlayEventName, startSystems = allPlayNotLinked, stopSystems = new List<VFXContext>(), initSystems = new List<VFXContext>() },
|
||
|
new EventDesc() { name = VisualEffectAsset.StopEventName, startSystems = new List<VFXContext>(), stopSystems = allStopNotLinked, initSystems = new List<VFXContext>() },
|
||
|
}.ToList();
|
||
|
|
||
|
var specialNames = new HashSet<string>(new string[] { VisualEffectAsset.PlayEventName, VisualEffectAsset.StopEventName });
|
||
|
|
||
|
var events = contexts.Where(o => o.contextType == VFXContextType.Event);
|
||
|
foreach (var evt in events)
|
||
|
{
|
||
|
var eventName = (evt as VFXBasicEvent).eventName;
|
||
|
|
||
|
if (subgraphInfos.spawnerSubgraph.ContainsKey(evt) && specialNames.Contains(eventName))
|
||
|
continue;
|
||
|
|
||
|
List<VFXContextLink> effectiveOuts = subgraphInfos.GetContextEffectiveOutputLinks(evt, 0);
|
||
|
|
||
|
foreach (var link in effectiveOuts)
|
||
|
{
|
||
|
var eventIndex = eventDescTemp.FindIndex(o => o.name == eventName);
|
||
|
if (eventIndex == -1)
|
||
|
{
|
||
|
eventIndex = eventDescTemp.Count;
|
||
|
eventDescTemp.Add(new EventDesc
|
||
|
{
|
||
|
name = eventName,
|
||
|
startSystems = new List<VFXContext>(),
|
||
|
stopSystems = new List<VFXContext>(),
|
||
|
initSystems = new List<VFXContext>()
|
||
|
});
|
||
|
}
|
||
|
|
||
|
var eventDesc = eventDescTemp[eventIndex];
|
||
|
if (link.context.contextType == VFXContextType.Spawner)
|
||
|
{
|
||
|
if (contextSpawnToSpawnInfo.ContainsKey(link.context))
|
||
|
{
|
||
|
var startSystem = link.slotIndex == 0;
|
||
|
if (startSystem)
|
||
|
{
|
||
|
eventDesc.startSystems.Add(link.context);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
eventDesc.stopSystems.Add(link.context);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (link.context.contextType == VFXContextType.Init)
|
||
|
{
|
||
|
eventDesc.initSystems.Add(link.context);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
throw new InvalidOperationException(string.Format("Unexpected link context : " + link.context.contextType));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
outEventDesc.AddRange(eventDescTemp);
|
||
|
}
|
||
|
|
||
|
private void GenerateShaders(List<GeneratedCodeData> outGeneratedCodeData, VFXExpressionGraph graph, IEnumerable<VFXContext> contexts, VFXCompiledData compiledData, VFXCompilationMode compilationMode, HashSet<string> dependencies, bool enableShaderDebugSymbols, Dictionary<VFXContext, VFXExpressionMapper> gpuMappers)
|
||
|
{
|
||
|
Profiler.BeginSample("VFXEditor.GenerateShaders");
|
||
|
try
|
||
|
{
|
||
|
var errorMessage = new StringBuilder();
|
||
|
foreach (var context in contexts)
|
||
|
{
|
||
|
VFXExpressionMapper gpuMapper = null;
|
||
|
if (gpuMappers?.TryGetValue(context, out gpuMapper) != true)
|
||
|
{
|
||
|
gpuMapper = graph.BuildGPUMapper(context);
|
||
|
}
|
||
|
var uniformMapper = new VFXUniformMapper(gpuMapper, context.doesGenerateShader, false);
|
||
|
|
||
|
foreach (var task in compiledData.contextToCompiledData[context].tasks)
|
||
|
{
|
||
|
// Add gpu and uniform mapper
|
||
|
var contextData = compiledData.taskToCompiledData[task];
|
||
|
contextData.gpuMapper = gpuMapper;
|
||
|
contextData.uniformMapper = uniformMapper;
|
||
|
contextData.bufferUsage = graph.GetBufferTypeUsage(context);
|
||
|
|
||
|
if (task.doesGenerateShader)
|
||
|
{
|
||
|
var generatedContent = VFXCodeGenerator.Build(context, task, compilationMode, contextData, dependencies, enableShaderDebugSymbols, out var errors);
|
||
|
if (generatedContent != null && generatedContent.Length > 0)
|
||
|
{
|
||
|
contextData.indexInShaderSource = outGeneratedCodeData.Count;
|
||
|
