forked from BilalY/Rasagar
520 lines
24 KiB
C#
520 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Linq;
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using System.Text;
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#if UNITY_2020_2_OR_NEWER
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using UnityEditor.AssetImporters;
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#else
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using UnityEditor.Experimental.AssetImporters;
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#endif
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.Graphing.Util;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEditor.ShaderGraph.Serialization;
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using UnityEngine.Pool;
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namespace UnityEditor.ShaderGraph
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{
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[ExcludeFromPreset]
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[ScriptedImporter(30, Extension, -905)]
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class ShaderSubGraphImporter : ScriptedImporter
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{
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public const string Extension = "shadersubgraph";
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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static string[] GatherDependenciesFromSourceFile(string assetPath)
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{
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try
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{
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AssetCollection assetCollection = new AssetCollection();
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MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);
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List<string> dependencyPaths = new List<string>();
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foreach (var asset in assetCollection.assets)
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{
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// only artifact dependencies need to be declared in GatherDependenciesFromSourceFile
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// to force their imports to run before ours
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if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
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{
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var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
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// it is unfortunate that we can't declare these dependencies unless they have a path...
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// I asked AssetDatabase team for GatherDependenciesFromSourceFileByGUID()
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if (!string.IsNullOrEmpty(dependencyPath))
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dependencyPaths.Add(dependencyPath);
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}
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}
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return dependencyPaths.ToArray();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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return new string[0];
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}
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}
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static bool NodeWasUsedByGraph(string nodeId, GraphData graphData)
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{
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var node = graphData.GetNodeFromId(nodeId);
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return node?.wasUsedByGenerator ?? false;
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}
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public override void OnImportAsset(AssetImportContext ctx)
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{
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var importLog = new ShaderGraphImporter.AssetImportErrorLog(ctx);
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var graphAsset = ScriptableObject.CreateInstance<SubGraphAsset>();
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var subGraphPath = ctx.assetPath;
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var subGraphGuid = AssetDatabase.AssetPathToGUID(subGraphPath);
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graphAsset.assetGuid = subGraphGuid;
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var textGraph = File.ReadAllText(subGraphPath, Encoding.UTF8);
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var messageManager = new MessageManager();
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var graphData = new GraphData
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{
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isSubGraph = true,
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assetGuid = subGraphGuid,
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messageManager = messageManager
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};
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MultiJson.Deserialize(graphData, textGraph);
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try
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{
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ProcessSubGraph(graphAsset, graphData, importLog);
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}
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catch (Exception e)
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{
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graphAsset.isValid = false;
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Debug.LogException(e, graphAsset);
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}
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finally
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{
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var errors = messageManager.ErrorStrings((nodeId) => NodeWasUsedByGraph(nodeId, graphData));
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int errCount = errors.Count();
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if (errCount > 0)
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{
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var firstError = errors.FirstOrDefault();
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importLog.LogError($"Sub Graph at {subGraphPath} has {errCount} error(s), the first is: {firstError}", graphAsset);
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graphAsset.isValid = false;
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}
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else
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{
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var warnings = messageManager.ErrorStrings((nodeId) => NodeWasUsedByGraph(nodeId, graphData), Rendering.ShaderCompilerMessageSeverity.Warning);
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int warningCount = warnings.Count();
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if (warningCount > 0)
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{
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var firstWarning = warnings.FirstOrDefault();
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importLog.LogWarning($"Sub Graph at {subGraphPath} has {warningCount} warning(s), the first is: {firstWarning}", graphAsset);
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}
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}
