Firstborn/Library/PackageCache/com.unity.burst@1.7.3/Editor/BurstAotCompiler.cs

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2023-03-28 13:24:16 -04:00
#if UNITY_EDITOR && ENABLE_BURST_AOT
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.Android;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.Compilation;
using UnityEditor.Scripting;
using UnityEditor.Scripting.ScriptCompilation;
using UnityEditor.Scripting.Compilers;
using UnityEditor.UnityLinker;
using UnityEditor.Utils;
using UnityEngine;
using CompilerMessageType = UnityEditor.Scripting.Compilers.CompilerMessageType;
using Debug = UnityEngine.Debug;
#if UNITY_EDITOR_OSX
using System.ComponentModel;
using Unity.Burst.LowLevel;
using UnityEditor.Callbacks;
#endif
namespace Unity.Burst.Editor
{
using static BurstCompilerOptions;
internal class TargetCpus
{
public List<BurstTargetCpu> Cpus;
public TargetCpus()
{
Cpus = new List<BurstTargetCpu>();
}
public TargetCpus(BurstTargetCpu single)
{
Cpus = new List<BurstTargetCpu>(1)
{
single
};
}
public bool IsX86()
{
foreach (var cpu in Cpus)
{
switch (cpu)
{
case BurstTargetCpu.X86_SSE2:
case BurstTargetCpu.X86_SSE4:
return true;
}
}
return false;
}
public override string ToString()
{
var result = "";
var first = true;
foreach (var cpu in Cpus)
{
if (first)
{
result += $"{cpu}";
first = false;
}
else
{
result += $", {cpu}";
}
}
return result;
}
public TargetCpus Clone()
{
var copy = new TargetCpus
{
Cpus = new List<BurstTargetCpu>(Cpus.Count)
};
foreach (var cpu in Cpus)
{
copy.Cpus.Add(cpu);
}
return copy;
}
}
internal class LinkXMLGenerator : IUnityLinkerProcessor
{
public int callbackOrder => 1;
public string GenerateAdditionalLinkXmlFile(BuildReport report, UnityLinkerBuildPipelineData data)
{
var linkXml = Path.GetFullPath(Path.Combine("Temp", BurstAotCompiler.BurstLinkXmlName));
return linkXml;
}
public void OnBeforeRun(BuildReport report, UnityLinkerBuildPipelineData data)
{
}
public void OnAfterRun(BuildReport report, UnityLinkerBuildPipelineData data)
{
}
}
internal class BurstAndroidGradlePostprocessor : IPostGenerateGradleAndroidProject
{
int IOrderedCallback.callbackOrder => 1;
void IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject(string path)
{
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(BuildTarget.Android);
// Early exit if burst is not activated
if (!aotSettingsForTarget.EnableBurstCompilation)
{
return;
}
// Copy bursted .so's from tempburstlibs to the actual location in the gradle project
var sourceLocation = Path.GetFullPath(Path.Combine("Temp", "StagingArea", "tempburstlibs"));
var targetLocation = Path.GetFullPath(Path.Combine(path, "src", "main", "jniLibs"));
FileUtil.CopyDirectoryRecursive(sourceLocation, targetLocation, true);
}
}
// For static builds, there are two different approaches:
// Postprocessing adds the libraries after Unity is done building,
// for platforms that need to build a project file, etc.
// Preprocessing simply adds the libraries to the Unity build,
// for platforms where Unity can directly build an app.