outGeneratedCodeData.Add(new GeneratedCodeData()
|
||
|
{
|
||
|
context = context,
|
||
|
task = task,
|
||
|
computeShader = task.shaderType == VFXTaskShaderType.ComputeShader,
|
||
|
compilMode = compilationMode,
|
||
|
content = generatedContent
|
||
|
});
|
||
|
}
|
||
|
else if (errors?.Count > 0)
|
||
|
{
|
||
|
errorMessage.AppendLine($"Code generation failure from context {context.name.Replace("\n", " ")} {(string.IsNullOrEmpty(context.label) ? $"({context.label})" : string.Empty)}");
|
||
|
errors.ForEach(x =>
|
||
|
{
|
||
|
errorMessage.AppendLine($"\t{x}");
|
||
|
m_Graph.RegisterCompileError("CompileError", x, context);
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
compiledData.taskToCompiledData[task] = contextData;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
Profiler.EndSample();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static VFXShaderSourceDesc[] SaveShaderFiles(VisualEffectResource resource,
|
||
|
List<GeneratedCodeData> generatedCodeData,
|
||
|
VFXCompiledData compiledData,
|
||
|
VFXSystemNames systemNames)
|
||
|
{
|
||
|
Profiler.BeginSample("VFXEditor.SaveShaderFiles");
|
||
|
try
|
||
|
{
|
||
|
var descs = new VFXShaderSourceDesc[generatedCodeData.Count];
|
||
|
var assetName = string.Empty;
|
||
|
if (resource.asset != null)
|
||
|
{
|
||
|
assetName = resource.asset.name; //Most Common case, asset is already available
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var assetPath = AssetDatabase.GetAssetPath(resource); //Can occur during Copy/Past or Rename
|
||
|
if (!string.IsNullOrEmpty(assetPath))
|
||
|
{
|
||
|
assetName = Path.GetFileNameWithoutExtension(assetPath);
|
||
|
}
|
||
|
else if (resource.name != null) //Unable to retrieve asset path, last fallback use serialized resource name
|
||
|
{
|
||
|
assetName = resource.name;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < generatedCodeData.Count; ++i)
|
||
|
{
|
||
|
var generated = generatedCodeData[i];
|
||
|
|
||
|
var systemName = systemNames.GetUniqueSystemName(generated.context.GetData());
|
||
|
var contextLetter = generated.context.letter;
|
||
|
var contextName = string.IsNullOrEmpty(generated.context.label) ? generated.context.name.Replace('\n', ' ') : generated.context.label;
|
||
|
|
||
|
var shaderName = string.Empty;
|
||
|
var fileName = string.Empty;
|
||
|
if (contextLetter == '\0')
|
||
|
{
|
||
|
fileName = string.Format("[{0}] [{1}] {2}", assetName, systemName, contextName);
|
||
|
shaderName = string.Format("Hidden/VFX/{0}/{1}/{2}", assetName, systemName, contextName);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fileName = string.Format("[{0}] [{1}]{2} {3}", assetName, systemName, contextLetter, contextName);
|
||
|
shaderName = string.Format("Hidden/VFX/{0}/{1}/{2}/{3}", assetName, systemName, contextLetter, contextName);
|
||
|
}
|
||
|
|
||
|
if (!string.IsNullOrEmpty(generated.task.name))
|
||
|
{
|
||
|
fileName += string.Format(" - {0}", generated.task.name);
|
||
|
shaderName += string.Format("/{0}", generated.task.name);
|
||
|
}
|
||
|
|
||
|
if (!generated.computeShader)
|
||
|
{
|
||
|
generated.content.Insert(0, "Shader \"" + shaderName + "\"\n");
|
||
|
}
|
||
|
descs[i].source = generated.content.ToString();
|
||
|
descs[i].name = fileName;
|
||
|
descs[i].compute = generated.computeShader;
|
||
|
}
|
||
|
|
||
|
return descs;
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
Profiler.EndSample();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void FillDependentBuffer(
|
||
|
IEnumerable<VFXData> compilableData,
|
||
|
List<VFXGPUBufferDesc> bufferDescs,
|
||
|
VFXDependentBuffersData buffers)
|
||
|
{
|
||
|