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messageManager.ClearAll();
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}
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Texture2D texture = Resources.Load<Texture2D>("Icons/sg_subgraph_icon");
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ctx.AddObjectToAsset("MainAsset", graphAsset, texture);
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ctx.SetMainObject(graphAsset);
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var metadata = ScriptableObject.CreateInstance<ShaderSubGraphMetadata>();
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metadata.hideFlags = HideFlags.HideInHierarchy;
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metadata.assetDependencies = new List<UnityEngine.Object>();
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AssetCollection assetCollection = new AssetCollection();
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MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, assetCollection);
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foreach (var asset in assetCollection.assets)
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{
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if (asset.Value.HasFlag(AssetCollection.Flags.IncludeInExportPackage))
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{
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// this sucks that we have to fully load these assets just to set the reference,
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// which then gets serialized as the GUID that we already have here. :P
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var dependencyPath = AssetDatabase.GUIDToAssetPath(asset.Key);
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if (!string.IsNullOrEmpty(dependencyPath))
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{
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metadata.assetDependencies.Add(
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AssetDatabase.LoadAssetAtPath(dependencyPath, typeof(UnityEngine.Object)));
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}
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}
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}
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ctx.AddObjectToAsset("Metadata", metadata);
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// declare dependencies
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foreach (var asset in assetCollection.assets)
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{
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if (asset.Value.HasFlag(AssetCollection.Flags.SourceDependency))
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{
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ctx.DependsOnSourceAsset(asset.Key);
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// I'm not sure if this warning below is actually used or not, keeping it to be safe
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var assetPath = AssetDatabase.GUIDToAssetPath(asset.Key);
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// Ensure that dependency path is relative to project
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if (!string.IsNullOrEmpty(assetPath) && !assetPath.StartsWith("Packages/") && !assetPath.StartsWith("Assets/"))
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{
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importLog.LogWarning($"Invalid dependency path: {assetPath}", graphAsset);
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}
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}
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// NOTE: dependencies declared by GatherDependenciesFromSourceFile are automatically registered as artifact dependencies
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// HOWEVER: that path ONLY grabs dependencies via MinimalGraphData, and will fail to register dependencies
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// on GUIDs that don't exist in the project. For both of those reasons, we re-declare the dependencies here.
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if (asset.Value.HasFlag(AssetCollection.Flags.ArtifactDependency))
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{
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ctx.DependsOnArtifact(asset.Key);
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}
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}
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}
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static void ProcessSubGraph(SubGraphAsset asset, GraphData graph, ShaderGraphImporter.AssetImportErrorLog importLog)
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{
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var graphIncludes = new IncludeCollection();
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var registry = new FunctionRegistry(new ShaderStringBuilder(), graphIncludes, true);
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asset.functions.Clear();
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asset.isValid = true;
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graph.OnEnable();
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graph.messageManager.ClearAll();
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graph.ValidateGraph();
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var assetPath = AssetDatabase.GUIDToAssetPath(asset.assetGuid);
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asset.hlslName = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
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asset.inputStructName = $"Bindings_{asset.hlslName}_{asset.assetGuid}_$precision";
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asset.functionName = $"SG_{asset.hlslName}_{asset.assetGuid}_$precision";
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asset.path = graph.path;
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var outputNode = graph.outputNode;
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var outputSlots = PooledList<MaterialSlot>.Get();
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outputNode.GetInputSlots(outputSlots);
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List<AbstractMaterialNode> nodes = new List<AbstractMaterialNode>();
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NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);
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// flag the used nodes so we can filter out errors from unused nodes
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foreach (var node in nodes)
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node.SetUsedByGenerator();
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// Start with a clean slate for the input/output capabilities and dependencies
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asset.inputCapabilities.Clear();
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asset.outputCapabilities.Clear();
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asset.slotDependencies.Clear();
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ShaderStageCapability effectiveShaderStage = ShaderStageCapability.All;
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var shaderStageCapabilityCache = new Dictionary<SlotReference, ShaderStageCapability>();
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foreach (var slot in outputSlots)
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{
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var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true, shaderStageCapabilityCache);
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if (effectiveShaderStage == ShaderStageCapability.All && stage != ShaderStageCapability.All)
