forked from BilalY/Rasagar
80 lines
1.9 KiB
C#
80 lines
1.9 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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// Required for Unity to handle nested array serialization
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[Serializable]
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struct IntArray
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{
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public int[] array;
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public int this[int i]
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{
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get => array[i];
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set => array[i] = value;
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}
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public static implicit operator IntArray(int[] array)
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{
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return new IntArray { array = array };
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}
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public static implicit operator int[](IntArray array)
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{
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return array.array;
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}
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}
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[Serializable]
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class GraphCompilationResult
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{
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public string[] codeSnippets;
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public int[] sharedCodeIndices;
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public IntArray[] outputCodeIndices;
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public string GenerateCode(int[] outputIndices)
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{
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var codeIndexSet = new HashSet<int>();
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foreach (var codeIndex in sharedCodeIndices)
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{
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codeIndexSet.Add(codeIndex);
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}
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foreach (var outputIndex in outputIndices)
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{
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foreach (var codeIndex in outputCodeIndices[outputIndex].array)
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{
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codeIndexSet.Add(codeIndex);
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}
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}
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var codeIndices = new int[codeIndexSet.Count];
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codeIndexSet.CopyTo(codeIndices);
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Array.Sort(codeIndices);
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var charCount = 0;
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foreach (var codeIndex in codeIndices)
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{
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charCount += codeSnippets[codeIndex].Length;
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}
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var sb = new StringBuilder();
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sb.EnsureCapacity(charCount);
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foreach (var codeIndex in codeIndices)
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{
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sb.Append(codeSnippets[codeIndex]);
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}
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return sb.ToString();
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}
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}
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}
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