コード例 #1
0
        private static void InnerUnlink(VFXContext from, VFXContext to, int fromIndex = 0, int toIndex = 0, bool notify = true)
        {
            if (from.ownedType == to.ownedType)
            {
                to.SetDefaultData(false);
            }

            from.m_OutputFlowSlot[fromIndex].link.RemoveAll(o => o.context == to && o.slotIndex == toIndex);
            to.m_InputFlowSlot[toIndex].link.RemoveAll(o => o.context == from && o.slotIndex == fromIndex);

            // TODO Might need a specific event ?
            if (notify)
            {
                from.Invalidate(InvalidationCause.kStructureChanged);
                to.Invalidate(InvalidationCause.kStructureChanged);
            }
        }
コード例 #2
0
        public VFXAttributeMode GetAttributeMode(VFXAttribute attrib, VFXContext context)
        {
            Dictionary <VFXContext, VFXAttributeMode> contexts;

            if (m_AttributesToContexts.TryGetValue(attrib, out contexts))
            {
                foreach (var c in contexts)
                {
                    if (c.Key == context)
                    {
                        return(c.Value);
                    }
                }
            }

            return(VFXAttributeMode.None);
        }
コード例 #3
0
        private static void InnerUnlink(VFXContext from, VFXContext to, int fromIndex = 0, int toIndex = 0, bool notify = true)
        {
            if (from.GetData() == to.GetData() && from.GetData() != null)
            {
                to.SetDefaultData(false);
            }

            int count = from.m_OutputFlowSlot[fromIndex].link.RemoveAll(o => o.context == to && o.slotIndex == toIndex);

            count += to.m_InputFlowSlot[toIndex].link.RemoveAll(o => o.context == from && o.slotIndex == fromIndex);

            if (count > 0 && notify)
            {
                from.Invalidate(InvalidationCause.kConnectionChanged);
                to.Invalidate(InvalidationCause.kConnectionChanged);
            }
        }
コード例 #4
0
ファイル: VFXContext.cs プロジェクト: fand/vfx-graph-study
        private static void InnerLink(VFXContext from, VFXContext to, int fromIndex, int toIndex, bool notify = true)
        {
            if (!CanLink(from, to, fromIndex, toIndex))
            {
                throw new ArgumentException(string.Format("Cannot link contexts {0} and {1}", from, to));
            }

            // Handle constraints on connections
            foreach (var link in from.m_OutputFlowSlot[fromIndex].link.ToArray())
            {
                if (!link.context.CanLinkFromMany() || IsExclusiveLink(link.context.contextType, to.contextType))
                {
                    InnerUnlink(from, link.context, fromIndex, toIndex, notify);
                }
            }

            foreach (var link in to.m_InputFlowSlot[toIndex].link.ToArray())
            {
                if (!link.context.CanLinkToMany() || IsExclusiveLink(link.context.contextType, from.contextType))
                {
                    InnerUnlink(link.context, to, fromIndex, toIndex, notify);
                }
            }

            if (from.ownedType == to.ownedType)
            {
                to.InnerSetData(from.GetData(), false);
            }

            from.m_OutputFlowSlot[fromIndex].link.Add(new VFXContextLink()
            {
                context = to, slotIndex = toIndex
            });
            to.m_InputFlowSlot[toIndex].link.Add(new VFXContextLink()
            {
                context = from, slotIndex = fromIndex
            });

            if (notify)
            {
                // TODO Might need a specific event ?
                from.Invalidate(InvalidationCause.kStructureChanged);
                to.Invalidate(InvalidationCause.kStructureChanged);
            }
        }
コード例 #5
0
        internal static void BuildPixelPropertiesAssign(VFXContext context, VFXContextCompiledData contextData, out string buildFragInputsGeneration)
        {
            var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
            expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);

            var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();

            var fragInputsGeneration = new VFXShaderWriter();

            foreach (string fragmentParameter in context.fragmentParameters)
            {
                var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name);
                fragInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"fragInputs.vfx.{filteredNamedExpression.name}");
                fragInputsGeneration.WriteLine();
            }

            buildFragInputsGeneration = fragInputsGeneration.ToString();
        }
コード例 #6
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        internal static void GetFields(ref TargetFieldContext fieldsContext, VFXContext context)
        {
            fieldsContext.AddField(Fields.GraphVFX);

            // Select the primitive implementation.
            switch (context.taskType)
            {
            case VFXTaskType.ParticleMeshOutput:
                fieldsContext.AddField(VFXFields.ParticleMesh);
                break;

            case VFXTaskType.ParticleTriangleOutput:
            case VFXTaskType.ParticleOctagonOutput:
            case VFXTaskType.ParticleQuadOutput:
                fieldsContext.AddField(VFXFields.ParticlePlanarPrimitive);
                break;
            }
        }
コード例 #7
0
ファイル: VFXData.cs プロジェクト: Audaxxy/Blight
        public IEnumerable <VFXAttributeInfo> GetAttributesForContext(VFXContext context)
        {
            Dictionary <VFXAttribute, VFXAttributeMode> attribs;

            if (m_ContextsToAttributes.TryGetValue(context, out attribs))
            {
                foreach (var attrib in attribs)
                {
                    VFXAttributeInfo info;
                    info.attrib = attrib.Key;
                    info.mode   = attrib.Value;
                    yield return(info);
                }
            }
            else
            {
                throw new ArgumentException("Context does not exist");
            }
        }
コード例 #8
0
        internal static void BuildInterpolatorBlocks(VFXContext context, VFXContextCompiledData contextData,
                                                     out string interpolatorsGeneration)
        {
            var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));

            expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);

            var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();

            var additionalInterpolantsGeneration  = new VFXShaderWriter();
            var additionalInterpolantsPreparation = new VFXShaderWriter();

            foreach (string fragmentParameter in context.fragmentParameters)
            {
                var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name &&
                                                                            !(expressionToName.ContainsKey(o.exp) && expressionToName[o.exp] == o.name)); // if parameter already in the global scope, there's nothing to do

