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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
sealed partial class GraphData : ISerializationCallbackReceiver
{
public static class GraphValidation
{
static Dictionary<Type, FieldInfo> s_ActiveSubTarget = new();
static readonly PropertyInfo s_JsonData = typeof(Serialization.JsonData<SubTarget>).GetProperty("value");
static SubTarget GetActiveSubTarget(Target target)
{
if (target.activeSubTarget != null && target.activeSubTarget.IsActive())
return target.activeSubTarget;
var type = target.GetType();
if (!s_ActiveSubTarget.TryGetValue(type, out var activeSubTarget))
{
activeSubTarget = type.GetField("m_ActiveSubTarget", BindingFlags.Instance | BindingFlags.NonPublic);
s_ActiveSubTarget.Add(type, activeSubTarget);
}
if (activeSubTarget != null)
{
var jsonData = activeSubTarget.GetValue(target);
if (jsonData != null)
{
return s_JsonData.GetValue(jsonData) as SubTarget;
}
}
return null;
}
public static void ValidateNode(AbstractMaterialNode node)
{
Type t = node.GetType();
node.ValidateNode();
if (!(node is BlockNode))
{
bool disallowedByAnyTargets = false;
bool disallowedByAllTargets = true;
bool disallowedByAnySubTarget = false;
IEnumerable<Target> targets = node.owner.activeTargets;
foreach (var target in targets)
{
var subtarget = GetActiveSubTarget(target);
if (subtarget != null && (!subtarget.IsNodeAllowedBySubTarget(t) || !node.IsSubTargetCompatible(subtarget.GetType())))
{
disallowedByAnySubTarget = true;
node.isValid = false;
node.owner.AddValidationError(node.objectId, $"{node.name} Node is not allowed by {subtarget.displayName} implementation", Rendering.ShaderCompilerMessageSeverity.Error);
}
//if at least one target doesn't allow a node, it is considered invalid
else if (!target.IsNodeAllowedByTarget(t))
{
disallowedByAnyTargets = true;
node.isValid = false;
node.owner.AddValidationError(node.objectId, $"{node.name} Node is not allowed by {target.displayName} implementation", Rendering.ShaderCompilerMessageSeverity.Warning);
node.owner.m_UnsupportedTargets.Add(target);
}
//at least one target does allow node, not going to be explicitly set inactive
else
{
disallowedByAllTargets = false;
}
if (subtarget != null && subtarget.ValidateNodeCompatibility(node, out string warningMessage, out Rendering.ShaderCompilerMessageSeverity severity))
{
if (severity == Rendering.ShaderCompilerMessageSeverity.Error)
{
disallowedByAnySubTarget = true;
node.isValid = false;
}
node.owner.AddValidationError(node.objectId, warningMessage, severity);
}
}
// Subgraphs have no allegiance to a Target/SubTarget workflow,
// but we can infer incompatibilities when SRPFilter and SubTargetFilter are
// similarly incompatible across nodes in a subgraph.
// Unfortunately, there isn't a good way to promote these compatibilities to
// the main graph without quite a bit more work.
if (node.owner.isSubGraph)
{
disallowedByAllTargets = false;
System.Text.StringBuilder sb = new();
if (!node.IsCompatibleWithSRPs(srpSet, out var badSrps))
{
disallowedByAnyTargets = true;
sb.Append("Nodes in subgraph have conflicting SRP restrictions; ");
foreach (var srp in badSrps)
sb.Append($"{srp.Name}, ");
sb.Remove(sb.Length - 2, 2);
sb.AppendLine();
}
if (!node.IsCompatibleWithSubTargetFilters(subTargetSet, out var badSubTargets))
{
disallowedByAnySubTarget = true;
sb.Append("Nodes in subgraph have conflicting Material restrictions; ");
foreach (var subTarget in badSubTargets)
sb.Append($"{subTarget.Name}, ");
sb.Remove(sb.Length - 2, 2);
}
if (disallowedByAnySubTarget || disallowedByAnyTargets)
{
node.isValid = false;
node.owner.AddValidationError(node.objectId, sb.ToString(), Rendering.ShaderCompilerMessageSeverity.Warning);
}
}
if (!disallowedByAnyTargets && !disallowedByAnySubTarget)
{
node.isValid = true;
}
//Set ActiveState based on if all targets disallow this node
if (disallowedByAllTargets)
{
node.SetOverrideActiveState(AbstractMaterialNode.ActiveState.ExplicitInactive);
node.owner.AddValidationError(node.objectId, $"{node.name} Node is not allowed by any active targets, and will not be used in generation", Rendering.ShaderCompilerMessageSeverity.Warning);
}
else
{
node.SetOverrideActiveState(AbstractMaterialNode.ActiveState.Implicit);
}
}
}
static HashSet<Type> srpSet;
static HashSet<Type> subTargetSet;
public static void ValidateGraph(GraphData graph)
{
graph.m_UnsupportedTargets.Clear();
srpSet = new();
subTargetSet = new();
if (graph.isSubGraph)
{
foreach(var node in graph.GetNodes<AbstractMaterialNode>())
{
node.GatherSRPCompatibility(ref srpSet);
node.GatherSubTargetCompatibility(ref subTargetSet);
}
}
GraphDataUtils.ApplyActionLeafFirst(graph, ValidateNode);
}
}
}
}