// TODO This should be in VFXDataParticle
|
||
|
foreach (var data in compilableData.OfType<VFXDataParticle>())
|
||
|
{
|
||
|
int attributeBufferIndex = -1;
|
||
|
if (data.attributeBufferSize > 0)
|
||
|
{
|
||
|
attributeBufferIndex = bufferDescs.Count;
|
||
|
bufferDescs.Add(data.attributeBufferDesc);
|
||
|
}
|
||
|
buffers.attributeBuffers.Add(data, attributeBufferIndex);
|
||
|
|
||
|
int stripBufferIndex = -1;
|
||
|
if (data.hasStrip)
|
||
|
{
|
||
|
stripBufferIndex = bufferDescs.Count;
|
||
|
uint stripCapacity = (uint)data.GetSettingValue("stripCapacity");
|
||
|
bufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = stripCapacity * 5 + 1, stride = 4});
|
||
|
}
|
||
|
buffers.stripBuffers.Add(data, stripBufferIndex);
|
||
|
|
||
|
int boundsBufferIndex = -1;
|
||
|
if (data.NeedsComputeBounds())
|
||
|
{
|
||
|
boundsBufferIndex = bufferDescs.Count;
|
||
|
bufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = 6, stride = 4});
|
||
|
}
|
||
|
buffers.boundsBuffers.Add(data, boundsBufferIndex);
|
||
|
}
|
||
|
|
||
|
//Prepare GPU event buffer
|
||
|
foreach (var data in compilableData.SelectMany(o => o.dependenciesOut).Distinct().OfType<VFXDataParticle>())
|
||
|
{
|
||
|
var eventBufferIndex = -1;
|
||
|
uint capacity = (uint)data.GetSettingValue("capacity");
|
||
|
if (capacity > 0)
|
||
|
{
|
||
|
eventBufferIndex = bufferDescs.Count;
|
||
|
bufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = capacity + 2, stride = 4 });
|
||
|
}
|
||
|
buffers.eventBuffers.Add(data, eventBufferIndex);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
VFXRendererSettings GetRendererSettings(VFXRendererSettings initialSettings, IEnumerable<IVFXSubRenderer> subRenderers)
|
||
|
{
|
||
|
var settings = initialSettings;
|
||
|
settings.shadowCastingMode = subRenderers.Any(r => r.hasShadowCasting) ? ShadowCastingMode.On : ShadowCastingMode.Off;
|
||
|
settings.motionVectorGenerationMode = subRenderers.Any(r => r.hasMotionVector) ? MotionVectorGenerationMode.Object : MotionVectorGenerationMode.Camera;
|
||
|
return settings;
|
||
|
}
|
||
|
|
||
|
private class VFXImplicitContextOfExposedExpression : VFXContext
|
||
|
{
|
||
|
private VFXExpressionMapper mapper;
|
||
|
|
||
|
public VFXImplicitContextOfExposedExpression() : base(VFXContextType.None, VFXDataType.None, VFXDataType.None) { }
|
||
|
|
||
|
private static void CollectExposedExpression(List<VFXExpression> expressions, VFXSlot slot)
|
||
|
{
|
||
|
var expression = slot.valueType != VFXValueType.None ? slot.GetInExpression() : null;
|
||
|
if (expression != null)
|
||
|
expressions.Add(expression);
|
||
|
else
|
||
|
{
|
||
|
foreach (var child in slot.children)
|
||
|
CollectExposedExpression(expressions, child);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void FillExpression(VFXGraph graph)
|
||
|
{
|
||
|
var allExposedParameter = graph.children.OfType<VFXParameter>().Where(o => o.exposed);
|
||
|
var expressionsList = new List<VFXExpression>();
|
||
|
foreach (var parameter in allExposedParameter)
|
||
|
CollectExposedExpression(expressionsList, parameter.outputSlots[0]);
|
||
|
|
||
|
mapper = new VFXExpressionMapper();
|
||
|
for (int i = 0; i < expressionsList.Count; ++i)
|
||
|
mapper.AddExpression(expressionsList[i], "ImplicitExposedExpression", i);
|
||
|
}
|
||
|
|
||
|
public override VFXExpressionMapper GetExpressionMapper(VFXDeviceTarget target)
|
||
|
{
|
||
|
return target == VFXDeviceTarget.CPU ? mapper : null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ComputeEffectiveInputLinks(ref SubgraphInfos subgraphInfos, IEnumerable<VFXContext> compilableContexts)
|
||
|
{
|
||
|