                if (filteredNamedExpression.exp != null)
                {
                    additionalInterpolantsGeneration.WriteVariable(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", "0");
                    var expressionToNameLocal = new Dictionary <VFXExpression, string>(expressionToName);
                    additionalInterpolantsGeneration.EnterScope();
                    {
                        if (!expressionToNameLocal.ContainsKey(filteredNamedExpression.exp))
                        {
                            additionalInterpolantsGeneration.WriteVariable(filteredNamedExpression.exp, expressionToNameLocal);
                            additionalInterpolantsGeneration.WriteLine();
                        }
                        additionalInterpolantsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", expressionToNameLocal[filteredNamedExpression.exp]);
                        additionalInterpolantsGeneration.WriteLine();
                    }
                    additionalInterpolantsGeneration.ExitScope();
                    additionalInterpolantsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, "output." + filteredNamedExpression.name, filteredNamedExpression.name + "__");
                    additionalInterpolantsPreparation.WriteVariable(filteredNamedExpression.exp.valueType, filteredNamedExpression.name, "i." + filteredNamedExpression.name);
                }
            }

            interpolatorsGeneration = additionalInterpolantsGeneration.ToString();
        }
コード例 #9
0
        internal static void BuildContextBlocks(VFXContext context, VFXContextCompiledData contextData,
            out string blockFunctionContent,
            out string blockCallFunctionContent)
        {
            var linkedEventOut = context.allLinkedOutputSlot.Where(s => ((VFXModel)s.owner).GetFirstOfType<VFXContext>().CanBeCompiled()).ToList();

            //< Block processor
            var blockFunction = new VFXShaderWriter();
            var blockCallFunction = new VFXShaderWriter();
            var blockDeclared = new HashSet<string>();
            var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
            expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);

            int cpt = 0;
            foreach (var current in context.activeFlattenedChildrenWithImplicit)
            {
                BuildBlock(contextData, linkedEventOut, blockFunction, blockCallFunction, blockDeclared, expressionToName, current, ref cpt);
            }

            blockFunctionContent = blockFunction.builder.ToString();
            blockCallFunctionContent = blockCallFunction.builder.ToString();
        }
コード例 #10
0
        public static void SanitizeOrient(VFXContext model, int version, bool useCustomZAxis)
        {
            if (version < 6)
            {
                Block.Orient orientBlock = model.children.OfType <Block.Orient>().FirstOrDefault();
                if (orientBlock == null) // If no orient block, add one
                {
                    Debug.Log("Sanitize Graph: Add Orient block to quad strip output");

                    orientBlock = CreateInstance <Block.Orient>();
                    if (useCustomZAxis)
                    {
                        orientBlock.SetSettingValue("mode", Block.Orient.Mode.CustomZ);

                        var axisZNode = CreateInstance <VFXAttributeParameter>();
                        axisZNode.SetSettingValue("attribute", "axisZ");
                        axisZNode.position = model.position + new Vector2(-225, 150);
                        model.GetGraph().AddChild(axisZNode);

                        axisZNode.GetOutputSlot(0).Link(orientBlock.GetInputSlot(0));
                    }
                    else
                    {
                        orientBlock.SetSettingValue("mode", Block.Orient.Mode.FaceCameraPosition);
                    }

                    model.AddChild(orientBlock, 0);
                }
                else
                {
                    if ((Block.Orient.Mode)orientBlock.GetSettingValue("mode") == Block.Orient.Mode.FaceCameraPlane)
                    {
                        Debug.Log("Sanitize Graph: Change Orient block mode in quad strip output from \"Face Camera Plane\" to \"Face Camera Position\"");
                        orientBlock.SetSettingValue("mode", Block.Orient.Mode.FaceCameraPosition);
                    }
                    // Other invalid modes (Along Velocity and FixedAxis) will fail and require manual fixing
                }
            }
        }
コード例 #11
0
        public static bool CanLink(VFXContext from, VFXContext to, int fromIndex = 0, int toIndex = 0)
        {
            if (from == to || from == null || to == null)
            {
                return(false);
            }

            if (from.outputType == VFXDataType.None || to.inputType == VFXDataType.None || (from.outputType & to.inputType) != to.inputType)
            {
                return(false);
            }

            if (fromIndex >= from.outputFlowSlot.Length || toIndex >= to.inputFlowSlot.Length)
            {
                return(false);
            }

            //If link already present, returns false
            if (from.m_OutputFlowSlot[fromIndex].link.Any(o => o.context == to && o.slotIndex == toIndex) ||
                to.m_InputFlowSlot[toIndex].link.Any(o => o.context == from && o.slotIndex == fromIndex))
            {
                return(false);
            }

            //Special incorrect case, GPUEvent use the same type than Spawner which leads to an unexpected allowed link.
            if (from.m_ContextType == VFXContextType.SpawnerGPU && to.m_ContextType == VFXContextType.OutputEvent)
            {
                return(false);
            }

            //Can't connect directly event to context (OutputEvent or Initialize) for now
            if (from.m_ContextType == VFXContextType.Event && to.contextType != VFXContextType.Spawner && to.contextType != VFXContextType.Subgraph)
            {
                return(false);
            }

            return(true);
        }
コード例 #12
0
        static private VFXShaderWriter GenerateComputeSourceIndex(VFXContext context)
        {
            var r = new VFXShaderWriter();
            var spawnCountAttribute = new VFXAttribute("spawnCount", VFXValueType.Float);

            if (!context.GetData().dependenciesIn.Any())
            {
                var spawnLinkCount = context.GetData().sourceCount;
                r.WriteLine("int sourceIndex = 0;");

                if (spawnLinkCount <= 1)
                {
                    r.WriteLine("/*//Loop with 1 iteration generate a wrong IL Assembly (and actually, useless code)");
                }

                r.WriteLine("uint currentSumSpawnCount = 0u;");
                r.WriteLineFormat("for (sourceIndex=0; sourceIndex<{0}; sourceIndex++)", spawnLinkCount);
                r.EnterScope();
                r.WriteLineFormat("currentSumSpawnCount += uint({0});", context.GetData().GetLoadAttributeCode(spawnCountAttribute, VFXAttributeLocation.Source));
                r.WriteLine("if (id < currentSumSpawnCount)");
                r.EnterScope();
                r.WriteLine("break;");
                r.ExitScope();
                r.ExitScope();

