133 lines
2.9 KiB
C++
133 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MuT/ASTOpAddMaterial.h"
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#include "HAL/PlatformMath.h"
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#include "MuR/ModelPrivate.h"
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#include "MuR/RefCounted.h"
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#include "MuT/CodeOptimiser.h"
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namespace UE::Mutable::Private
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{
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//-------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------
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ASTOpAddMaterial::ASTOpAddMaterial()
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: Instance(this)
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, Material(this)
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{
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}
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ASTOpAddMaterial::~ASTOpAddMaterial()
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{
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// Explicit call needed to avoid recursive destruction
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ASTOp::RemoveChildren();
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}
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bool ASTOpAddMaterial::IsEqual(const ASTOp& OtherUntyped) const
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{
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if (OtherUntyped.GetOpType() == GetOpType())
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{
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const ASTOpAddMaterial* Other = static_cast<const ASTOpAddMaterial*>(&OtherUntyped);
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return Instance == Other->Instance
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&& Material == Other->Material;
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}
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return false;
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}
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uint64 ASTOpAddMaterial::Hash() const
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{
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uint64 Result = std::hash<uint64>()(uint64(Type));
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hash_combine(Result, Instance.child().get());
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hash_combine(Result, Material.child().get());
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return Result;
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}
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UE::Mutable::Private::Ptr<ASTOp> ASTOpAddMaterial::Clone(MapChildFuncRef MapChild) const
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{
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Ptr<ASTOpAddMaterial> NewInstance = new ASTOpAddMaterial();
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NewInstance->Type = Type;
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NewInstance->Instance = MapChild(Instance.child());
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NewInstance->Material = MapChild(Material.child());
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return NewInstance;
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}
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void ASTOpAddMaterial::ForEachChild(const TFunctionRef<void(ASTChild&)> F)
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{
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F(Instance);
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F(Material);
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}
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void ASTOpAddMaterial::Link(FProgram& Program, FLinkerOptions*)
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{
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check(Type != EOpType::NONE);
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// Already linked?
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if (linkedAddress)
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{
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return;
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}
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OP::InstanceAddMaterialArgs Args;
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FMemory::Memzero(Args);
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if (Instance)
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{
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Args.Instance = Instance->linkedAddress;
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}
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if (Material)
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{
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Args.Material = Material->linkedAddress;
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}
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// Find out relevant parameters. \todo: this may be optimised by reusing partial
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// values in a LINK_CONTEXT or similar
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SubtreeRelevantParametersVisitorAST visitor;
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visitor.Run(Material.child());
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TArray<uint16> params;
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for (const FString& paramName : visitor.Parameters)
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{
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for (int32 i = 0; i < Program.Parameters.Num(); ++i)
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{
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const auto& param = Program.Parameters[i];
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if (param.Name == paramName)
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{
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params.Add(uint16(i));
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break;
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}
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}
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}
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params.Sort();
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auto it = Program.ParameterLists.Find(params);
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if (it != INDEX_NONE)
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{
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Args.RelevantParametersListIndex = it;
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}
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else
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{
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Args.RelevantParametersListIndex = uint32_t(Program.ParameterLists.Num());
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Program.ParameterLists.Add(params);
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}
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linkedAddress = (OP::ADDRESS)Program.OpAddress.Num();
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Program.OpAddress.Add((uint32_t)Program.ByteCode.Num());
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AppendCode(Program.ByteCode, Type);
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AppendCode(Program.ByteCode, Args);
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}
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}
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