var contextEffectiveInputLinks = subgraphInfos.contextEffectiveInputLinks;
|
||
|
foreach (var context in compilableContexts.Where(t => !(t is VFXSubgraphContext)))
|
||
|
{
|
||
|
contextEffectiveInputLinks[context] = ComputeContextEffectiveLinks(context, ref subgraphInfos);
|
||
|
ComputeEffectiveInputLinks(ref subgraphInfos, contextEffectiveInputLinks[context].SelectMany(t => t).Select(t => t.context).Where(t => !contextEffectiveInputLinks.ContainsKey(t)));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
struct EventDesc
|
||
|
{
|
||
|
public string name;
|
||
|
public List<VFXContext> startSystems;
|
||
|
public List<VFXContext> stopSystems;
|
||
|
public List<VFXContext> initSystems;
|
||
|
}
|
||
|
|
||
|
static IEnumerable<uint> ConvertDataToSystemIndex(IEnumerable<VFXContext> input, Dictionary<VFXData, uint> dataToSystemIndex)
|
||
|
{
|
||
|
foreach (var context in input)
|
||
|
if (dataToSystemIndex.TryGetValue(context.GetData(), out var index))
|
||
|
yield return index;
|
||
|
}
|
||
|
|
||
|
private void CleanRuntimeData()
|
||
|
{
|
||
|
if (m_Graph.visualEffectResource != null)
|
||
|
m_Graph.visualEffectResource.ClearRuntimeData();
|
||
|
|
||
|
m_ExpressionGraph = new VFXExpressionGraph();
|
||
|
m_ExpressionValues = new VFXExpressionValueContainerDesc[] { };
|
||
|
}
|
||
|
|
||
|
private static IEnumerable<(VFXSlot slot, VFXData data)> ComputeEventListFromSlot(IEnumerable<VFXSlot> slots)
|
||
|
{
|
||
|
foreach (var slot in slots)
|
||
|
{
|
||
|
var context = ((VFXModel)slot.owner).GetFirstOfType<VFXContext>();
|
||
|
if (context.CanBeCompiled())
|
||
|
{
|
||
|
var count = context.outputContexts.Count();
|
||
|
if (count == 0)
|
||
|
throw new InvalidOperationException("Unexpected invalid GPU Event");
|
||
|
|
||
|
if (count > 1)
|
||
|
throw new InvalidOperationException("Unexpected multiple GPU Event");
|
||
|
|
||
|
var outputContext = context.outputContexts.First().GetData();
|
||
|
yield return (slot, outputContext);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void Compile(VFXCompilationMode compilationMode, bool forceShaderValidation, bool enableShaderDebugSymbols, VFXAnalytics analytics)
|
||
|
{
|
||
|
// Early out in case: (Not even displaying the popup)
|
||
|
if (m_Graph.children.Count() < 1 || // Graph is empty
|
||
|
VFXLibrary.currentSRPBinder == null) // One of supported SRPs is not current SRP
|
||
|
{
|
||
|
CleanRuntimeData();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Profiler.BeginSample("VFXEditor.CompileAsset");
|
||
|
float nbSteps = 12.0f;
|
||
|
string assetPath = AssetDatabase.GetAssetPath(visualEffectResource);
|
||
|
string progressBarTitle = "Compiling " + assetPath;
|
||
|
try
|
||
|
{
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Collecting dependencies", 0 / nbSteps);
|
||
|
var models = new HashSet<ScriptableObject>();
|
||
|
m_Graph.CollectDependencies(models, false);
|
||
|
|
||
|
var resource = m_Graph.GetResource();
|
||
|
resource.ClearSourceDependencies();
|
||
|
|
||
|
HashSet<string> sourceDependencies = new HashSet<string>();
|
||
|
foreach (VFXModel model in models.Where(t => t is IVFXSlotContainer))
|
||
|
{
|
||
|
model.GetSourceDependentAssets(sourceDependencies);
|
||
|
}
|
||
|
|
||
|
var contexts = models.OfType<VFXContext>().ToArray();
|
||
|
|
||
|
foreach (var c in contexts) // Unflag all contexts
|
||
|
c.MarkAsCompiled(false);
|
||
|
|
||
|
|
||
|
IEnumerable<VFXContext> compilableContexts = contexts.Where(c => c.CanBeCompiled()).ToArray();
|
||
|
var compilableData = models.OfType<VFXData>().Where(d => d.CanBeCompiled());
|
||
|
|
||
|
IEnumerable<VFXContext> implicitContexts = Enumerable.Empty<VFXContext>();
|
||
|