                if (spawnLinkCount <= 1)
                {
                    r.WriteLine("*/");
                }
            }
            else
            {
                /* context invalid or GPU event */
            }
            return(r);
        }
コード例 #13
0
        public string GetContextShaderName(VFXContext context)
        {
            string prefix = shaderNamePrefix;

            if (context.GetData() != null)
            {
                string dataName = context.GetData().fileName;
                if (!string.IsNullOrEmpty(dataName))
                {
                    prefix += "/" + dataName;
                }
            }

            if (context.letter != '\0')
            {
                if (string.IsNullOrEmpty(context.label))
                {
                    return(string.Format("{2}/({0}) {1}", context.letter, libraryName, prefix));
                }
                else
                {
                    return(string.Format("{2}/({0}) {1}", context.letter, context.label, prefix));
                }
            }
            else
            {
                if (string.IsNullOrEmpty(context.label))
                {
                    return(string.Format("{1}/{0}", libraryName, prefix));
                }
                else
                {
                    return(string.Format("{1}/{0}", context.label, prefix));
                }
            }
        }
コード例 #14
0
        internal static void BuildVertexPropertiesAssign(VFXContext context, VFXContextCompiledData contextData, out string buildVertexPropertiesGeneration)
        {
            var expressionToName = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));
            expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);

            var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();

            var vertexInputsGeneration = new VFXShaderWriter();

            foreach (string vertexParameter in context.vertexParameters)
            {
                var filteredNamedExpression = mainParameters.FirstOrDefault(o => vertexParameter == o.name);

                // If the parameter is in the global scope, read from the cbuffer directly (no suffix).
                if (!(expressionToName.ContainsKey(filteredNamedExpression.exp) && expressionToName[filteredNamedExpression.exp] == filteredNamedExpression.name))
                    vertexInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"{filteredNamedExpression.name}__");
                else
                    vertexInputsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, $"properties.{filteredNamedExpression.name}", $"{filteredNamedExpression.name}");

                vertexInputsGeneration.WriteLine();
            }

            buildVertexPropertiesGeneration = vertexInputsGeneration.ToString();
        }
コード例 #15
0
ファイル: VFXContext.cs プロジェクト: fand/vfx-graph-study
        public static bool CanLink(VFXContext from, VFXContext to, int fromIndex = 0, int toIndex = 0)
        {
            if (from == to || from == null || to == null)
            {
                return(false);
            }

            if (from.outputType == VFXDataType.kNone || to.inputType == VFXDataType.kNone || from.outputType != to.inputType)
            {
                return(false);
            }

            if (fromIndex >= from.outputFlowSlot.Length || toIndex >= to.inputFlowSlot.Length)
            {
                return(false);
            }

            if (from.m_OutputFlowSlot[fromIndex].link.Any(o => o.context == to) || to.m_InputFlowSlot[toIndex].link.Any(o => o.context == from))
            {
                return(false);
            }

            return(true);
        }
コード例 #16
0
ファイル: VFXData.cs プロジェクト: Audaxxy/Blight
 public bool IsCurrentAttributeUsed(VFXAttribute attrib, VFXContext context)
 {
     return((GetAttributeMode(attrib, context) & VFXAttributeMode.ReadWrite) != 0);
 }
コード例 #17
0
        static private VFXShaderWriter GenerateLoadAttribute(string matching, VFXContext context)
        {
            var r = new VFXShaderWriter();

            var regex = new Regex(matching);
            var attributesFromContext = context.GetData().GetAttributes().Where(o => regex.IsMatch(o.attrib.name)).ToArray();
            var attributesSource      = attributesFromContext.Where(a => context.GetData().IsSourceAttributeUsed(a.attrib, context)).ToArray();
            var attributesCurrent     = attributesFromContext.Where(a => context.GetData().IsCurrentAttributeUsed(a.attrib, context) || (context.contextType == VFXContextType.Init && context.GetData().IsAttributeStored(a.attrib))).ToArray();

            //< Current Attribute
            foreach (var attribute in attributesCurrent.Select(o => o.attrib))
            {
                var name = attribute.GetNameInCode(VFXAttributeLocation.Current);
                if (attribute.name != VFXAttribute.EventCount.name)
                {
                    if (context.contextType != VFXContextType.Init && context.GetData().IsAttributeStored(attribute))
                    {
                        r.WriteAssignement(attribute.type, name, context.GetData().GetLoadAttributeCode(attribute, VFXAttributeLocation.Current));
                    }
                    else
                    {
                        r.WriteAssignement(attribute.type, name, attribute.value.GetCodeString(null));
                    }
                }
                else
                {
                    var linkedOutCount = context.allLinkedOutputSlot.Count();
                    r.WriteAssignement(attribute.type, name, attribute.value.GetCodeString(null));
                    for (uint i = 0; i < linkedOutCount; ++i)
                    {
                        r.WriteLine();
                        r.WriteFormat("uint {0}_{1} = 0u;", VFXAttribute.EventCount.name, VFXCodeGeneratorHelper.GeneratePrefix(i));
                    }
                }
                r.WriteLine();
            }

