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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Collections.Generic;
using UnityEngine.Bindings;
namespace UnityEditor.ShaderFoundry
{
[NativeHeader("Modules/ShaderFoundry/Public/TemplatePass.h")]
internal struct TemplatePassInternal : IInternalType<TemplatePassInternal>
{
internal FoundryHandle m_UsePassNameHandle;
internal FoundryHandle m_PassNameHandle;
internal FoundryHandle m_StageDescriptionListHandle;
internal FoundryHandle m_RenderStateDescriptorListHandle;
internal FoundryHandle m_PragmaDescriptorListHandle;
internal FoundryHandle m_TagDescriptorListHandle;
internal FoundryHandle m_PackageRequirementListHandle;
internal bool m_EnableDebugging;
internal extern static TemplatePassInternal Invalid();
internal extern bool IsValid();
internal extern bool IsUsePass();
// IInternalType
TemplatePassInternal IInternalType<TemplatePassInternal>.ConstructInvalid() => Invalid();
}
[FoundryAPI]
internal readonly struct TemplatePass : IEquatable<TemplatePass>, IPublicType<TemplatePass>
{
// data members
readonly ShaderContainer container;
readonly internal FoundryHandle handle;
readonly TemplatePassInternal templatePass;
// IPublicType
ShaderContainer IPublicType.Container => Container;
bool IPublicType.IsValid => IsValid;
FoundryHandle IPublicType.Handle => handle;
TemplatePass IPublicType<TemplatePass>.ConstructFromHandle(ShaderContainer container, FoundryHandle handle) => new TemplatePass(container, handle);
// public API
public ShaderContainer Container => container;
public bool IsValid => (container != null && handle.IsValid);
public bool IsUsePass => (IsValid && templatePass.IsUsePass());
public bool IsNormalPass => (IsValid && !templatePass.IsUsePass());
public string UsePassName => container?.GetString(templatePass.m_UsePassNameHandle) ?? string.Empty;
public string PassName => container?.GetString(templatePass.m_PassNameHandle) ?? string.Empty;
public StageDescription GetStageDescription(PassStageType stageType)
{
var stages = HandleListInternal.Enumerate<StageDescription>(container, templatePass.m_StageDescriptionListHandle);
foreach(var stage in stages)
{
if (stage.StageType == stageType)
return stage;
}
return StageDescription.Invalid;
}
public IEnumerable<StageDescription> StageDescriptions
{
get
{
var items = HandleListInternal.Enumerate<StageDescription>(container, templatePass.m_StageDescriptionListHandle);
foreach (var item in items)
{
if (item.IsValid)
yield return item;
}
}
}
public IEnumerable<RenderStateDescriptor> RenderStateDescriptors
{
get
{
var localContainer = Container;
var list = new HandleListInternal(templatePass.m_RenderStateDescriptorListHandle);
return list.Select(localContainer, (handle) => (new RenderStateDescriptor(localContainer, handle)));
}
}
public IEnumerable<PragmaDescriptor> PragmaDescriptors
{
get
{
var localContainer = Container;
var list = new HandleListInternal(templatePass.m_PragmaDescriptorListHandle);
return list.Select(localContainer, (handle) => (new PragmaDescriptor(localContainer, handle)));
}
}
public IEnumerable<TagDescriptor> TagDescriptors
{
get
{
var localContainer = Container;
var list = new HandleListInternal(templatePass.m_TagDescriptorListHandle);
return list.Select(localContainer, (handle) => (new TagDescriptor(localContainer, handle)));
}
}
public IEnumerable<PackageRequirement> PackageRequirements => templatePass.m_PackageRequirementListHandle.AsListEnumerable<PackageRequirement>(container, (container, handle) => (new PackageRequirement(container, handle)));
public bool EnableDebugging => templatePass.m_EnableDebugging;
// private
internal TemplatePass(ShaderContainer container, FoundryHandle handle)
{
this.container = container;
this.handle = handle;
ShaderContainer.Get(container, handle, out templatePass);
}
public static TemplatePass Invalid => new TemplatePass(null, FoundryHandle.Invalid());
// Equals and operator == implement Reference Equality. ValueEquals does a deep compare if you need that instead.
