public override void ValidateNode() { var isInError = false; var errorMessage = k_validationErrorMessage; var dynamicInputSlotsToCompare = DictionaryPool <DynamicVectorMaterialSlot, ConcreteSlotValueType> .Get(); var skippedDynamicSlots = ListPool <DynamicVectorMaterialSlot> .Get(); var dynamicMatrixInputSlotsToCompare = DictionaryPool <DynamicMatrixMaterialSlot, ConcreteSlotValueType> .Get(); var skippedDynamicMatrixSlots = ListPool <DynamicMatrixMaterialSlot> .Get(); // iterate the input slots s_TempSlots.Clear(); GetInputSlots(s_TempSlots); foreach (var inputSlot in s_TempSlots) { inputSlot.hasError = false; // if there is a connection var edges = owner.GetEdges(inputSlot.slotReference).ToList(); if (!edges.Any()) { if (inputSlot is DynamicVectorMaterialSlot) { skippedDynamicSlots.Add(inputSlot as DynamicVectorMaterialSlot); } if (inputSlot is DynamicMatrixMaterialSlot) { skippedDynamicMatrixSlots.Add(inputSlot as DynamicMatrixMaterialSlot); } continue; } // get the output details var outputSlotRef = edges[0].outputSlot; var outputNode = owner.GetNodeFromGuid(outputSlotRef.nodeGuid); if (outputNode == null) { continue; } var outputSlot = outputNode.FindOutputSlot <MaterialSlot>(outputSlotRef.slotId); if (outputSlot == null) { continue; } if (outputSlot.hasError) { inputSlot.hasError = true; continue; } var outputConcreteType = outputSlot.concreteValueType; // dynamic input... depends on output from other node. // we need to compare ALL dynamic inputs to make sure they // are compatable. if (inputSlot is DynamicVectorMaterialSlot) { dynamicInputSlotsToCompare.Add((DynamicVectorMaterialSlot)inputSlot, outputConcreteType); continue; } else if (inputSlot is DynamicMatrixMaterialSlot) { dynamicMatrixInputSlotsToCompare.Add((DynamicMatrixMaterialSlot)inputSlot, outputConcreteType); continue; } // if we have a standard connection... just check the types work! if (!AbstractMaterialNode.ImplicitConversionExists(outputConcreteType, inputSlot.concreteValueType)) { inputSlot.hasError = true; } } // and now dynamic matrices var dynamicMatrixType = ConvertDynamicMatrixInputTypeToConcrete(dynamicMatrixInputSlotsToCompare.Values); foreach (var dynamicKvP in dynamicMatrixInputSlotsToCompare) { dynamicKvP.Key.SetConcreteType(dynamicMatrixType); } foreach (var skippedSlot in skippedDynamicMatrixSlots) { skippedSlot.SetConcreteType(dynamicMatrixType); } // we can now figure out the dynamic slotType // from here set all the var dynamicType = SlotValueHelper.ConvertMatrixToVectorType(dynamicMatrixType); foreach (var dynamicKvP in dynamicInputSlotsToCompare) { dynamicKvP.Key.SetConcreteType(dynamicType); } foreach (var skippedSlot in skippedDynamicSlots) { skippedSlot.SetConcreteType(dynamicType); } s_TempSlots.Clear(); GetInputSlots(s_TempSlots); var inputError = s_TempSlots.Any(x => x.hasError); // configure the output slots now // their slotType will either be the default output slotType // or the above dynanic slotType for dynamic nodes // or error if there is an input error s_TempSlots.Clear(); GetOutputSlots(s_TempSlots); foreach (var outputSlot in s_TempSlots) { outputSlot.hasError = false; if (inputError) { outputSlot.hasError = true; continue; } if (outputSlot is DynamicVectorMaterialSlot) { (outputSlot as DynamicVectorMaterialSlot).SetConcreteType(dynamicType); continue; } else if (outputSlot is DynamicMatrixMaterialSlot) { (outputSlot as DynamicMatrixMaterialSlot).SetConcreteType(dynamicMatrixType); continue; } } isInError |= inputError; s_TempSlots.Clear(); GetOutputSlots(s_TempSlots); isInError |= s_TempSlots.Any(x => x.hasError); isInError |= CalculateNodeHasError(ref errorMessage); hasError = isInError; if (isInError) { ((GraphData)owner).AddValidationError(tempId, errorMessage); } else { ++version; } ListPool <DynamicVectorMaterialSlot> .Release(skippedDynamicSlots); DictionaryPool <DynamicVectorMaterialSlot, ConcreteSlotValueType> .Release(dynamicInputSlotsToCompare); ListPool <DynamicMatrixMaterialSlot> .Release(skippedDynamicMatrixSlots); DictionaryPool <DynamicMatrixMaterialSlot, ConcreteSlotValueType> .Release(dynamicMatrixInputSlotsToCompare); }