            //< Source Attribute (default temporary behavior, source is always the initial current value except for init context)
            foreach (var attribute in attributesSource.Select(o => o.attrib))
            {
                var name = attribute.GetNameInCode(VFXAttributeLocation.Source);
                if (context.contextType == VFXContextType.Init)
                {
                    r.WriteAssignement(attribute.type, name, context.GetData().GetLoadAttributeCode(attribute, VFXAttributeLocation.Source));
                }
                else
                {
                    if (attributesCurrent.Any(o => o.attrib.name == attribute.name))
                    {
                        var reference = new VFXAttributeExpression(new VFXAttribute(attribute.name, attribute.value), VFXAttributeLocation.Current);
                        r.WriteAssignement(reference.valueType, name, reference.GetCodeString(null));
                    }
                    else
                    {
                        r.WriteAssignement(attribute.type, name, attribute.value.GetCodeString(null));
                    }
                }
                r.WriteLine();
            }
            return(r);
        }
コード例 #18
0
        static private StringBuilder Build(VFXContext context, string templatePath, VFXCompilationMode compilationMode, VFXContextCompiledData contextData, HashSet <string> dependencies)
        {
            if (!context.SetupCompilation())
            {
                return(null);
            }
            var stringBuilder = GetFlattenedTemplateContent(templatePath, new List <string>(), context.additionalDefines, dependencies);

            var allCurrentAttributes = context.GetData().GetAttributes().Where(a =>
                                                                               (context.GetData().IsCurrentAttributeUsed(a.attrib, context)) ||
                                                                               (context.contextType == VFXContextType.Init && context.GetData().IsAttributeStored(a.attrib))); // In init, needs to declare all stored attributes for intialization

            var allSourceAttributes = context.GetData().GetAttributes().Where(a => (context.GetData().IsSourceAttributeUsed(a.attrib, context)));

            var globalDeclaration = new VFXShaderWriter();

            globalDeclaration.WriteCBuffer(contextData.uniformMapper, "parameters");
            globalDeclaration.WriteLine();
            globalDeclaration.WriteAttributeStruct(allCurrentAttributes.Select(a => a.attrib), "Attributes");
            globalDeclaration.WriteLine();
            globalDeclaration.WriteAttributeStruct(allSourceAttributes.Select(a => a.attrib), "SourceAttributes");
            globalDeclaration.WriteLine();
            globalDeclaration.WriteTexture(contextData.uniformMapper);

            var linkedEventOut = context.allLinkedOutputSlot.Where(s => ((VFXModel)s.owner).GetFirstOfType <VFXContext>().CanBeCompiled()).ToList();

            globalDeclaration.WriteEventBuffer(eventListOutName, linkedEventOut.Count);

            //< Block processor
            var blockFunction     = new VFXShaderWriter();
            var blockCallFunction = new VFXShaderWriter();
            var blockDeclared     = new HashSet <string>();
            var expressionToName  = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));

            expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);

            int cpt = 0;

            foreach (var current in context.activeFlattenedChildrenWithImplicit)
            {
                BuildBlock(contextData, linkedEventOut, blockFunction, blockCallFunction, blockDeclared, expressionToName, current, ref cpt);
            }

            //< Final composition
            var    renderTemplatePipePath = VFXLibrary.currentSRPBinder.templatePath;
            var    renderRuntimePipePath  = VFXLibrary.currentSRPBinder.runtimePath;
            string renderPipeCommon       = context.doesIncludeCommonCompute ? "Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl" : VFXLibrary.currentSRPBinder.runtimePath + "/VFXCommon.hlsl";
            string renderPipePasses       = null;

            if (!context.codeGeneratorCompute && !string.IsNullOrEmpty(renderTemplatePipePath))
            {
                renderPipePasses = renderTemplatePipePath + "/VFXPasses.template";
            }

            var globalIncludeContent = new VFXShaderWriter();

            globalIncludeContent.WriteLine("#define NB_THREADS_PER_GROUP 64");
            globalIncludeContent.WriteLine("#define HAS_ATTRIBUTES 1");
            globalIncludeContent.WriteLine("#define VFX_PASSDEPTH_ACTUAL (0)");
            globalIncludeContent.WriteLine("#define VFX_PASSDEPTH_MOTION_VECTOR (1)");
            globalIncludeContent.WriteLine("#define VFX_PASSDEPTH_SELECTION (2)");
            globalIncludeContent.WriteLine("#define VFX_PASSDEPTH_SHADOW (3)");

            foreach (var attribute in allCurrentAttributes)
            {
                globalIncludeContent.WriteLineFormat("#define VFX_USE_{0}_{1} 1", attribute.attrib.name.ToUpper(CultureInfo.InvariantCulture), "CURRENT");
            }
            foreach (var attribute in allSourceAttributes)
            {
                globalIncludeContent.WriteLineFormat("#define VFX_USE_{0}_{1} 1", attribute.attrib.name.ToUpper(CultureInfo.InvariantCulture), "SOURCE");
            }

            foreach (var additionnalHeader in context.additionalDataHeaders)
            {
                globalIncludeContent.WriteLine(additionnalHeader);
            }

            foreach (var additionnalDefine in context.additionalDefines)
            {
                globalIncludeContent.WriteLineFormat("#define {0} 1", additionnalDefine);
            }

            if (renderPipePasses != null)
            {
                globalIncludeContent.Write(GetFlattenedTemplateContent(renderPipePasses, new List <string>(), context.additionalDefines, dependencies));
            }

            if (context.GetData() is ISpaceable)
            {
                var spaceable = context.GetData() as ISpaceable;
                globalIncludeContent.WriteLineFormat("#define {0} 1", spaceable.space == VFXCoordinateSpace.World ? "VFX_WORLD_SPACE" : "VFX_LOCAL_SPACE");
            }
            globalIncludeContent.WriteLineFormat("#include \"{0}/VFXDefines.hlsl\"", renderRuntimePipePath);

            var perPassIncludeContent = new VFXShaderWriter();

            perPassIncludeContent.WriteLine("#include \"" + renderPipeCommon + "\"");
            perPassIncludeContent.WriteLine("#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"");

            // Per-block includes
            var includes = Enumerable.Empty <string>();

            foreach (var block in context.activeFlattenedChildrenWithImplicit)
            {
                includes = includes.Concat(block.includes);
            }
            var uniqueIncludes = new HashSet <string>(includes);

            foreach (var includePath in uniqueIncludes)
            {
                perPassIncludeContent.WriteLine(string.Format("#include \"{0}\"", includePath));
            }


