using ICSharpCode.NRefactory; using ICSharpCode.NRefactory.Visitors; using ICSharpCode.NRefactory.Ast; using System.IO; using System.Collections.Generic; using System.Linq; using System.Reflection; using UnityEditor; namespace UnityEngine.Experimental.ScriptableRenderLoop { public class CSharpToHLSL { public static bool GenerateHLSL(System.Type type, GenerateHLSL attribute, out string shaderSource) { List errors; return GenerateHLSL(type, attribute, out shaderSource, out errors); } public static bool GenerateHLSL(System.Type type, GenerateHLSL attribute, out string shaderSource, out List errors) { ShaderTypeGenerator gen = new ShaderTypeGenerator(type, attribute); bool success = gen.Generate(); if (success) { shaderSource = gen.Emit(); } else { shaderSource = null; } errors = gen.errors; return success; } public static void GenerateAll() { s_TypeName = new Dictionary(); // Iterate over assemblyList, discover all applicable types with fully qualified names var assemblyList = AssemblyEnumerator.EnumerateReferencedAssemblies(Assembly.GetCallingAssembly()); foreach (var assembly in assemblyList) { var types = assembly.GetExportedTypes(); foreach (var type in types) { var attributes = type.GetCustomAttributes(true); foreach (var attr in attributes) { if (attr is GenerateHLSL) { var parent = type.DeclaringType; if (parent != null) { Debug.LogError("The GenerateHLSL attribute not supported on nested classes (" + type.FullName + "), skipping."); } else { ShaderTypeGenerator gen; if (s_TypeName.TryGetValue(type.FullName, out gen)) { Debug.LogError("Duplicate typename with the GenerateHLSL attribute detected: " + type.FullName + " declared in both " + gen.type.Assembly.FullName + " and " + type.Assembly.FullName + ". Skipping the second instance."); } s_TypeName[type.FullName] = new ShaderTypeGenerator(type, attr as GenerateHLSL); } } } } } // Now that we have extracted all the typenames that we care about, parse all .cs files in all asset // paths and figure out in which files those types are actually declared. s_SourceGenerators = new Dictionary>(); var assetPaths = AssetDatabase.GetAllAssetPaths().Where(s => s.EndsWith(".cs")).ToList(); foreach (var assetPath in assetPaths) { LoadTypes(assetPath); } // Finally, write out the generated code foreach (var it in s_SourceGenerators) { string fileName = it.Key + ".hlsl"; bool skipFile = false; foreach (var gen in it.Value) { if (!gen.Generate()) { // Error reporting will be done by the generator. Skip this file. gen.PrintErrors(); skipFile = true; break; } } if (skipFile) continue; using (var writer = File.CreateText(fileName)) { var guard = Path.GetFileName(fileName).Replace(".", "_").ToUpper(); if (!char.IsLetter(guard[0])) guard = "_" + guard; writer.Write("//\n"); writer.Write("// This file was automatically generated from " + it.Key + ". Please don't edit by hand.\n"); writer.Write("//\n\n"); writer.Write("#ifndef " + guard + "\n"); writer.Write("#define " + guard + "\n"); foreach (var gen in it.Value) { if (gen.hasStatics) { writer.Write(gen.EmitDefines() + "\n"); } } foreach (var gen in it.Value) { if (gen.hasFields) { writer.Write(gen.EmitTypeDecl() + "\n"); } } foreach (var gen in it.Value) { if (gen.hasFields && gen.needAccessors) { writer.Write(gen.EmitAccessors() + "\n"); } } writer.Write("\n#endif\n"); } } } static Dictionary s_TypeName; static void LoadTypes(string fileName) { using (var parser = ParserFactory.CreateParser(fileName)) { // @TODO any standard preprocessor symbols we need? /*var uniqueSymbols = new HashSet(definedSymbols.