internal class StaticPreProcessor : IPreprocessBuildWithReport
{
private const string TempSourceLibrary = @"Temp/StagingArea/SourcePlugins";
private const string TempStaticLibrary = @"Temp/StagingArea/NativePlugins";
public int callbackOrder { get { return 0; } }
public void OnPreprocessBuild(BuildReport report)
{
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(report.summary.platform);
// Early exit if burst is not activated
if (!aotSettingsForTarget.EnableBurstCompilation)
{
return;
}
if(report.summary.platform == BuildTarget.Switch)
{
// add the static lib, and the c++ shim
string burstCppLinkFile = "lib_burst_generated.cpp";
string burstStaticLibFile = "lib_burst_generated.a";
string cppPath = Path.Combine(TempSourceLibrary, burstCppLinkFile);
string libPath = Path.Combine(TempStaticLibrary, burstStaticLibFile);
if(!Directory.Exists(TempSourceLibrary))
{
Directory.CreateDirectory(TempSourceLibrary);
Directory.CreateDirectory(TempSourceLibrary);
}
File.WriteAllText(cppPath, @"
extern ""C""
{
void Staticburst_initialize(void* );
void* StaticBurstStaticMethodLookup(void* );
int burst_enable_static_linkage = 1;
void burst_initialize(void* i) { Staticburst_initialize(i); }
void* BurstStaticMethodLookup(void* i) { return StaticBurstStaticMethodLookup(i); }
}
");
}
}
}
/// <summary>
/// Integration of the burst AOT compiler into the Unity build player pipeline
/// </summary>
internal class BurstAotCompiler : IPostBuildPlayerScriptDLLs
{
private const string BurstAotCompilerExecutable = "bcl.exe";
private const string TempStaging = @"Temp/StagingArea/";
private const string TempStagingManaged = TempStaging + @"Data/Managed/";
private const string LibraryPlayerScriptAssemblies = "Library/PlayerScriptAssemblies";
private const string TempManagedSymbols = @"Temp/ManagedSymbols/";
internal const string BurstLinkXmlName = "burst.link.xml";
int IOrderedCallback.callbackOrder => 0;
public void OnPostBuildPlayerScriptDLLs(BuildReport report)
{
var step = report.BeginBuildStep("burst");
try
{
OnPostBuildPlayerScriptDLLsImpl(report);
}
finally
{
report.EndBuildStep(step);
}
}
private void OnPostBuildPlayerScriptDLLsImpl(BuildReport report)
{
var buildTarget = report.summary.platform;
string burstMiscAlongsidePath = "";
if ((report.summary.options & BuildOptions.InstallInBuildFolder) == 0)
{
burstMiscAlongsidePath = BurstPlatformAotSettings.FetchOutputPath(report);
}
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(buildTarget);
HashSet<string> assemblyDefines = new HashSet<string>();
// Early exit if burst is not activated or the platform is not supported
if (BurstCompilerOptions.ForceDisableBurstCompilation || !aotSettingsForTarget.EnableBurstCompilation || !IsSupportedPlatform(buildTarget))
{
return;
}
var isDevelopmentBuild = (report.summary.options & BuildOptions.Development) != 0;
var commonOptions = new List<string>();
var stagingFolder = Path.GetFullPath(TempStagingManaged);
var playerAssemblies = GetPlayerAssemblies(report);
// grab the location of the root of the player folder - for handling nda platforms that require keys
var keyFolder = BuildPipeline.GetPlaybackEngineDirectory(buildTarget, BuildOptions.None);
commonOptions.Add(GetOption(OptionAotKeyFolder, keyFolder));
commonOptions.Add(GetOption(OptionAotDecodeFolder, Path.Combine(Environment.CurrentDirectory, "Library", "Burst")));
// Extract the TargetPlatform and Cpus from the current build settings
var targetPlatform = GetTargetPlatformAndDefaultCpu(buildTarget, out var targetCpus);
commonOptions.Add(GetOption(OptionPlatform, targetPlatform));
// --------------------------------------------------------------------------------------------------------
// 1) Calculate AssemblyFolders
// These are the folders to look for assembly resolution
// --------------------------------------------------------------------------------------------------------
var assemblyFolders = new List<string> { stagingFolder };
if (buildTarget == BuildTarget.WSAPlayer
|| buildTarget == BuildTarget.XboxOne
#if UNITY_2019_4_OR_NEWER
|| buildTarget == BuildTarget.GameCoreXboxOne || buildTarget == BuildTarget.GameCoreXboxSeries
#endif
)
{
// On UWP, not all assemblies are copied to StagingArea, so we want to
// find all directories that we can reference assemblies from
// If we don't do this, we will crash with AssemblyResolutionException
// when following type references.