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effectiveShaderStage = stage;
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asset.outputCapabilities.Add(new SlotCapability { slotName = slot.RawDisplayName(), capabilities = stage });
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// Find all unique property nodes used by this slot and record a dependency for this input/output pair
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var inputPropertyNames = new HashSet<string>();
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var nodeSet = new HashSet<AbstractMaterialNode>();
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NodeUtils.CollectNodeSet(nodeSet, slot);
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foreach (var node in nodeSet)
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{
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if (node is PropertyNode propNode && !inputPropertyNames.Contains(propNode.property.displayName))
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{
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inputPropertyNames.Add(propNode.property.displayName);
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var slotDependency = new SlotDependencyPair();
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slotDependency.inputSlotName = propNode.property.displayName;
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slotDependency.outputSlotName = slot.RawDisplayName();
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asset.slotDependencies.Add(slotDependency);
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}
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}
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}
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CollectInputCapabilities(asset, graph);
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asset.vtFeedbackVariables = VirtualTexturingFeedbackUtils.GetFeedbackVariables(outputNode as SubGraphOutputNode);
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asset.requirements = ShaderGraphRequirements.FromNodes(nodes, effectiveShaderStage, false);
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// output precision is whatever the output node has as a graph precision, falling back to the graph default
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asset.outputGraphPrecision = outputNode.graphPrecision.GraphFallback(graph.graphDefaultPrecision);
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// this saves the graph precision, which indicates whether this subgraph is switchable or not
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asset.subGraphGraphPrecision = graph.graphDefaultPrecision;
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asset.previewMode = graph.previewMode;
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asset.includes = graphIncludes;
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GatherDescendentsFromGraph(new GUID(asset.assetGuid), out var containsCircularDependency, out var descendents);
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asset.descendents.AddRange(descendents.Select(g => g.ToString()));
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asset.descendents.Sort(); // ensure deterministic order
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var childrenSet = new HashSet<string>();
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var anyErrors = false;
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foreach (var node in nodes)
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{
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if (node is SubGraphNode subGraphNode)
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{
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var subGraphGuid = subGraphNode.subGraphGuid;
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childrenSet.Add(subGraphGuid);
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}
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if (node.hasError)
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{
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anyErrors = true;
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}
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asset.children = childrenSet.ToList();
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asset.children.Sort(); // ensure deterministic order
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}
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if (!anyErrors && containsCircularDependency)
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{
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importLog.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
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anyErrors = true;
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}
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if (anyErrors)
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{
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asset.isValid = false;
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registry.ProvideFunction(asset.functionName, sb => { });
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return;
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}
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foreach (var node in nodes)
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{
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if (node is IGeneratesFunction generatesFunction)
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{
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registry.builder.currentNode = node;
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generatesFunction.GenerateNodeFunction(registry, GenerationMode.ForReals);
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}
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}
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// Need to order the properties so that they are in the same order on a subgraph node in a shadergraph
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// as they are in the blackboard for the subgraph itself. The (blackboard) categories keep that ordering,
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// so traverse those and add those items to the ordered properties list. Needs to be used to set up the
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// function _and_ to write out the final asset data so that the function call parameter order matches as well.
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var orderedProperties = new List<AbstractShaderProperty>();
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var propertiesList = graph.properties.ToList();
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foreach (var category in graph.categories)
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{
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foreach (var child in category.Children)
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{
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var prop = propertiesList.Find(p => p.guid == child.guid);
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// Not all properties in the category are actually on the graph.
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// In particular, it seems as if keywords are not properties on sub-graphs.
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if (prop != null && !orderedProperties.Contains(prop))
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orderedProperties.Add(prop);
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}
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}
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// If we are importing an older file that has not had categories generated for it yet, include those now.
