SCWindow.Build.Shaders.cs 6.7 KB

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  1. /// <summary>
  2. /// Shader Control - (C) Copyright 2016-2022 Ramiro Oliva (Kronnect)
  3. /// </summary>
  4. ///
  5. using UnityEngine;
  6. using UnityEditor;
  7. using System;
  8. using System.Collections.Generic;
  9. namespace ShaderControl {
  10. public partial class SCWindow : EditorWindow {
  11. class BuildKeywordView {
  12. public string keyword;
  13. public List<ShaderBuildInfo> shaders;
  14. public bool foldout, isInternal;
  15. }
  16. ShadersBuildInfo shadersBuildInfo;
  17. int totalBuildKeywords, totalBuildIncludedKeywords, totalBuildShadersWithKeywords, totalBuildShaders, totalBuildIncludedShaders, totalBuildIncludedShadersWithKeywords;
  18. int maxBuildKeywordsCountFound = 0;
  19. bool nextQuickBuild;
  20. Dictionary<string, List<ShaderBuildInfo>> uniqueBuildKeywords, uniqueIncludedBuildKeywords;
  21. public static int issueRefresh;
  22. List<BuildKeywordView> buildKeywordView;
  23. void RefreshBuildStats(bool quick) {
  24. issueRefresh = 1;
  25. nextQuickBuild = GetEditorPrefBool("QUICK_BUILD", false);
  26. shadersBuildInfo = ShaderDebugBuildProcessor.CheckShadersBuildStore(shadersBuildInfo);
  27. totalBuildKeywords = totalBuildIncludedKeywords = totalBuildShadersWithKeywords = totalBuildShaders = totalBuildIncludedShaders = totalBuildIncludedShadersWithKeywords = 0;
  28. shadersBuildInfo = Resources.Load<ShadersBuildInfo>("BuiltShaders");
  29. if (shadersBuildInfo == null || shadersBuildInfo.shaders == null) return;
  30. if (uniqueBuildKeywords == null) {
  31. uniqueBuildKeywords = new Dictionary<string, List<ShaderBuildInfo>>();
  32. } else {
  33. uniqueBuildKeywords.Clear();
  34. }
  35. if (uniqueIncludedBuildKeywords == null) {
  36. uniqueIncludedBuildKeywords = new Dictionary<string, List<ShaderBuildInfo>>();
  37. } else {
  38. uniqueIncludedBuildKeywords.Clear();
  39. }
  40. int count = shadersBuildInfo.shaders.Count;
  41. totalBuildShaders = 0;
  42. maxBuildKeywordsCountFound = 0;
  43. for (int k = 0; k < count; k++) {
  44. ShaderBuildInfo sb = shadersBuildInfo.shaders[k];
  45. int kwCount = sb.keywords != null ? sb.keywords.Count : 0;
  46. if (kwCount > 0) {
  47. sb.SortKeywords();
  48. }
  49. totalBuildShaders++;
  50. // Check shaders exist
  51. if (!quick && Shader.Find(sb.name) == null) {
  52. shadersBuildInfo.shaders.RemoveAt(k);
  53. k--;
  54. totalBuildShaders--;
  55. count--;
  56. continue;
  57. }
  58. if (sb.includeInBuild) {
  59. totalBuildIncludedShaders++;
  60. }
  61. sb.isReadOnly = !string.IsNullOrEmpty(sb.path) && (sb.path.Contains("Packages/com.unity") || IsFileReadonly(sb.path));
  62. if (kwCount > 0) {
  63. if (kwCount > maxBuildKeywordsCountFound) {
  64. maxBuildKeywordsCountFound = kwCount;
  65. }
  66. totalBuildShadersWithKeywords++;
  67. if (sb.includeInBuild) {
  68. totalBuildIncludedShadersWithKeywords++;
  69. for (int j = 0; j < kwCount; j++) {
  70. List<ShaderBuildInfo> shaderList;
  71. if (!uniqueBuildKeywords.TryGetValue(sb.keywords[j].keyword, out shaderList)) {
  72. totalBuildKeywords++;
  73. shaderList = new List<ShaderBuildInfo>();
  74. uniqueBuildKeywords[sb.keywords[j].keyword] = shaderList;
  75. }
  76. shaderList.Add(sb);
  77. if (sb.keywords[j].includeInBuild) {
  78. List<ShaderBuildInfo> includedList;
  79. if (!uniqueIncludedBuildKeywords.TryGetValue(sb.keywords[j].keyword, out includedList)) {
  80. totalBuildIncludedKeywords++;
  81. includedList = new List<ShaderBuildInfo>();
  82. uniqueIncludedBuildKeywords[sb.keywords[j].keyword] = includedList;
  83. }
  84. includedList.Add(sb);
  85. }
  86. }
  87. }
  88. }
  89. }
  90. if (buildKeywordView == null) {
  91. buildKeywordView = new List<BuildKeywordView>();
  92. } else {
  93. buildKeywordView.Clear();
  94. }
  95. foreach (KeyValuePair<string, List<ShaderBuildInfo>> kvp in uniqueBuildKeywords) {
  96. BuildKeywordView kv = new BuildKeywordView { keyword = kvp.Key, shaders = kvp.Value };
  97. buildKeywordView.Add(kv);
  98. }
  99. buildKeywordView.Sort(delegate (BuildKeywordView x, BuildKeywordView y) {
  100. return y.shaders.Count.CompareTo(x.shaders.Count);
  101. });
  102. // Annotate which keywords are used in project
  103. int bkwCount = buildKeywordView.Count;
  104. for (int k = 0; k < bkwCount; k++) {
  105. BuildKeywordView bkv = buildKeywordView[k];
  106. bool isInternal = true;
  107. int shadersCount = bkv.shaders.Count;
  108. for (int j = 0; j < shadersCount; j++) {
  109. if (!bkv.shaders[j].isInternal) {
  110. isInternal = false;
  111. break;
  112. }
  113. }
  114. bkv.isInternal = isInternal;
  115. }
  116. UpdateProjectStats();
  117. }
  118. void ClearBuildData() {
  119. shadersBuildInfo = ShaderDebugBuildProcessor.CheckShadersBuildStore(shadersBuildInfo);
  120. if (shadersBuildInfo != null) {
  121. shadersBuildInfo.Clear();
  122. }
  123. }
  124. void BuildUpdateShaderKeywordsState(SCShader shader) {
  125. if (shader == null || shader.keywords == null) return;
  126. if (shadersBuildInfo == null) return;
  127. int shadersCount = shadersBuildInfo.shaders.Count;
  128. for (int s = 0; s < shadersCount; s++) {
  129. ShaderBuildInfo sb = shadersBuildInfo.shaders[s];
  130. if (sb != null && sb.name.Equals(shader.fullName)) {
  131. for (int k = 0; k < shader.keywords.Count; k++) {
  132. SCKeyword keyword = shader.keywords[k];
  133. sb.ToggleIncludeKeyword(keyword.name, keyword.enabled);
  134. }
  135. }
  136. }
  137. shadersBuildInfo.requiresBuild = true;
  138. }
  139. }
  140. }