コード例 #1
0
        public void ProvideFunction(string name, GraphPrecision graphPrecision, ConcretePrecision concretePrecision, Action <ShaderStringBuilder> generator)
        {
            // appends code, construct the standalone code string
            var originalIndex = builder.length;

            builder.AppendNewLine();

            var startIndex = builder.length;

            generator(builder);
            var length = builder.length - startIndex;
            var code   = builder.ToString(startIndex, length);

            // validate some assumptions around generics
            bool isGenericName        = name.Contains("$");
            bool isGenericFunc        = code.Contains("$");
            bool isGeneric            = isGenericName || isGenericFunc;
            bool containsFunctionName = code.Contains(name);

            var curNode = builder.currentNode;

            if (isGenericName != isGenericFunc)
            {
                curNode.owner.AddValidationError(curNode.objectId, $"Function {name} provided by node {curNode.name} contains $precision tokens in the name or the code, but not both. This is very likely an error.");
            }

            if (!containsFunctionName)
            {
                curNode.owner.AddValidationError(curNode.objectId, $"Function {name} provided by node {curNode.name} does not contain the name of the function.  This is very likely an error.");
            }

            int graphPrecisionFlag    = (1 << (int)graphPrecision);
            int concretePrecisionFlag = (1 << (int)concretePrecision);

            FunctionSource existingSource;

            if (m_Sources.TryGetValue(name, out existingSource))
            {
                // function already provided
                existingSource.nodes.Add(builder.currentNode);

                // let's check if the requested precision variant has already been provided (or if it's not generic there are no variants)
                bool concretePrecisionExists = ((existingSource.concretePrecisionFlags & concretePrecisionFlag) != 0) || !isGeneric;

                // if this precision was already added -- remove the duplicate code from the builder
                if (concretePrecisionExists)
                {
                    builder.length -= (builder.length - originalIndex);
                }

                // save the flags
                existingSource.graphPrecisionFlags    = existingSource.graphPrecisionFlags | graphPrecisionFlag;
                existingSource.concretePrecisionFlags = existingSource.concretePrecisionFlags | concretePrecisionFlag;

                // if validate, we double check that the two function declarations are the same
                if (m_Validate)
                {
                    if (code != existingSource.code)
                    {
                        var errorMessage = string.Format("Function `{0}` has conflicting implementations:{1}{1}{2}{1}{1}{3}", name, Environment.NewLine, code, existingSource.code);
                        foreach (var n in existingSource.nodes)
                        {
                            n.owner.AddValidationError(n.objectId, errorMessage);
                        }
                    }
                }
            }
            else
            {
                var newSource = new FunctionSource
                {
                    code                   = code,
                    isGeneric              = isGeneric,
                    graphPrecisionFlags    = graphPrecisionFlag,
                    concretePrecisionFlags = concretePrecisionFlag,
                    nodes                  = new HashSet <AbstractMaterialNode> {
                        builder.currentNode
                    }
                };

                m_Sources.Add(name, newSource);
                names.Add(name);
            }

            // fully concretize any generic code by replacing any precision tokens by the node's concrete precision
            if (isGeneric && (builder.length > originalIndex))
            {
                int start = originalIndex;
                int count = builder.length - start;
                builder.Replace(PrecisionUtil.Token, concretePrecision.ToShaderString(), start, count);
            }
        }
コード例 #2
0
        static void ProcessSubGraph(SubGraphAsset asset, GraphData graph)
        {
            var graphIncludes = new IncludeCollection();
            var registry      = new FunctionRegistry(new ShaderStringBuilder(), graphIncludes, true);

            asset.functions.Clear();
            asset.isValid = true;

            graph.OnEnable();
            graph.messageManager.ClearAll();
            graph.ValidateGraph();

            var assetPath = AssetDatabase.GUIDToAssetPath(asset.assetGuid);

            asset.hlslName        = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));
            asset.inputStructName = $"Bindings_{asset.hlslName}_{asset.assetGuid}_$precision";
            asset.functionName    = $"SG_{asset.hlslName}_{asset.assetGuid}_$precision";
            asset.path            = graph.path;

            var outputNode = graph.outputNode;

            var outputSlots = PooledList <MaterialSlot> .Get();

            outputNode.GetInputSlots(outputSlots);

            List <AbstractMaterialNode> nodes = new List <AbstractMaterialNode>();

            NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);

            asset.effectiveShaderStage = ShaderStageCapability.All;
            foreach (var slot in outputSlots)
            {
                var stage = NodeUtils.GetEffectiveShaderStageCapability(slot, true);
                if (stage != ShaderStageCapability.All)
                {
                    asset.effectiveShaderStage = stage;
                    break;
                }
            }

            asset.vtFeedbackVariables = VirtualTexturingFeedbackUtils.GetFeedbackVariables(outputNode as SubGraphOutputNode);
            asset.requirements        = ShaderGraphRequirements.FromNodes(nodes, asset.effectiveShaderStage, false);

            // output precision is whatever the output node has as a graph precision, falling back to the graph default
            asset.outputGraphPrecision = outputNode.graphPrecision.GraphFallback(graph.graphDefaultPrecision);

            // this saves the graph precision, which indicates whether this subgraph is switchable or not
            asset.subGraphGraphPrecision = graph.graphDefaultPrecision;

            asset.previewMode = graph.previewMode;

            asset.includes = graphIncludes;

