forked from BilalY/Rasagar
95 lines
4.1 KiB
C#
95 lines
4.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Text;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Legacy;
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using UnityEditor.ShaderGraph.Serialization;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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/// <summary>
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/// Minimal version of <see cref="GraphData"/> used for gathering dependencies. This allows us to not deserialize
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/// all the nodes, ports, edges, groups etc., which is important as we cannot share data between
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/// <see cref="ShaderSubGraphImporter.GatherDependenciesFromSourceFile"/> and
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/// <see cref="ShaderSubGraphImporter.OnImportAsset"/>. The latter must always import fully, but for the former we
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/// want to avoid the extra GC pressure.
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/// </summary>
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[Serializable]
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class MinimalGraphData
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{
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static Dictionary<string, Type> s_MinimalTypeMap = CreateMinimalTypeMap();
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static Dictionary<string, Type> CreateMinimalTypeMap()
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{
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var types = new Dictionary<string, Type>();
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foreach (var type in TypeCache.GetTypesWithAttribute<HasDependenciesAttribute>())
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{
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var dependencyAttribute = (HasDependenciesAttribute)type.GetCustomAttributes(typeof(HasDependenciesAttribute), false)[0];
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if (!typeof(IHasDependencies).IsAssignableFrom(dependencyAttribute.minimalType))
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{
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Debug.LogError($"{type} must implement {typeof(IHasDependencies)} to be used in {typeof(HasDependenciesAttribute)}");
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continue;
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}
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types.Add(type.FullName, dependencyAttribute.minimalType);
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var formerNameAttributes = (FormerNameAttribute[])type.GetCustomAttributes(typeof(FormerNameAttribute), false);
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foreach (var formerNameAttribute in formerNameAttributes)
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{
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types.Add(formerNameAttribute.fullName, dependencyAttribute.minimalType);
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}
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}
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return types;
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}
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[SerializeField]
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List<SerializationHelper.JSONSerializedElement> m_SerializableNodes = new List<SerializationHelper.JSONSerializedElement>();
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// gather all asset dependencies declared by nodes in the given (shadergraph or shadersubgraph) asset
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// by reading the source file from disk, and doing a minimal parse
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// returns true if it successfully gathered the dependencies, false if there was an error
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public static bool GatherMinimalDependenciesFromFile(string assetPath, AssetCollection assetCollection)
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{
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var textGraph = FileUtilities.SafeReadAllText(assetPath);
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// if we can't read the file, no dependencies can be gathered
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if (string.IsNullOrEmpty(textGraph))
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return false;
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var entries = MultiJsonInternal.Parse(textGraph);
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if (string.IsNullOrWhiteSpace(entries[0].type))
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{
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var minimalGraphData = JsonUtility.FromJson<MinimalGraphData>(textGraph);
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entries.Clear();
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foreach (var node in minimalGraphData.m_SerializableNodes)
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{
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entries.Add(new MultiJsonEntry(node.typeInfo.fullName, null, node.JSONnodeData));
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AbstractMaterialNode0 amn = new AbstractMaterialNode0();
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JsonUtility.FromJsonOverwrite(node.JSONnodeData, amn);
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foreach (var slot in amn.m_SerializableSlots)
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{
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entries.Add(new MultiJsonEntry(slot.typeInfo.fullName, null, slot.JSONnodeData));
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}
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}
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}
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foreach (var entry in entries)
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{
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if (s_MinimalTypeMap.TryGetValue(entry.type, out var minimalType))
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{
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var instance = (IHasDependencies)Activator.CreateInstance(minimalType);
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JsonUtility.FromJsonOverwrite(entry.json, instance);
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instance.GetSourceAssetDependencies(assetCollection);
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}
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}
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return true;
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}
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}
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}
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