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orderedProperties.AddRange(graph.properties.Except(orderedProperties));
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// provide top level subgraph function
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// NOTE: actual concrete precision here shouldn't matter, it's irrelevant when building the subgraph asset
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registry.ProvideFunction(asset.functionName, asset.subGraphGraphPrecision, ConcretePrecision.Single, sb =>
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{
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GenerationUtils.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
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sb.AppendNewLine();
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// Generate the arguments... first INPUTS
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var arguments = new List<string>();
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foreach (var prop in orderedProperties)
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{
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// apply fallback to the graph default precision (but don't convert to concrete)
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// this means "graph switchable" properties will use the precision token
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GraphPrecision propGraphPrecision = prop.precision.ToGraphPrecision(graph.graphDefaultPrecision);
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string precisionString = propGraphPrecision.ToGenericString();
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arguments.Add(prop.GetPropertyAsArgumentString(precisionString));
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if (prop.isConnectionTestable)
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{
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arguments.Add($"bool {prop.GetConnectionStateHLSLVariableName()}");
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}
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}
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{
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var dropdowns = graph.dropdowns;
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foreach (var dropdown in dropdowns)
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arguments.Add($"int {dropdown.referenceName}");
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}
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// now pass surface inputs
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arguments.Add(string.Format("{0} IN", asset.inputStructName));
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// Now generate output arguments
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foreach (MaterialSlot output in outputSlots)
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arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputGraphPrecision.ToGenericString())} {output.shaderOutputName}_{output.id}");
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// Vt Feedback output arguments (always full float4)
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foreach (var output in asset.vtFeedbackVariables)
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arguments.Add($"out {ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single)} {output}_out");
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// Create the function prototype from the arguments
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sb.AppendLine("void {0}({1})"
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, asset.functionName
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, arguments.Aggregate((current, next) => $"{current}, {next}"));
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// now generate the function
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using (sb.BlockScope())
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{
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// Just grab the body from the active nodes
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foreach (var node in nodes)
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{
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if (node is IGeneratesBodyCode generatesBodyCode)
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{
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sb.currentNode = node;
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generatesBodyCode.GenerateNodeCode(sb, GenerationMode.ForReals);
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if (node.graphPrecision == GraphPrecision.Graph)
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{
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// code generated by nodes that use graph precision stays in generic form with embedded tokens
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// those tokens are replaced when this subgraph function is pulled into a graph that defines the precision
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}
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else
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{
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sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
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}
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}
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}
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foreach (var slot in outputSlots)
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{
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sb.AppendLine($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals)};");
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}
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foreach (var slot in asset.vtFeedbackVariables)
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{
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sb.AppendLine($"{slot}_out = {slot};");
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}
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}
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});
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// save all of the node-declared functions to the subgraph asset
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foreach (var name in registry.names)
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{
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var source = registry.sources[name];
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var func = new FunctionPair(name, source.code, source.graphPrecisionFlags);
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asset.functions.Add(func);
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}
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var collector = new PropertyCollector();
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foreach (var node in nodes)
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{
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int previousPropertyCount = Math.Max(0, collector.propertyCount - 1);
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node.CollectShaderProperties(collector, GenerationMode.ForReals);
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// This is a stop-gap to prevent the autogenerated values from JsonObject and ShaderInput from
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// resulting in non-deterministic import data. While we should move to local ids in the future,
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// this will prevent cascading shader recompilations.
