Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/Generation/Processors/GraphCompilationResult.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
// Required for Unity to handle nested array serialization
[Serializable]
struct IntArray
{
public int[] array;
public int this[int i]
{
get => array[i];
set => array[i] = value;
}
public static implicit operator IntArray(int[] array)
{
return new IntArray { array = array };
}
public static implicit operator int[](IntArray array)
{
return array.array;
}
}
[Serializable]
class GraphCompilationResult
{
public string[] codeSnippets;
public int[] sharedCodeIndices;
public IntArray[] outputCodeIndices;
public string GenerateCode(int[] outputIndices)
{
var codeIndexSet = new HashSet<int>();
foreach (var codeIndex in sharedCodeIndices)
{
codeIndexSet.Add(codeIndex);
}
foreach (var outputIndex in outputIndices)
{
foreach (var codeIndex in outputCodeIndices[outputIndex].array)
{
codeIndexSet.Add(codeIndex);
}
}
var codeIndices = new int[codeIndexSet.Count];
codeIndexSet.CopyTo(codeIndices);
Array.Sort(codeIndices);
var charCount = 0;
foreach (var codeIndex in codeIndices)
{
charCount += codeSnippets[codeIndex].Length;
}
var sb = new StringBuilder();
sb.EnsureCapacity(charCount);
foreach (var codeIndex in codeIndices)
{
sb.Append(codeSnippets[codeIndex]);
}
return sb.ToString();
}
}
}