foreach (var assembly in playerAssemblies)
{
foreach (var assemblyRef in assembly.compiledAssemblyReferences)
{
// Exclude folders with assemblies already compiled in the `folder`
var assemblyName = Path.GetFileName(assemblyRef);
if (assemblyName != null && File.Exists(Path.Combine(stagingFolder, assemblyName)))
{
continue;
}
var directory = Path.GetDirectoryName(assemblyRef);
if (directory != null)
{
var fullPath = Path.GetFullPath(directory);
if (IsMonoReferenceAssemblyDirectory(fullPath) || IsDotNetStandardAssemblyDirectory(fullPath))
{
// Don't pass reference assemblies to burst because they contain methods without implementation
// If burst accidentally resolves them, it will emit calls to burst_abort.
fullPath = Path.Combine(EditorApplication.applicationContentsPath, "MonoBleedingEdge/lib/mono");
#if UNITY_2021_2_OR_NEWER
// In 2021.2 we got multiple mono distributions, per platform.
fullPath = Path.Combine(fullPath, "unityaot-" + BuildTargetDiscovery.GetPlatformProfileSuffix(buildTarget));
#else
fullPath = Path.Combine(fullPath, "unityaot");
#endif
fullPath = Path.GetFullPath(fullPath); // GetFullPath will normalize path separators to OS native format
if (!assemblyFolders.Contains(fullPath))
assemblyFolders.Add(fullPath);
fullPath = Path.Combine(fullPath, "Facades");
if (!assemblyFolders.Contains(fullPath))
assemblyFolders.Add(fullPath);
}
else if (!assemblyFolders.Contains(fullPath))
{
assemblyFolders.Add(fullPath);
}
}
}
}
}
// Copy assembly used during staging to have a trace
if (BurstLoader.IsDebugging)
{
try
{
var copyAssemblyFolder = Path.Combine(Environment.CurrentDirectory, "Logs", "StagingAssemblies");
try
{
if (Directory.Exists(copyAssemblyFolder)) Directory.Delete(copyAssemblyFolder);
}
catch
{
}
if (!Directory.Exists(copyAssemblyFolder)) Directory.CreateDirectory(copyAssemblyFolder);
foreach (var file in Directory.EnumerateFiles(stagingFolder))
{
File.Copy(file, Path.Combine(copyAssemblyFolder, Path.GetFileName(file)));
}
}
catch
{
}
}
// --------------------------------------------------------------------------------------------------------
// 2) Calculate root assemblies
// These are the assemblies that the compiler will look for methods to compile
// This list doesn't typically include .NET runtime assemblies but only assemblies compiled as part
// of the current Unity project
// --------------------------------------------------------------------------------------------------------
var rootAssemblies = new List<string>();
foreach (var playerAssembly in playerAssemblies)
{
// the file at path `playerAssembly.outputPath` is actually not on the disk
// while it is in the staging folder because OnPostBuildPlayerScriptDLLs is being called once the files are already
// transferred to the staging folder, so we are going to work from it but we are reusing the file names that we got earlier
var playerAssemblyPathToStaging = Path.Combine(stagingFolder, Path.GetFileName(playerAssembly.outputPath));
if (!File.Exists(playerAssemblyPathToStaging))
{
Debug.LogWarning($"Unable to find player assembly: {playerAssemblyPathToStaging}");
}
else
{
rootAssemblies.Add(playerAssemblyPathToStaging);
assemblyDefines.UnionWith(playerAssembly.defines);
}
}
commonOptions.AddRange(assemblyFolders.Select(folder => GetOption(OptionAotAssemblyFolder, folder)));
commonOptions.AddRange(assemblyDefines.Select(define => GetOption(OptionCompilationDefines, define)));
// --------------------------------------------------------------------------------------------------------
// 3) Calculate the different target CPU combinations for the specified OS
//
// Typically, on some platforms like iOS we can be asked to compile a ARM32 and ARM64 CPU version