foreach (var d in compilableData) // Flag compiled contexts
|
||
|
implicitContexts = implicitContexts.Concat(d.InitImplicitContexts());
|
||
|
compilableContexts = compilableContexts.Concat(implicitContexts.ToArray());
|
||
|
|
||
|
foreach (var c in compilableContexts) // Flag compiled contexts
|
||
|
c.MarkAsCompiled(true);
|
||
|
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Collecting attributes", 1 / nbSteps);
|
||
|
foreach (var data in compilableData)
|
||
|
data.CollectAttributes();
|
||
|
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Process dependencies", 2 / nbSteps);
|
||
|
foreach (var data in compilableData)
|
||
|
data.ProcessDependencies();
|
||
|
|
||
|
// Sort the systems by layer so they get updated in the right order. It has to be done after processing the dependencies
|
||
|
compilableData = compilableData.OrderBy(d => d.layer);
|
||
|
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Compiling expression Graph", 3 / nbSteps);
|
||
|
m_ExpressionGraph = new VFXExpressionGraph();
|
||
|
var exposedExpressionContext = ScriptableObject.CreateInstance<VFXImplicitContextOfExposedExpression>();
|
||
|
exposedExpressionContext.FillExpression(m_Graph); //Force all exposed expression to be visible, only for registering in CompileExpressions
|
||
|
|
||
|
var expressionContextOptions = compilationMode == VFXCompilationMode.Runtime ? VFXExpressionContextOption.ConstantFolding : VFXExpressionContextOption.Reduction;
|
||
|
m_ExpressionGraph.CompileExpressions(compilableContexts.Concat(new VFXContext[] { exposedExpressionContext }), expressionContextOptions);
|
||
|
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Generating bytecode", 4 / nbSteps);
|
||
|
var expressionDescs = new List<VFXExpressionDesc>();
|
||
|
var expressionPerSpawnEventAttributesDescs = new List<VFXExpressionDesc>();
|
||
|
var valueDescs = new List<VFXExpressionValueContainerDesc>();
|
||
|
FillExpressionDescs(m_ExpressionGraph, expressionDescs, expressionPerSpawnEventAttributesDescs, valueDescs);
|
||
|
|
||
|
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Generating mappings", 5 / nbSteps);
|
||
|
|
||
|
var compiledData = new VFXCompiledData { contextToCompiledData = new(), taskToCompiledData = new() };
|
||
|
|
||
|
// Initialize contexts and tasks
|
||
|
foreach (var context in compilableContexts)
|
||
|
{
|
||
|
var contextCompiledData = context.PrepareCompiledData();
|
||
|
var cpuMapper = m_ExpressionGraph.BuildCPUMapper(context);
|
||
|
var instancingSplitValues = context.CreateInstancingSplitValues(m_ExpressionGraph);
|
||
|
|
||
|
foreach (var task in contextCompiledData.tasks)
|
||
|
{
|
||
|
var contextData = new VFXTaskCompiledData() { indexInShaderSource = -1 };
|
||
|
contextData.hlslCodeHolders = m_ExpressionGraph.GetCustomHLSLExpressions(context);
|
||
|
contextData.cpuMapper = cpuMapper;
|
||
|
contextData.parameters = context.additionalMappings.ToArray();
|
||
|
contextData.linkedEventOut = ComputeEventListFromSlot(context.allLinkedOutputSlot).ToArray();
|
||
|
contextData.instancingSplitValues = instancingSplitValues;
|
||
|
|
||
|
compiledData.taskToCompiledData[task] = contextData;
|
||
|
}
|
||
|
|
||
|
compiledData.contextToCompiledData[context] = contextCompiledData;
|
||
|
}
|
||
|
|
||
|
|
||
|
var exposedParameterDescs = new List<(VFXMapping mapping, VFXSpace space, SpaceableType spaceType)>();
|
||
|
FillExposedDescs(exposedParameterDescs, m_ExpressionGraph, m_Graph.children.OfType<VFXParameter>());
|
||
|
SubgraphInfos subgraphInfos;
|
||
|
subgraphInfos.subgraphParents = new Dictionary<VFXSubgraphContext, VFXSubgraphContext>();
|
||
|
|
||
|
