forked from BilalY/Rasagar
86 lines
2.7 KiB
C#
86 lines
2.7 KiB
C#
using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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internal static class PrecisionUtil
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{
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internal const string Token = "$precision";
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internal static string ToShaderString(this ConcretePrecision precision)
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{
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switch (precision)
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{
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case ConcretePrecision.Single:
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return "float";
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case ConcretePrecision.Half:
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return "half";
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default:
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return "float";
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}
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}
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internal static string ToGenericString(this GraphPrecision precision)
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{
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switch (precision)
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{
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case GraphPrecision.Single:
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return "float";
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case GraphPrecision.Half:
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return "half";
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default:
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return Token;
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}
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}
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internal static ConcretePrecision ToConcrete(this Precision precision, ConcretePrecision InheritPrecision, ConcretePrecision GraphPrecision)
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{
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switch (precision)
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{
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case Precision.Single:
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return ConcretePrecision.Single;
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case Precision.Half:
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return ConcretePrecision.Half;
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case Precision.Inherit:
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return InheritPrecision;
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default:
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return GraphPrecision;
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}
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}
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internal static GraphPrecision ToGraphPrecision(this Precision precision, GraphPrecision inheritPrecision)
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{
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switch (precision)
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{
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case Precision.Single:
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return GraphPrecision.Single;
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case Precision.Half:
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return GraphPrecision.Half;
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case Precision.Graph:
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return GraphPrecision.Graph;
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default:
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return inheritPrecision;
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}
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}
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internal static ConcretePrecision ToConcrete(this GraphPrecision precision, ConcretePrecision graphPrecision)
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{
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switch (precision)
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{
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case GraphPrecision.Single:
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return ConcretePrecision.Single;
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case GraphPrecision.Half:
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return ConcretePrecision.Half;
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default:
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return graphPrecision;
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}
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}
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internal static GraphPrecision GraphFallback(this GraphPrecision precision, GraphPrecision graphFallback)
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{
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if (precision == GraphPrecision.Graph)
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return graphFallback;
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return precision;
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}
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}
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}
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