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for (int i = previousPropertyCount; i < collector.propertyCount; ++i)
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{
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var prop = collector.GetProperty(i);
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var namespaceId = node.objectId;
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var nameId = prop.referenceName;
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prop.OverrideObjectId(namespaceId, nameId + "_ObjectId_" + i);
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prop.OverrideGuid(namespaceId, nameId + "_Guid_" + i);
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}
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}
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asset.WriteData(orderedProperties, graph.keywords, graph.dropdowns, collector.properties, outputSlots, graph.unsupportedTargets);
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outputSlots.Dispose();
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}
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static void GatherDescendentsFromGraph(GUID rootAssetGuid, out bool containsCircularDependency, out HashSet<GUID> descendentGuids)
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{
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var dependencyMap = new Dictionary<GUID, GUID[]>();
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AssetCollection tempAssetCollection = new AssetCollection();
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using (ListPool<GUID>.Get(out var tempList))
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{
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GatherDependencyMap(rootAssetGuid, dependencyMap, tempAssetCollection);
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containsCircularDependency = ContainsCircularDependency(rootAssetGuid, dependencyMap, tempList);
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}
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descendentGuids = new HashSet<GUID>();
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GatherDescendentsUsingDependencyMap(rootAssetGuid, descendentGuids, dependencyMap);
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}
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static void GatherDependencyMap(GUID rootAssetGUID, Dictionary<GUID, GUID[]> dependencyMap, AssetCollection tempAssetCollection)
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{
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if (!dependencyMap.ContainsKey(rootAssetGUID))
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{
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// if it is a subgraph, try to recurse into it
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var assetPath = AssetDatabase.GUIDToAssetPath(rootAssetGUID);
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if (!string.IsNullOrEmpty(assetPath) && assetPath.EndsWith(Extension, true, null))
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{
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tempAssetCollection.Clear();
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MinimalGraphData.GatherMinimalDependenciesFromFile(assetPath, tempAssetCollection);
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var subgraphGUIDs = tempAssetCollection.assets.Where(asset => asset.Value.HasFlag(AssetCollection.Flags.IsSubGraph)).Select(asset => asset.Key).ToArray();
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dependencyMap[rootAssetGUID] = subgraphGUIDs;
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foreach (var guid in subgraphGUIDs)
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{
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GatherDependencyMap(guid, dependencyMap, tempAssetCollection);
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}
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}
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}
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}
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static void GatherDescendentsUsingDependencyMap(GUID rootAssetGUID, HashSet<GUID> descendentGuids, Dictionary<GUID, GUID[]> dependencyMap)
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{
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var dependencies = dependencyMap[rootAssetGUID];
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foreach (GUID dependency in dependencies)
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{
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if (descendentGuids.Add(dependency))
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{
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GatherDescendentsUsingDependencyMap(dependency, descendentGuids, dependencyMap);
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}
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}
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}
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static bool ContainsCircularDependency(GUID assetGUID, Dictionary<GUID, GUID[]> dependencyMap, List<GUID> ancestors)
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{
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if (ancestors.Contains(assetGUID))
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{
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return true;
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}
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ancestors.Add(assetGUID);
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foreach (var dependencyGUID in dependencyMap[assetGUID])
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{
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if (ContainsCircularDependency(dependencyGUID, dependencyMap, ancestors))
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{
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return true;
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}
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}
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ancestors.RemoveAt(ancestors.Count - 1);
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return false;
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}
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static void CollectInputCapabilities(SubGraphAsset asset, GraphData graph)
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{
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// Collect each input's capabilities. There can be multiple property nodes
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// contributing to the same input, so we cache these in a map while building
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var inputCapabilities = new Dictionary<string, SlotCapability>();
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var shaderStageCapabilityCache = new Dictionary<SlotReference, ShaderStageCapability>();
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// Walk all property node output slots, computing and caching the capabilities for that slot
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var propertyNodes = graph.GetNodes<PropertyNode>();
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foreach (var propertyNode in propertyNodes)
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{
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|
foreach (var slot in propertyNode.GetOutputSlots<MaterialSlot>())
|
|
{
|
|
var slotName = slot.RawDisplayName();
|
|
SlotCapability capabilityInfo;
|
|
if (!inputCapabilities.TryGetValue(slotName, out capabilityInfo))
|
|
{
|
|
capabilityInfo = new SlotCapability();
|
|
capabilityInfo.slotName = slotName;
|
|
inputCapabilities.Add(propertyNode.property.displayName, capabilityInfo);
|
|
}
|
|
capabilityInfo.capabilities &= NodeUtils.GetEffectiveShaderStageCapability(slot, false, shaderStageCapabilityCache);
|
|
}
|
|
}
|
|
asset.inputCapabilities.AddRange(inputCapabilities.Values);
|
|
}
|
|
}
|
|
}
|