            ReplaceMultiline(stringBuilder, "${VFXGlobalInclude}", globalIncludeContent.builder);
            ReplaceMultiline(stringBuilder, "${VFXGlobalDeclaration}", globalDeclaration.builder);
            ReplaceMultiline(stringBuilder, "${VFXPerPassInclude}", perPassIncludeContent.builder);
            ReplaceMultiline(stringBuilder, "${VFXGeneratedBlockFunction}", blockFunction.builder);
            ReplaceMultiline(stringBuilder, "${VFXProcessBlocks}", blockCallFunction.builder);

            var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();

            foreach (var match in GetUniqueMatches("\\${VFXLoadParameter:{(.*?)}}", stringBuilder.ToString()))
            {
                var str            = match.Groups[0].Value;
                var pattern        = match.Groups[1].Value;
                var loadParameters = GenerateLoadParameter(pattern, mainParameters, expressionToName);
                ReplaceMultiline(stringBuilder, str, loadParameters.builder);
            }
            var additionalInterpolantsGeneration  = new VFXShaderWriter();
            var additionalInterpolantsDeclaration = new VFXShaderWriter();
            var additionalInterpolantsPreparation = new VFXShaderWriter();


            int normSemantic = 0;

            foreach (string fragmentParameter in context.fragmentParameters)
            {
                var filteredNamedExpression = mainParameters.FirstOrDefault(o => fragmentParameter == o.name &&
                                                                            !(expressionToName.ContainsKey(o.exp) && expressionToName[o.exp] == o.name)); // if parameter already in the global scope, there's nothing to do

                if (filteredNamedExpression.exp != null)
                {
                    additionalInterpolantsDeclaration.WriteDeclaration(filteredNamedExpression.exp.valueType, filteredNamedExpression.name, $"NORMAL{normSemantic++}");
                    additionalInterpolantsGeneration.WriteVariable(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", "0");
                    var expressionToNameLocal = new Dictionary <VFXExpression, string>(expressionToName);
                    additionalInterpolantsGeneration.EnterScope();
                    {
                        if (!expressionToNameLocal.ContainsKey(filteredNamedExpression.exp))
                        {
                            additionalInterpolantsGeneration.WriteVariable(filteredNamedExpression.exp, expressionToNameLocal);
                            additionalInterpolantsGeneration.WriteLine();
                        }
                        additionalInterpolantsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, filteredNamedExpression.name + "__", expressionToNameLocal[filteredNamedExpression.exp]);
                        additionalInterpolantsGeneration.WriteLine();
                    }
                    additionalInterpolantsGeneration.ExitScope();
                    additionalInterpolantsGeneration.WriteAssignement(filteredNamedExpression.exp.valueType, "o." + filteredNamedExpression.name, filteredNamedExpression.name + "__");
                    additionalInterpolantsPreparation.WriteVariable(filteredNamedExpression.exp.valueType, filteredNamedExpression.name, "i." + filteredNamedExpression.name);
                }
            }
            ReplaceMultiline(stringBuilder, "${VFXAdditionalInterpolantsGeneration}", additionalInterpolantsGeneration.builder);
            ReplaceMultiline(stringBuilder, "${VFXAdditionalInterpolantsDeclaration}", additionalInterpolantsDeclaration.builder);
            ReplaceMultiline(stringBuilder, "${VFXAdditionalInterpolantsPreparation}", additionalInterpolantsPreparation.builder);

            //< Compute sourceIndex
            if (stringBuilder.ToString().Contains("${VFXComputeSourceIndex}"))
            {
                var r = GenerateComputeSourceIndex(context);
                ReplaceMultiline(stringBuilder, "${VFXComputeSourceIndex}", r.builder);
            }

            //< Load Attribute
            if (stringBuilder.ToString().Contains("${VFXLoadAttributes}"))
            {
                var loadAttributes = GenerateLoadAttribute(".*", context);
                ReplaceMultiline(stringBuilder, "${VFXLoadAttributes}", loadAttributes.builder);
            }

            foreach (var match in GetUniqueMatches("\\${VFXLoadAttributes:{(.*?)}}", stringBuilder.ToString()))
            {
                var str            = match.Groups[0].Value;
                var pattern        = match.Groups[1].Value;
                var loadAttributes = GenerateLoadAttribute(pattern, context);
                ReplaceMultiline(stringBuilder, str, loadAttributes.builder);
            }

            //< Store Attribute
            if (stringBuilder.ToString().Contains("${VFXStoreAttributes}"))
            {
                var storeAttribute = GenerateStoreAttribute(".*", context, (uint)linkedEventOut.Count);
                ReplaceMultiline(stringBuilder, "${VFXStoreAttributes}", storeAttribute.builder);
            }

            foreach (var match in GetUniqueMatches("\\${VFXStoreAttributes:{(.*?)}}", stringBuilder.ToString()))
            {
                var str             = match.Groups[0].Value;
                var pattern         = match.Groups[1].Value;
                var storeAttributes = GenerateStoreAttribute(pattern, context, (uint)linkedEventOut.Count);
                ReplaceMultiline(stringBuilder, str, storeAttributes.builder);
            }

            foreach (var addionalReplacement in context.additionalReplacements)
            {
                ReplaceMultiline(stringBuilder, addionalReplacement.Key, addionalReplacement.Value.builder);
            }

            // Replace defines
            SubstituteMacros(stringBuilder);

            if (VFXViewPreference.advancedLogs)
            {
                Debug.LogFormat("GENERATED_OUTPUT_FILE_FOR : {0}\n{1}", context.ToString(), stringBuilder.ToString());
            }

            context.EndCompilation();
            return(stringBuilder);
        }
コード例 #19
0
        public override IEnumerable <VFXContext> InitImplicitContexts()
        {
            var contexts = compilableOwners.ToList();

            if (!NeedsGlobalSort() &&
                !contexts.OfType <VFXAbstractParticleOutput>().Any(o => o.NeedsOutputUpdate()))
            {
                //Early out with the most common case
                m_Contexts = contexts;
                return(Enumerable.Empty <VFXContext>());
            }

            m_Contexts = new List <VFXContext>(contexts.Count + 2); // Allocate max number
            int index = 0;