public override bool Equals(object obj) => obj is TemplatePass other && this.Equals(other);
public bool Equals(TemplatePass other) => EqualityChecks.ReferenceEquals(this.handle, this.container, other.handle, other.container);
public override int GetHashCode() => (container, handle).GetHashCode();
public static bool operator==(TemplatePass lhs, TemplatePass rhs) => lhs.Equals(rhs);
public static bool operator!=(TemplatePass lhs, TemplatePass rhs) => !lhs.Equals(rhs);
internal class UsePassBuilder
{
ShaderContainer container;
string usePassName;
public UsePassBuilder(ShaderContainer container, string usePassName)
{
this.container = container;
this.usePassName = usePassName;
}
public TemplatePass Build()
{
FoundryHandle invalid = FoundryHandle.Invalid();
var templatePassInternal = new TemplatePassInternal()
{
m_UsePassNameHandle = container.AddString(usePassName),
m_PassNameHandle = invalid,
m_TagDescriptorListHandle = invalid,
m_PackageRequirementListHandle = invalid,
m_EnableDebugging = false
};
var passHandle = container.Add(templatePassInternal);
return new TemplatePass(container, passHandle);
}
}
public class Builder
{
ShaderContainer container;
List<StageDescription> stageDescriptions;
List<RenderStateDescriptor> renderStateDescriptors;
List<PragmaDescriptor> pragmaDescriptors;
List<TagDescriptor> tagDescriptors = new List<TagDescriptor>();
List<PackageRequirement> packageRequirements;
public string PassName { get; set; }
public bool EnableDebugging { get; set; }
public ShaderContainer Container => container;
public Builder(ShaderContainer container)
{
this.container = container;
stageDescriptions = new List<StageDescription>();
for (var i = 0; i < (int)PassStageType.Count; ++i)
stageDescriptions.Add(StageDescription.Invalid);
}
public void AddRenderStateDescriptor(RenderStateDescriptor renderStateDescriptor)
{
if (renderStateDescriptors == null)
renderStateDescriptors = new List<RenderStateDescriptor>();
renderStateDescriptors.Add(renderStateDescriptor);
}
public void AddPragmaDescriptor(PragmaDescriptor pragmaDescriptor)
{
if (pragmaDescriptors == null)
pragmaDescriptors = new List<PragmaDescriptor>();
pragmaDescriptors.Add(pragmaDescriptor);
}
public void AddTagDescriptor(TagDescriptor tagDescriptor)
{
tagDescriptors.Add(tagDescriptor);
}
public void AddPackageRequirement(PackageRequirement packageRequirement)
{
if (packageRequirement.IsValid)
{
if (packageRequirements == null)
packageRequirements = new List<PackageRequirement>();
packageRequirements.Add(packageRequirement);
}
}
public void SetStageDescription(StageDescription stageDescription)
{
var stageTypeIndex = (int)stageDescription.StageType;
if (stageTypeIndex < 0 || stageDescriptions.Count <= stageTypeIndex)
throw new Exception($"Invalid StageDescription. StageType {stageDescription.StageType} is not valid");
stageDescriptions[stageTypeIndex] = stageDescription;
}
List<StageDescription> BuildValidStages()
{
// For a cleaner API, the stages are pre-allocated. Filter the list to only valid stages
var validStages = new List<StageDescription>();
foreach (var stage in stageDescriptions)
{
if (stage.IsValid)
validStages.Add(stage);
}
return validStages;
}
public TemplatePass Build()
{
var templatePassInternal = new TemplatePassInternal()
{
m_UsePassNameHandle = FoundryHandle.Invalid(),
m_PassNameHandle = container.AddString(PassName),
m_EnableDebugging = EnableDebugging,
};
templatePassInternal.m_StageDescriptionListHandle = HandleListInternal.Build(container, BuildValidStages());
templatePassInternal.m_RenderStateDescriptorListHandle = HandleListInternal.Build(container, renderStateDescriptors, (o) => (o.handle));
templatePassInternal.m_PragmaDescriptorListHandle = HandleListInternal.Build(container, pragmaDescriptors, (o) => (o.handle));
templatePassInternal.m_TagDescriptorListHandle = HandleListInternal.Build(container, tagDescriptors, (o) => (o.handle));
templatePassInternal.m_PackageRequirementListHandle = HandleListInternal.Build(container, packageRequirements, (p) => (p.handle));
var returnTypeHandle = container.Add(templatePassInternal);
return new TemplatePass(container, returnTypeHandle);
}
}
}
}