subgraphInfos.subgraphs = new List<VFXSubgraphContext>();
|
||
|
|
||
|
foreach (var subgraph in m_Graph.children.OfType<VFXSubgraphContext>().Where(t => t.subgraph != null))
|
||
|
{
|
||
|
subgraphInfos.subgraphs.Add(subgraph);
|
||
|
RecursePutSubgraphParent(subgraphInfos.subgraphParents, subgraphInfos.subgraphs, subgraph);
|
||
|
}
|
||
|
|
||
|
subgraphInfos.spawnerSubgraph = new Dictionary<VFXContext, VFXSubgraphContext>();
|
||
|
|
||
|
foreach (var subgraph in subgraphInfos.subgraphs)
|
||
|
{
|
||
|
foreach (var spawner in subgraph.subChildren.OfType<VFXContext>())
|
||
|
subgraphInfos.spawnerSubgraph.Add(spawner, subgraph);
|
||
|
}
|
||
|
|
||
|
subgraphInfos.contextEffectiveInputLinks = new Dictionary<VFXContext, List<VFXContextLink>[]>();
|
||
|
|
||
|
ComputeEffectiveInputLinks(ref subgraphInfos, compilableContexts.Where(o => o.contextType == VFXContextType.Init || o.contextType == VFXContextType.OutputEvent));
|
||
|
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Generating Attribute layouts", 6 / nbSteps);
|
||
|
foreach (var data in compilableData)
|
||
|
data.GenerateAttributeLayout(subgraphInfos.contextEffectiveInputLinks);
|
||
|
|
||
|
var generatedCodeData = new List<GeneratedCodeData>();
|
||
|
|
||
|
var gpuMappers = new Dictionary<VFXContext, VFXExpressionMapper>();
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Generating Graph Values layouts", 7 / nbSteps);
|
||
|
{
|
||
|
foreach (var data in compilableData)
|
||
|
if (data is VFXDataParticle particleData)
|
||
|
particleData.GenerateSystemUniformMapper(m_ExpressionGraph, compiledData, ref gpuMappers);
|
||
|
}
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Generating shaders", 8 / nbSteps);
|
||
|
GenerateShaders(generatedCodeData, m_ExpressionGraph, compilableContexts, compiledData, compilationMode, sourceDependencies, enableShaderDebugSymbols, gpuMappers);
|
||
|
|
||
|
m_Graph.systemNames.Sync(m_Graph);
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Saving shaders", 9 / nbSteps);
|
||
|
VFXShaderSourceDesc[] shaderSources = SaveShaderFiles(m_Graph.visualEffectResource, generatedCodeData, compiledData, m_Graph.systemNames);
|
||
|
|
||
|
var bufferDescs = new List<VFXGPUBufferDesc>();
|
||
|
var temporaryBufferDescs = new List<VFXTemporaryGPUBufferDesc>();
|
||
|
var cpuBufferDescs = new List<VFXCPUBufferDesc>();
|
||
|
var systemDescs = new List<VFXEditorSystemDesc>();
|
||
|
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Generating systems", 10 / nbSteps);
|
||
|
cpuBufferDescs.Add(new VFXCPUBufferDesc()
|
||
|
{
|
||
|
//Global attribute descriptor, always first entry in cpuBufferDesc, it can be empty (stride == 0).
|
||
|
capacity = 1u,
|
||
|
layout = m_ExpressionGraph.GlobalEventAttributes.ToArray(),
|
||
|
stride = m_ExpressionGraph.GlobalEventAttributes.Any() ? m_ExpressionGraph.GlobalEventAttributes.First().offset.structure : 0u,
|
||
|
initialData = ComputeArrayOfStructureInitialData(m_ExpressionGraph.GlobalEventAttributes, m_Graph)
|
||
|
});
|
||
|
|
||
|
var contextSpawnToSpawnInfo = new Dictionary<VFXContext, SpawnInfo>();
|
||
|
var dataToSystemIndex = new Dictionary<VFXData, uint>();
|
||
|
FillSpawner(contextSpawnToSpawnInfo, dataToSystemIndex, cpuBufferDescs, systemDescs, compilableContexts, m_ExpressionGraph, compiledData, ref subgraphInfos, m_Graph);
|
||
|
|
||
|
var eventDescs = new List<EventDesc>();
|
||
|
|
||
|
FillEvent(eventDescs, contextSpawnToSpawnInfo, compilableContexts, compilableData, ref subgraphInfos);
|
||
|
var dependentBuffersData = new VFXDependentBuffersData();
|
||
|
FillDependentBuffer(compilableData, bufferDescs, dependentBuffersData);
|
||
|
|
||
|