            GatherDescendentsFromGraph(new GUID(asset.assetGuid), out var containsCircularDependency, out var descendents);
            asset.descendents.AddRange(descendents.Select(g => g.ToString()));
            asset.descendents.Sort();   // ensure deterministic order

            var childrenSet = new HashSet <string>();
            var anyErrors   = false;

            foreach (var node in nodes)
            {
                if (node is SubGraphNode subGraphNode)
                {
                    var subGraphGuid = subGraphNode.subGraphGuid;
                    childrenSet.Add(subGraphGuid);
                }

                if (node.hasError)
                {
                    anyErrors = true;
                }
                asset.children = childrenSet.ToList();
                asset.children.Sort(); // ensure deterministic order
            }

            if (!anyErrors && containsCircularDependency)
            {
                Debug.LogError($"Error in Graph at {assetPath}: Sub Graph contains a circular dependency.", asset);
                anyErrors = true;
            }

            if (anyErrors)
            {
                asset.isValid = false;
                registry.ProvideFunction(asset.functionName, sb => {});
                return;
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, GenerationMode.ForReals);
                }
            }

            // provide top level subgraph function
            // NOTE: actual concrete precision here shouldn't matter, it's irrelevant when building the subgraph asset
            registry.ProvideFunction(asset.functionName, asset.subGraphGraphPrecision, ConcretePrecision.Single, sb =>
            {
                GenerationUtils.GenerateSurfaceInputStruct(sb, asset.requirements, asset.inputStructName);
                sb.AppendNewLine();

                // Generate the arguments... first INPUTS
                var arguments = new List <string>();
                foreach (var prop in graph.properties)
                {
                    // apply fallback to the graph default precision (but don't convert to concrete)
                    // this means "graph switchable" properties will use the precision token
                    GraphPrecision propGraphPrecision = prop.precision.ToGraphPrecision(graph.graphDefaultPrecision);
                    string precisionString            = propGraphPrecision.ToGenericString();
                    arguments.Add(prop.GetPropertyAsArgumentString(precisionString));
                }

                // now pass surface inputs
                arguments.Add(string.Format("{0} IN", asset.inputStructName));

                // Now generate output arguments
                foreach (MaterialSlot output in outputSlots)
                {
                    arguments.Add($"out {output.concreteValueType.ToShaderString(asset.outputGraphPrecision.ToGenericString())} {output.shaderOutputName}_{output.id}");
                }

                // Vt Feedback output arguments (always full float4)
                foreach (var output in asset.vtFeedbackVariables)
                {
                    arguments.Add($"out {ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single)} {output}_out");
                }

                // Create the function prototype from the arguments
                sb.AppendLine("void {0}({1})"
                              , asset.functionName
                              , arguments.Aggregate((current, next) => $"{current}, {next}"));

                // now generate the function
                using (sb.BlockScope())
                {
                    // Just grab the body from the active nodes
                    foreach (var node in nodes)
                    {
                        if (node is IGeneratesBodyCode generatesBodyCode)
                        {
                            sb.currentNode = node;
                            generatesBodyCode.GenerateNodeCode(sb, GenerationMode.ForReals);

                            if (node.graphPrecision == GraphPrecision.Graph)
                            {
                                // code generated by nodes that use graph precision stays in generic form with embedded tokens
                                // those tokens are replaced when this subgraph function is pulled into a graph that defines the precision
                            }
                            else
                            {
                                sb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                            }
                        }
                    }

                    foreach (var slot in outputSlots)
                    {
                        sb.AppendLine($"{slot.shaderOutputName}_{slot.id} = {outputNode.GetSlotValue(slot.id, GenerationMode.ForReals)};");
                    }

                    foreach (var slot in asset.vtFeedbackVariables)
                    {
                        sb.AppendLine($"{slot}_out = {slot};");
                    }
                }
            });

            // save all of the node-declared functions to the subgraph asset
            foreach (var name in registry.names)
            {
                var source = registry.sources[name];
                var func   = new FunctionPair(name, source.code, source.graphPrecisionFlags);
                asset.functions.Add(func);
            }

            var collector = new PropertyCollector();

            foreach (var node in nodes)
            {
                int previousPropertyCount = Math.Max(0, collector.properties.Count - 1);

                node.CollectShaderProperties(collector, GenerationMode.ForReals);

                // This is a stop-gap to prevent the autogenerated values from JsonObject and ShaderInput from
                // resulting in non-deterministic import data. While we should move to local ids in the future,
                // this will prevent cascading shader recompilations.
                for (int i = previousPropertyCount; i < collector.properties.Count; ++i)
                {
                    var prop        = collector.properties[i];
                    var namespaceId = node.objectId;
                    var nameId      = prop.referenceName;

                    prop.OverrideObjectId(namespaceId, nameId + "_ObjectId_" + i);
                    prop.OverrideGuid(namespaceId, nameId + "_Guid_" + i);
                }
            }
            asset.WriteData(graph.properties, graph.keywords, collector.properties, outputSlots, graph.unsupportedTargets);
            outputSlots.Dispose();
        }
コード例 #3
0
 public TestCase(GraphPrecision graphPrecision, Precision parentPrecision0, Precision parentPrecision1, GraphPrecision resultGraph, ConcretePrecision resultConcrete)
 {
     this.graphPrecision   = graphPrecision;
     this.parentPrecision0 = parentPrecision0;
     this.parentPrecision1 = parentPrecision1;
     this.resultGraph      = resultGraph;
     this.resultConcrete   = resultConcrete;
 }