UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/GraphValidation.cs

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C#
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2024-10-27 10:53:47 +03:00
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)
{
// All targets have an active subtarget but it's not accessible from ShaderGraph
// so we use reflection to access it
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;
if (node.owner.isSubGraph)
{
targets = node.owner.allPotentialTargets;
}
foreach (var target in targets)
{
//if at least one target doesn't allow a node, it is considered invalid
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;
}
var subtarget = GetActiveSubTarget(target);
if (subtarget != null && !subtarget.IsNodeAllowedBySubTarget(t))
{
disallowedByAnySubTarget = true;
node.isValid = false;
node.owner.AddValidationError(node.objectId, $"{node.name} Node is not allowed by {subtarget.displayName} implementation", Rendering.ShaderCompilerMessageSeverity.Error);
}
}
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);
}
}
}
public static void ValidateGraph(GraphData graph)
{
graph.m_UnsupportedTargets.Clear();
GraphDataUtils.ApplyActionLeafFirst(graph, ValidateNode);
}
}
}
}