            // First add init and updates
            for (index = 0; index < contexts.Count; ++index)
            {
                if ((contexts[index].contextType == VFXContextType.Output))
                {
                    break;
                }
                m_Contexts.Add(contexts[index]);
            }

            var implicitContext = new List <VFXContext>();

            if (NeedsGlobalSort())
            {
                // Then the camera sort
                var cameraSort = VFXContext.CreateImplicitContext <VFXCameraSort>(this);
                implicitContext.Add(cameraSort);
                m_Contexts.Add(cameraSort);
            }

            //additional update
            for (int outputIndex = index; outputIndex < contexts.Count; ++outputIndex)
            {
                var currentOutputContext   = contexts[outputIndex];
                var abstractParticleOutput = currentOutputContext as VFXAbstractParticleOutput;
                if (abstractParticleOutput == null)
                {
                    continue;
                }

                if (abstractParticleOutput.NeedsOutputUpdate())
                {
                    var update = VFXContext.CreateImplicitContext <VFXOutputUpdate>(this);
                    update.SetOutput(abstractParticleOutput);
                    implicitContext.Add(update);
                    m_Contexts.Add(update);
                }
            }

            // And finally output
            for (; index < contexts.Count; ++index)
            {
                m_Contexts.Add(contexts[index]);
            }

            return(implicitContext);
        }
コード例 #20
0
 public override VFXDeviceTarget GetCompilationTarget(VFXContext context)
 {
     return(VFXDeviceTarget.GPU);
 }
コード例 #21
0
ファイル: VFXData.cs プロジェクト: Audaxxy/Blight
 public bool IsCurrentAttributeWritten(VFXAttribute attrib, VFXContext context)
 {
     return((GetAttributeMode(attrib, context) & VFXAttributeMode.Write) != 0);
 }
コード例 #22
0
        static private StringBuilder Build(VFXContext context, string templatePath, VFXCompilationMode compilationMode, VFXContextCompiledData contextData)
        {
            var dependencies = new HashSet <ScriptableObject>();

            context.CollectDependencies(dependencies);

            var stringBuilder = GetFlattenedTemplateContent(templatePath, new List <string>(), context.additionalDefines);

            var globalDeclaration = new VFXShaderWriter();

            globalDeclaration.WriteCBuffer(contextData.uniformMapper, "parameters");
            globalDeclaration.WriteTexture(contextData.uniformMapper);

            var linkedEventOut = context.allLinkedOutputSlot.Where(s => ((VFXModel)s.owner).GetFirstOfType <VFXContext>().CanBeCompiled()).ToList();

            globalDeclaration.WriteEventBuffer(eventListOutName, linkedEventOut.Count);

            //< Block processor
            var blockFunction     = new VFXShaderWriter();
            var blockCallFunction = new VFXShaderWriter();
            var blockDeclared     = new HashSet <string>();
            var expressionToName  = context.GetData().GetAttributes().ToDictionary(o => new VFXAttributeExpression(o.attrib) as VFXExpression, o => (new VFXAttributeExpression(o.attrib)).GetCodeString(null));

            expressionToName = expressionToName.Union(contextData.uniformMapper.expressionToCode).ToDictionary(s => s.Key, s => s.Value);

            foreach (var current in context.activeChildrenWithImplicit.Select((v, i) => new { block = v, blockIndex = i }))
            {
                var block      = current.block;
                var blockIndex = current.blockIndex;

                var parameters = block.mergedAttributes.Select(o =>
                {
                    return(new VFXShaderWriter.FunctionParameter
                    {
                        name = o.attrib.name,
                        expression = new VFXAttributeExpression(o.attrib) as VFXExpression,
                        mode = o.mode
                    });
                }).ToList();

                foreach (var parameter in block.parameters)
                {
                    var expReduced = contextData.gpuMapper.FromNameAndId(parameter.name, blockIndex);
                    if (VFXExpression.IsTypeValidOnGPU(expReduced.valueType))
                    {
                        parameters.Add(new VFXShaderWriter.FunctionParameter
                        {
                            name       = parameter.name,
                            expression = expReduced,
                            mode       = VFXAttributeMode.None
                        });
                    }
                }

                string methodName, commentMethod;
                GetFunctionName(block, out methodName, out commentMethod);
                if (!blockDeclared.Contains(methodName))
                {
                    blockDeclared.Add(methodName);
                    blockFunction.WriteBlockFunction(contextData.gpuMapper,
                                                     methodName,
                                                     block.source,
                                                     parameters,
                                                     commentMethod);
                }

                //< Parameters (computed and/or extracted from uniform)
                var  expressionToNameLocal = expressionToName;
                bool needScope             = parameters.Any(o => !expressionToNameLocal.ContainsKey(o.expression));
                if (needScope)
                {
                    expressionToNameLocal = new Dictionary <VFXExpression, string>(expressionToNameLocal);
                    blockCallFunction.EnterScope();
                    foreach (var exp in parameters.Select(o => o.expression))
                    {
                        if (expressionToNameLocal.ContainsKey(exp))
                        {
                            continue;
                        }
                        blockCallFunction.WriteVariable(exp, expressionToNameLocal);
                    }
                }

                var indexEventCount = parameters.FindIndex(o => o.name == VFXAttribute.EventCount.name);
                if (indexEventCount != -1)
                {
                    if ((parameters[indexEventCount].mode & VFXAttributeMode.Read) != 0)
                    {
                        throw new InvalidOperationException(string.Format("{0} isn't expected as read (special case)", VFXAttribute.EventCount.name));
                    }
                    blockCallFunction.WriteLine(string.Format("{0} = 0u;", VFXAttribute.EventCount.name));
                }

                blockCallFunction.WriteCallFunction(methodName,
                                                    parameters,
                                                    contextData.gpuMapper,
                                                    expressionToNameLocal);

                if (indexEventCount != -1)
                {
                    foreach (var outputSlot in block.outputSlots.SelectMany(o => o.LinkedSlots))
                    {
                        var eventIndex = linkedEventOut.IndexOf(outputSlot);
                        if (eventIndex != -1)
                        {
                            blockCallFunction.WriteLineFormat("{0}_{1} += {0};", VFXAttribute.EventCount.name, VFXCodeGeneratorHelper.GeneratePrefix((uint)eventIndex));
                        }
                    }
                }
                if (needScope)
                {
                    blockCallFunction.ExitScope();
                }
            }