var contextSpawnToBufferIndex = contextSpawnToSpawnInfo.Select(o => new { o.Key, o.Value.bufferIndex }).ToDictionary(o => o.Key, o => o.bufferIndex);
|
||
|
foreach (var data in compilableData)
|
||
|
{
|
||
|
if (data.type != VFXDataType.SpawnEvent)
|
||
|
{
|
||
|
//^ dataToSystemIndex have already been filled by FillSpawner
|
||
|
//TODO: Rework this approach and always use FillDescs after an appropriate ordering of compilableData
|
||
|
dataToSystemIndex.Add(data, (uint)systemDescs.Count);
|
||
|
}
|
||
|
|
||
|
data.FillDescs(m_Graph.errorManager.compileReporter,
|
||
|
compilationMode,
|
||
|
bufferDescs,
|
||
|
temporaryBufferDescs,
|
||
|
systemDescs,
|
||
|
m_ExpressionGraph,
|
||
|
compiledData,
|
||
|
compilableContexts,
|
||
|
contextSpawnToBufferIndex,
|
||
|
dependentBuffersData,
|
||
|
subgraphInfos.contextEffectiveInputLinks,
|
||
|
dataToSystemIndex,
|
||
|
m_Graph.systemNames);
|
||
|
}
|
||
|
|
||
|
// Early check : OutputEvent should not be duplicated with same name
|
||
|
var outputEventNames = systemDescs.Where(o => o.type == VFXSystemType.OutputEvent).Select(o => o.name);
|
||
|
if (outputEventNames.Count() != outputEventNames.Distinct().Count())
|
||
|
{
|
||
|
throw new InvalidOperationException("There are duplicated entries in OutputEvent");
|
||
|
}
|
||
|
|
||
|
// Update transient renderer settings
|
||
|
ShadowCastingMode shadowCastingMode = compilableContexts.OfType<IVFXSubRenderer>().Any(r => r.hasShadowCasting) ? ShadowCastingMode.On : ShadowCastingMode.Off;
|
||
|
MotionVectorGenerationMode motionVectorGenerationMode = compilableContexts.OfType<IVFXSubRenderer>().Any(r => r.hasMotionVector) ? MotionVectorGenerationMode.Object : MotionVectorGenerationMode.Camera;
|
||
|
|
||
|
EditorUtility.DisplayProgressBar(progressBarTitle, "Setting up systems", 11 / nbSteps);
|
||
|
var expressionSheet = new VFXExpressionSheet();
|
||
|
expressionSheet.expressions = expressionDescs.ToArray();
|
||
|
expressionSheet.expressionsPerSpawnEventAttribute = expressionPerSpawnEventAttributesDescs.ToArray();
|
||
|
expressionSheet.values = valueDescs.OrderBy(o => o.expressionIndex).ToArray();
|
||
|
|
||
|
var sortedExposedProperties = exposedParameterDescs.OrderBy(o => o.mapping.name);
|
||
|
expressionSheet.exposed = sortedExposedProperties.Select(o => new VFXExposedMapping() { mapping = o.mapping, space = (VFXSpace)o.space }).ToArray();
|
||
|
|
||
|
var vfxEventDesc = eventDescs.Select(e =>
|
||
|
{
|
||
|
return new VFXEventDesc()
|
||
|
{
|
||
|
name = e.name,
|
||
|
initSystems = ConvertDataToSystemIndex(e.initSystems, dataToSystemIndex).ToArray(),
|
||
|
startSystems = ConvertDataToSystemIndex(e.startSystems, dataToSystemIndex).ToArray(),
|
||
|
stopSystems = ConvertDataToSystemIndex(e.stopSystems, dataToSystemIndex).ToArray()
|
||
|
};
|
||
|
}).Where(e =>
|
||
|
{
|
||
|
return e.initSystems.Length > 0 || e.startSystems.Length > 0 || e.stopSystems.Length > 0;
|
||
|
}).ToArray();
|
||
|
|
||
|
VFXInstancingDisabledReason instancingDisabledReason = ValidateInstancing(compilableContexts);
|
||
|
|
||
|
resource.SetRuntimeData(expressionSheet, systemDescs.ToArray(), vfxEventDesc, bufferDescs.ToArray(), cpuBufferDescs.ToArray(), temporaryBufferDescs.ToArray(), shaderSources, shadowCastingMode, motionVectorGenerationMode, instancingDisabledReason, compiledVersion);
|
||
|
m_ExpressionValues = expressionSheet.values;
|
||
|
|
||
|
foreach (var dep in sourceDependencies)
|
||
|
resource.AddSourceDependency(dep);
|
||
|
|
||
|
m_Graph.visualEffectResource.compileInitialVariants = forceShaderValidation;
|
||
|
}
|
||
|
catch (Exception e)
|
||
|
{
|
||
|
