Firstborn/Library/PackageCache/com.unity.burst@1.7.3/Runtime/BurstCompileAttribute.cs

242 lines
8.7 KiB
C#
Raw Normal View History

2023-03-28 13:24:16 -04:00
using System;
using System.Runtime.CompilerServices;
// Make internals visible for BurstGlobalCompilerOptions
[assembly: InternalsVisibleTo("Unity.Burst.CodeGen")]
[assembly: InternalsVisibleTo("Unity.Burst.Editor")]
// Make internals visible to Unity burst tests
[assembly: InternalsVisibleTo("Unity.Burst.Tests.UnitTests")]
[assembly: InternalsVisibleTo("Unity.Burst.Editor.Tests")]
[assembly: InternalsVisibleTo("Unity.Burst.Benchmarks")]
namespace Unity.Burst
{
/// <summary>
/// How the code should be optimized.
/// </summary>
public enum OptimizeFor
{
/// <summary>
/// The default optimization mode - uses <see cref="OptimizeFor.Balanced"/>.
/// </summary>
Default = 0,
/// <summary>
/// Optimize for performance - the compiler should make the most optimal binary possible.
/// </summary>
Performance = 1,
/// <summary>
/// Optimize for size - the compiler should make the smallest binary possible.
/// </summary>
Size = 2,
/// <summary>
/// Optimize for fast compilation - the compiler should perform some optimization, but take as little time as possible to do it.
/// </summary>
FastCompilation = 3,
/// <summary>
/// Optimize for balanced compilation - ensuring that good performance is obtained while keeping compile time as low as possible.
/// </summary>
Balanced = 4,
}
#if !BURST_COMPILER_SHARED
// FloatMode and FloatPrecision must be kept in sync with burst.h / Burst.Backend
/// <summary>
/// Represents the floating point optimization mode for compilation.
/// </summary>
public enum FloatMode
{
/// <summary>
/// Use the default target floating point mode - <see cref="FloatMode.Strict"/>.
/// </summary>
Default = 0,
/// <summary>
/// No floating point optimizations are performed.
/// </summary>
Strict = 1,
/// <summary>
/// Reserved for future.
/// </summary>
Deterministic = 2,
/// <summary>
/// Allows algebraically equivalent optimizations (which can alter the results of calculations), it implies :
/// <para/> optimizations can assume results and arguments contain no NaNs or +/- Infinity and treat sign of zero as insignificant.
/// <para/> optimizations can use reciprocals - 1/x * y , instead of y/x.
/// <para/> optimizations can use fused instructions, e.g. madd.
/// </summary>
Fast = 3,
}
/// <summary>
/// Represents the floating point precision used for certain builtin operations e.g. sin/cos.
/// </summary>
public enum FloatPrecision
{
/// <summary>
/// Use the default target floating point precision - <see cref="FloatPrecision.Medium"/>.
/// </summary>
Standard = 0,
/// <summary>
/// Compute with an accuracy of 1 ULP - highly accurate, but increased runtime as a result, should not be required for most purposes.
/// </summary>
High = 1,
/// <summary>
/// Compute with an accuracy of 3.5 ULP - considered acceptable accuracy for most tasks.
/// </summary>
Medium = 2,
/// <summary>
/// Compute with an accuracy lower than or equal to <see cref="FloatPrecision.Medium"/>, with some range restrictions (defined per function).
/// </summary>
Low = 3,
}
/// <summary>
/// This attribute is used to tag jobs or function-pointers as being Burst compiled, and optionally set compilation parameters.
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Assembly)]
public class BurstCompileAttribute : System.Attribute
{
/// <summary>
/// Gets or sets the float mode of operation for this Burst compilation.
/// </summary>
/// <value>
/// The default is <see cref="FloatMode.Default"/>.
/// </value>
public FloatMode FloatMode { get; set; }
/// <summary>
/// Gets or sets the floating point precision to use for this Burst compilation.
/// Allows you to trade accuracy for speed of computation, useful when you don't require much precision.
/// </summary>
/// <value>
/// The default is <see cref="FloatPrecision.Standard"/>.
/// </value>
public FloatPrecision FloatPrecision { get; set; }
internal bool? _compileSynchronously;
/// <summary>
/// Gets or sets whether or not to Burst compile the code immediately on first use, or in the background over time.
/// </summary>
/// <value>The default is <c>false</c>, <c>true</c> will force this code to be compiled synchronously on first invocation.</value>
public bool CompileSynchronously
{
get => _compileSynchronously.HasValue ? _compileSynchronously.Value : false;
set => _compileSynchronously = value;
}
internal bool? _debug;
/// <summary>
/// Gets or sets whether to compile the code in a way that allows it to be debugged.
/// If this is set to <c>true</c>, the current implementation disables optimisations on this method
/// allowing it to be debugged using a Native debugger.
/// </summary>
/// <value>
/// The default is <c>false</c>.
/// </value>
public bool Debug
{
get => _debug.HasValue ? _debug.Value : false;
set => _debug = value;
}
internal bool? _disableSafetyChecks;
/// <summary>
/// Gets or sets whether to disable safety checks for the current job or function pointer.
/// If this is set to <c>true</c>, the current job or function pointer will be compiled
/// with safety checks disabled unless the global 'Safety Checks/Force On' option is active.
/// </summary>
/// <value>
/// The default is <c>false</c>.
/// </value>
public bool DisableSafetyChecks
{
get => _disableSafetyChecks.HasValue ? _disableSafetyChecks.Value : false;
set => _disableSafetyChecks = value;
}
#if UNITY_2019_3_OR_NEWER
internal bool? _disableDirectCall;
/// <summary>
/// Gets or sets a boolean to disable the translation of a static method call as direct call to
/// the generated native method. By default, when compiling static methods with Burst and calling
/// them from C#, they will be translated to a direct call to the Burst generated method.
/// code.
/// </summary>
/// <value>
/// The default is <c>false</c>.
/// </value>
public bool DisableDirectCall
{
get => _disableDirectCall.HasValue ? _disableDirectCall.Value : false;
set => _disableDirectCall = value;
}
#endif
/// <summary>
/// How should this entry-point be optimized.
/// </summary>
/// <value>
/// The default is <see cref="OptimizeFor.Default"/>.
/// </value>
public OptimizeFor OptimizeFor { get; set; }
internal string[] Options { get; set; }
/// <summary>
/// Tags a struct/method/class as being Burst compiled, with the default <see cref="FloatPrecision"/>, <see cref="FloatMode"/> and <see cref="CompileSynchronously"/>.
/// </summary>
/// <example>
/// <code>
/// [BurstCompile]
/// struct MyMethodsAreCompiledByBurstUsingTheDefaultSettings
/// {
/// //....
/// }
///</code>
/// </example>
public BurstCompileAttribute()
{
}
/// <summary>
/// Tags a struct/method/class as being Burst compiled, with the specified <see cref="FloatPrecision"/> and <see cref="FloatMode"/>.
/// </summary>
/// <example>
/// <code>
/// [BurstCompile(FloatPrecision.Low, FloatMode.Fast)]
/// struct MyMethodsAreCompiledByBurstWithLowPrecisionAndFastFloatingPointMode
/// {
/// //....
/// }
///</code>
///</example>
/// <param name="floatPrecision">Specify the required floating point precision.</param>
/// <param name="floatMode">Specify the required floating point mode.</param>
public BurstCompileAttribute(FloatPrecision floatPrecision, FloatMode floatMode)
{
FloatMode = floatMode;
FloatPrecision = floatPrecision;
}
internal BurstCompileAttribute(string[] options)
{
Options = options;
}
}
#endif
}