            //< Final composition
            var    renderPipePath   = UnityEngine.Experimental.VFX.VFXManager.renderPipeSettingsPath;
            string renderPipeCommon = "Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc";
            string renderPipePasses = null;

            if (!context.codeGeneratorCompute && !string.IsNullOrEmpty(renderPipePath))
            {
                renderPipeCommon = renderPipePath + "/VFXCommon.cginc";
                renderPipePasses = renderPipePath + "/VFXPasses.template";
            }

            var globalIncludeContent = new VFXShaderWriter();

            globalIncludeContent.WriteLine("#define NB_THREADS_PER_GROUP 64");
            foreach (var attribute in context.GetData().GetAttributes().Where(a => (context.contextType == VFXContextType.kInit && context.GetData().IsAttributeStored(a.attrib)) || (context.GetData().IsAttributeUsed(a.attrib, context))))
            {
                globalIncludeContent.WriteLineFormat("#define VFX_USE_{0}_{1} 1", attribute.attrib.name.ToUpper(), "CURRENT");
            }
            foreach (var attribute in context.GetData().GetAttributes().Where(a => context.GetData().IsSourceAttributeUsed(a.attrib, context)))
            {
                globalIncludeContent.WriteLineFormat("#define VFX_USE_{0}_{1} 1", attribute.attrib.name.ToUpper(), "SOURCE");
            }

            foreach (var additionnalDefine in context.additionalDefines)
            {
                globalIncludeContent.WriteLineFormat("#define {0} 1", additionnalDefine);
            }

            if (renderPipePasses != null)
            {
                globalIncludeContent.Write(GetFlattenedTemplateContent(renderPipePasses, new List <string>(), context.additionalDefines));
            }

            if (context.GetData() is ISpaceable)
            {
                var spaceable = context.GetData() as ISpaceable;
                globalIncludeContent.WriteLineFormat("#define {0} 1", spaceable.space == VFXCoordinateSpace.World ? "VFX_WORLD_SPACE" : "VFX_LOCAL_SPACE");
            }
            globalIncludeContent.WriteLineFormat("#include \"{0}/VFXDefines.hlsl\"", renderPipePath);

            var perPassIncludeContent = new VFXShaderWriter();

            perPassIncludeContent.WriteLine("#include \"" + renderPipeCommon + "\"");
            perPassIncludeContent.WriteLine("#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"");

            // Per-block includes
            var includes = Enumerable.Empty <string>();

            foreach (var block in context.activeChildrenWithImplicit)
            {
                includes = includes.Concat(block.includes);
            }
            var uniqueIncludes = new HashSet <string>(includes);

            foreach (var includePath in uniqueIncludes)
            {
                perPassIncludeContent.WriteLine(string.Format("#include \"{0}\"", includePath));
            }

            ReplaceMultiline(stringBuilder, "${VFXGlobalInclude}", globalIncludeContent.builder);
            ReplaceMultiline(stringBuilder, "${VFXGlobalDeclaration}", globalDeclaration.builder);
            ReplaceMultiline(stringBuilder, "${VFXPerPassInclude}", perPassIncludeContent.builder);
            ReplaceMultiline(stringBuilder, "${VFXGeneratedBlockFunction}", blockFunction.builder);
            ReplaceMultiline(stringBuilder, "${VFXProcessBlocks}", blockCallFunction.builder);

            var mainParameters = contextData.gpuMapper.CollectExpression(-1).ToArray();

            foreach (var match in GetUniqueMatches("\\${VFXLoadParameter:{(.*?)}}", stringBuilder.ToString()))
            {
                var str            = match.Groups[0].Value;
                var pattern        = match.Groups[1].Value;
                var loadParameters = GenerateLoadParameter(pattern, mainParameters, expressionToName);
                ReplaceMultiline(stringBuilder, str, loadParameters.builder);
            }

            //< Compute sourceIndex
            if (stringBuilder.ToString().Contains("${VFXComputeSourceIndex}"))
            {
                var r = GenerateComputeSourceIndex(context);
                ReplaceMultiline(stringBuilder, "${VFXComputeSourceIndex}", r.builder);
            }

            //< Load Attribute
            if (stringBuilder.ToString().Contains("${VFXLoadAttributes}"))
            {
                var loadAttributes = GenerateLoadAttribute(".*", context);
                ReplaceMultiline(stringBuilder, "${VFXLoadAttributes}", loadAttributes.builder);
            }

            foreach (var match in GetUniqueMatches("\\${VFXLoadAttributes:{(.*?)}}", stringBuilder.ToString()))
            {
                var str            = match.Groups[0].Value;
                var pattern        = match.Groups[1].Value;
                var loadAttributes = GenerateLoadAttribute(pattern, context);
                ReplaceMultiline(stringBuilder, str, loadAttributes.builder);
            }

            //< Store Attribute
            if (stringBuilder.ToString().Contains("${VFXStoreAttributes}"))
            {
                var storeAttribute = GenerateStoreAttribute(".*", context, (uint)linkedEventOut.Count);
                ReplaceMultiline(stringBuilder, "${VFXStoreAttributes}", storeAttribute.builder);
            }

            foreach (var match in GetUniqueMatches("\\${VFXStoreAttributes:{(.*?)}}", stringBuilder.ToString()))
            {
                var str             = match.Groups[0].Value;
                var pattern         = match.Groups[1].Value;
                var storeAttributes = GenerateStoreAttribute(pattern, context, (uint)linkedEventOut.Count);
                ReplaceMultiline(stringBuilder, str, storeAttributes.builder);
            }

            foreach (var addionalReplacement in context.additionalReplacements)
            {
                ReplaceMultiline(stringBuilder, addionalReplacement.Key, addionalReplacement.Value.builder);
            }