Debug.LogError($"Unity cannot compile the VisualEffectAsset at path \"{assetPath}\" because of the following exception:\n{e}");
|
||
|
analytics?.OnCompilationError(e);
|
||
|
CleanRuntimeData();
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
Profiler.EndSample();
|
||
|
EditorUtility.ClearProgressBar();
|
||
|
}
|
||
|
|
||
|
m_Graph.onRuntimeDataChanged?.Invoke(m_Graph);
|
||
|
}
|
||
|
|
||
|
public void UpdateValues()
|
||
|
{
|
||
|
if (m_ExpressionGraph == null)
|
||
|
return;
|
||
|
|
||
|
var flatGraph = m_ExpressionGraph.FlattenedExpressions;
|
||
|
var numFlattenedExpressions = flatGraph.Count;
|
||
|
|
||
|
int descIndex = 0;
|
||
|
for (int i = 0; i < numFlattenedExpressions; ++i)
|
||
|
{
|
||
|
var exp = flatGraph[i];
|
||
|
if (exp.Is(VFXExpression.Flags.Value))
|
||
|
{
|
||
|
var desc = m_ExpressionValues[descIndex++];
|
||
|
if (desc.expressionIndex != i)
|
||
|
throw new InvalidOperationException();
|
||
|
|
||
|
switch (exp.valueType)
|
||
|
{
|
||
|
case VFXValueType.Float: SetValueDesc<float>(desc, exp); break;
|
||
|
case VFXValueType.Float2: SetValueDesc<Vector2>(desc, exp); break;
|
||
|
case VFXValueType.Float3: SetValueDesc<Vector3>(desc, exp); break;
|
||
|
case VFXValueType.Float4: SetValueDesc<Vector4>(desc, exp); break;
|
||
|
case VFXValueType.Int32: SetValueDesc<int>(desc, exp); break;
|
||
|
case VFXValueType.Uint32: SetValueDesc<uint>(desc, exp); break;
|
||
|
case VFXValueType.Texture2D:
|
||
|
case VFXValueType.Texture2DArray:
|
||
|
case VFXValueType.Texture3D:
|
||
|
case VFXValueType.TextureCube:
|
||
|
case VFXValueType.TextureCubeArray:
|
||
|
SetObjectValueDesc<Texture>(desc, exp);
|
||
|
break;
|
||
|
case VFXValueType.CameraBuffer: SetObjectValueDesc<Texture>(desc, exp); break;
|
||
|
case VFXValueType.Matrix4x4: SetValueDesc<Matrix4x4>(desc, exp); break;
|
||
|
case VFXValueType.Curve: SetValueDesc<AnimationCurve>(desc, exp); break;
|
||
|
case VFXValueType.ColorGradient: SetValueDesc<Gradient>(desc, exp); break;
|
||
|
case VFXValueType.Mesh: SetObjectValueDesc<Mesh>(desc, exp); break;
|
||
|
case VFXValueType.SkinnedMeshRenderer: SetObjectValueDesc<SkinnedMeshRenderer>(desc, exp); break;
|
||
|
case VFXValueType.Boolean: SetValueDesc<bool>(desc, exp); break;
|
||
|
case VFXValueType.Buffer: break; //The GraphicsBuffer type isn't serialized
|
||
|
default: throw new InvalidOperationException("Invalid type");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_Graph.visualEffectResource.SetValueSheet(m_ExpressionValues);
|
||
|
}
|
||
|
|
||
|
public VFXInstancingDisabledReason ValidateInstancing(IEnumerable<VFXContext> compilableContexts)
|
||
|
{
|
||
|
VFXInstancingDisabledReason reason = VFXInstancingDisabledReason.None;
|
||
|
|
||
|
foreach (VFXContext model in compilableContexts)
|
||
|
{
|
||
|
if (model is VFXOutputEvent)
|
||
|
{
|
||
|
reason |= VFXInstancingDisabledReason.OutputEvent;
|
||
|
}
|
||
|
|
||
|
if (model is VFXBasicGPUEvent)
|
||
|
{
|
||
|
reason |= VFXInstancingDisabledReason.GPUEvent;
|
||
|
}
|
||
|
|
||
|
if (model is VFXStaticMeshOutput)
|
||
|
{
|
||
|
reason |= VFXInstancingDisabledReason.MeshOutput;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return reason;
|
||
|
}
|
||
|
|
||
|
|
||
|
public VisualEffectResource visualEffectResource
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if (m_Graph != null)
|
||
|
{
|
||
|
return m_Graph.visualEffectResource;
|
||
|
}
|
||
|
return null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private VFXGraph m_Graph;
|
||
|
|
||
|
[NonSerialized]
|
||
|
private VFXExpressionGraph m_ExpressionGraph;
|
||
|
[NonSerialized]
|
||
|
private VFXExpressionValueContainerDesc[] m_ExpressionValues;
|
||
|
}
|
||
|
}
|