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries)); foreach (var symbol in uniqueSymbols) { parser.Lexer.ConditionalCompilationSymbols.Add(symbol, string.Empty); }*/ parser.Lexer.EvaluateConditionalCompilation = true; parser.Parse(); try { var visitor = new NamespaceVisitor(); var data = new VisitorData { typeName = s_TypeName }; parser.CompilationUnit.AcceptVisitor(visitor, data); if (data.generators.Count > 0) s_SourceGenerators[fileName] = data.generators; } catch { // does NRefactory throw anything we can handle here? throw; } } } static Dictionary> s_SourceGenerators; class VisitorData { public VisitorData() { currentNamespaces = new Stack(); currentClasses = new Stack(); generators = new List(); } public string GetTypePrefix() { var fullNamespace = string.Empty; var separator = ""; fullNamespace = currentClasses.Aggregate(fullNamespace, (current, ns) => ns + "+" + current); foreach (var ns in currentNamespaces) { if (fullNamespace == string.Empty) { separator = "."; fullNamespace = ns; } else fullNamespace = ns + "." + fullNamespace; } var name = ""; if (fullNamespace != string.Empty) { name = fullNamespace + separator + name; } return name; } public readonly Stack currentNamespaces; public readonly Stack currentClasses; public readonly List generators; public Dictionary typeName; } class NamespaceVisitor : AbstractAstVisitor { public override object VisitNamespaceDeclaration(ICSharpCode.NRefactory.Ast.NamespaceDeclaration namespaceDeclaration, object data) { var visitorData = (VisitorData)data; visitorData.currentNamespaces.Push(namespaceDeclaration.Name); namespaceDeclaration.AcceptChildren(this, visitorData); visitorData.currentNamespaces.Pop(); return null; } public override object VisitTypeDeclaration(TypeDeclaration typeDeclaration, object data) { // Structured types only if (typeDeclaration.Type == ClassType.Class || typeDeclaration.Type == ClassType.Struct || typeDeclaration.Type == ClassType.Enum) { var visitorData = (VisitorData)data; var name = visitorData.GetTypePrefix() + typeDeclaration.Name; ShaderTypeGenerator gen; if (visitorData.typeName.TryGetValue(name, out gen)) { visitorData.generators.Add(gen); } visitorData.currentClasses.Push(typeDeclaration.Name); typeDeclaration.AcceptChildren(this, visitorData); visitorData.currentClasses.Pop(); } return null; } } } // Helper class to recursively enumerate assemblies referenced by the calling assembly, including unloaded ones static class AssemblyEnumerator { public static List EnumerateReferencedAssemblies(Assembly assembly) { Dictionary referenced = assembly.GetReferencedAssembliesRecursive(); referenced[GetName(assembly.FullName)] = assembly; return referenced.Values.ToList(); } public static Dictionary GetReferencedAssembliesRecursive(this Assembly assembly) { s_Assemblies = new Dictionary(); InternalGetDependentAssembliesRecursive(assembly); // Skip assemblies from GAC (@TODO: any reason we'd want to include them?) var keysToRemove = s_Assemblies.Values.Where( o => o.GlobalAssemblyCache == true).ToList(); foreach (var k in keysToRemove) { s_Assemblies.Remove(GetName(k.FullName)); } return s_Assemblies; } private static void InternalGetDependentAssembliesRecursive(Assembly assembly) { // Load assemblies with newest versions first. var referencedAssemblies = assembly.GetReferencedAssemblies() .OrderByDescending(o => o.Version); foreach (var r in referencedAssemblies) { if (string.IsNullOrEmpty(assembly.FullName)) { continue; } if (s_Assemblies.ContainsKey(GetName(r.FullName))) continue; try { // Ensure that the assembly is loaded var a = Assembly.Load(r.FullName); s_Assemblies[GetName(a.FullName)] = a; InternalGetDependentAssembliesRecursive(a); } catch { // Missing dll, ignore. } } } static string GetName(string name) { return name.Split(',')[0]; } static Dictionary s_Assemblies; } }