            // Replace defines
            SubstituteMacros(stringBuilder);

            if (VFXViewPreference.advancedLogs)
            {
                Debug.LogFormat("GENERATED_OUTPUT_FILE_FOR : {0}\n{1}", context.ToString(), stringBuilder.ToString());
            }

            return(stringBuilder);
        }
コード例 #23
0
 public VFXExpressionMapper BuildGPUMapper(VFXContext context)
 {
     return(BuildMapper(context, m_ContextsToGPUExpressions, VFXDeviceTarget.GPU));
 }
コード例 #24
0
        internal static SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShaderDescriptor, VFXContext context, VFXContextCompiledData data)
        {
            var srp = VFXLibrary.currentSRPBinder;

            if (srp == null)
            {
                return(subShaderDescriptor);
            }

            var shaderGraphSRPInfo = srp.GetShaderGraphDescriptor(context, data);

            var attributesStruct       = GenerateVFXAttributesStruct(context, VFXAttributeType.Current);
            var sourceAttributesStruct = GenerateVFXAttributesStruct(context, VFXAttributeType.Source);

            // Defer to VFX to generate various misc. code-gen that ShaderGraph currently can't handle.
            // We use the AdditionalCommand descriptors for ShaderGraph generation to splice these in.
            // ( i.e. VFX Graph Block Function declaration + calling, Property Mapping, etc. )
            GenerateVFXAdditionalCommands(
                context, srp, shaderGraphSRPInfo, data,
                out var srpCommonInclude,
                out var loadAttributeDescriptor,
                out var blockFunctionDescriptor,
                out var blockCallFunctionDescriptor,
                out var interpolantsGenerationDescriptor,
                out var buildVFXFragInputs,
                out var pixelPropertiesAssignDescriptor,
                out var defineSpaceDescriptor,
                out var parameterBufferDescriptor,
                out var additionalDefinesDescriptor,
                out var loadPositionAttributeDescriptor,
                out var loadCropFactorAttributesDescriptor,
                out var loadTexcoordAttributesDescriptor,
                out var vertexPropertiesGenerationDescriptor,
                out var vertexPropertiesAssignDescriptor
                );

            // Omit MV or Shadow Pass if disabled on the context.
            var filteredPasses = subShaderDescriptor.passes.AsEnumerable();

            var outputContext = (VFXAbstractParticleOutput)context;

            if (!outputContext.hasMotionVector)
            {
                filteredPasses = filteredPasses.Where(o => o.descriptor.lightMode != "MotionVectors");
            }

            if (!outputContext.hasShadowCasting)
            {
                filteredPasses = filteredPasses.Where(o => o.descriptor.lightMode != "ShadowCaster");
            }

            var passes = filteredPasses.ToArray();

            PassCollection vfxPasses = new PassCollection();

            for (int i = 0; i < passes.Length; i++)
            {
                var passDescriptor = passes[i].descriptor;

                passDescriptor.pragmas = ApplyPragmaReplacement(passDescriptor.pragmas, shaderGraphSRPInfo);

                // Warning: We are replacing the struct provided in the regular pass. It is ok as for now the VFX editor don't support
                // tessellation or raytracing
                passDescriptor.structs = new StructCollection();
                passDescriptor.structs.Add(shaderGraphSRPInfo.structs);
                passDescriptor.structs.Add(attributesStruct);
                passDescriptor.structs.Add(sourceAttributesStruct);

                // Add additional VFX dependencies
                passDescriptor.fieldDependencies = passDescriptor.fieldDependencies == null ? new DependencyCollection() : new DependencyCollection {
                    passDescriptor.fieldDependencies
                };                                                                                                                                                                        // Duplicate fieldDependencies to avoid side effects (static list modification)
                passDescriptor.fieldDependencies.Add(shaderGraphSRPInfo.fieldDependencies);

                passDescriptor.additionalCommands = new AdditionalCommandCollection
                {
                    srpCommonInclude,
                    loadAttributeDescriptor,
                    blockFunctionDescriptor,
                    blockCallFunctionDescriptor,
                    interpolantsGenerationDescriptor,
                    buildVFXFragInputs,
                    pixelPropertiesAssignDescriptor,
                    defineSpaceDescriptor,
                    parameterBufferDescriptor,
                    additionalDefinesDescriptor,
                    loadPositionAttributeDescriptor,
                    loadCropFactorAttributesDescriptor,
                    loadTexcoordAttributesDescriptor,
                    vertexPropertiesGenerationDescriptor,
                    vertexPropertiesAssignDescriptor,
                    GenerateFragInputs(context, data)
                };

                vfxPasses.Add(passDescriptor, passes[i].fieldConditions);
            }

            subShaderDescriptor.passes = vfxPasses;

            return(subShaderDescriptor);
        }
コード例 #25
0
ファイル: VFXData.cs プロジェクト: Audaxxy/Blight
 public bool IsAttributeUsed(VFXAttribute attrib, VFXContext context)
 {
     return(GetAttributeMode(attrib, context) != VFXAttributeMode.None);
 }
コード例 #26
0
        static public StringBuilder Build(VFXContext context, VFXCompilationMode compilationMode, VFXContextCompiledData contextData)
        {
            var templatePath = string.Format("{0}.template", context.codeGeneratorTemplate);

            return(Build(context, templatePath, compilationMode, contextData));
        }
コード例 #27
0
ファイル: VFXData.cs プロジェクト: Audaxxy/Blight
 public bool IsSourceAttributeUsed(VFXAttribute attrib, VFXContext context)
 {
     return((GetAttributeMode(attrib, context) & VFXAttributeMode.ReadSource) != 0);
 }
コード例 #28
0
ファイル: VFXContext.cs プロジェクト: stramit/Graphics
 public void UnlinkTo(VFXContext context, int fromIndex = 0, int toIndex = 0)
 {
     InnerUnlink(this, context, fromIndex, toIndex);
 }
コード例 #29
0
ファイル: VFXData.cs プロジェクト: Audaxxy/Blight
 public abstract VFXDeviceTarget GetCompilationTarget(VFXContext context);
コード例 #30
0
ファイル: VFXContext.cs プロジェクト: stramit/Graphics
 public void UnlinkFrom(VFXContext context, int fromIndex = 0, int toIndex = 0)
 {
     InnerUnlink(context, this, fromIndex, toIndex);
 }