// --------------------------------------------------------------------------------------------------------
var combinations = CollectCombinations(targetPlatform, targetCpus, report);
// --------------------------------------------------------------------------------------------------------
// 4) Compile each combination
//
// Here bcl.exe is called for each target CPU combination
// --------------------------------------------------------------------------------------------------------
string debugLogFile = null;
if (BurstLoader.IsDebugging)
{
// Reset log files
try
{
var logDir = Path.Combine(Environment.CurrentDirectory, "Logs");
debugLogFile = Path.Combine(logDir, "burst_bcl_editor.log");
if (!Directory.Exists(logDir)) Directory.CreateDirectory(logDir);
File.WriteAllText(debugLogFile, string.Empty);
}
catch
{
debugLogFile = null;
}
}
if ((report.summary.options & BuildOptions.InstallInBuildFolder) == 0)
{
CreateFolderForMiscFiles(burstMiscAlongsidePath);
}
// Log the targets generated by BurstReflection.FindExecuteMethods
foreach (var combination in combinations)
{
// Gets the output folder
var stagingOutputFolder = Path.GetFullPath(Path.Combine(TempStaging, combination.OutputPath));
var outputFilePrefix = Path.Combine(stagingOutputFolder, combination.LibraryName);
var options = new List<string>(commonOptions)
{
GetOption(OptionAotOutputPath, outputFilePrefix),
GetOption(OptionTempDirectory, Path.Combine(Environment.CurrentDirectory, "Temp", "Burst"))
};
foreach (var cpu in combination.TargetCpus.Cpus)
{
options.Add(GetOption(OptionTarget, cpu));
}
if (targetPlatform == TargetPlatform.iOS || targetPlatform == TargetPlatform.tvOS || targetPlatform == TargetPlatform.Switch)
{
options.Add(GetOption(OptionStaticLinkage));
}
if (targetPlatform == TargetPlatform.Windows)
{
options.Add(GetOption(OptionLinkerOptions, $"PdbAltPath=\"{PlayerSettings.productName}_{combination.OutputPath}\""));
}
// finally add method group options
options.AddRange(rootAssemblies.Select(path => GetOption(OptionRootAssembly, path)));
// Set the flag to print a message on missing MonoPInvokeCallback attribute on IL2CPP only
if (PlayerSettings.GetScriptingBackend(BuildPipeline.GetBuildTargetGroup(buildTarget)) == ScriptingImplementation.IL2CPP)
{
options.Add(GetOption(OptionPrintLogOnMissingPInvokeCallbackAttribute));
}
// Log the targets generated by BurstReflection.FindExecuteMethods
if (BurstLoader.IsDebugging && debugLogFile != null)
{
try
{
var writer = new StringWriter();
writer.WriteLine("-----------------------------------------------------------");
writer.WriteLine("Combination: " + combination);
writer.WriteLine("-----------------------------------------------------------");
foreach (var option in options)
{
writer.WriteLine(option);
}
writer.WriteLine("Assemblies in AssemblyFolders:");
foreach (var assemblyFolder in assemblyFolders)
{
writer.WriteLine("|- Folder: " + assemblyFolder);
foreach (var assemblyOrDll in Directory.EnumerateFiles(assemblyFolder, "*.dll"))
{
var fileInfo = new FileInfo(assemblyOrDll);
writer.WriteLine(" |- " + assemblyOrDll + " Size: " + fileInfo.Length + " Date: " + fileInfo.LastWriteTime);
}
}
File.AppendAllText(debugLogFile, writer.ToString());
}
catch
{
// ignored
}
}
// Allow burst to find managed symbols in the backup location in case the symbols are stripped in the build location
options.Add(GetOption(OptionAotPdbSearchPaths, TempManagedSymbols));
if (isDevelopmentBuild && Environment.GetEnvironmentVariable("UNITY_BURST_ENABLE_SAFETY_CHECKS_IN_PLAYER_BUILD") != null)
{
options.Add("--global-safety-checks-setting=ForceOn");
}
options.Add(GetOption(OptionGenerateLinkXml, Path.Combine("Temp", BurstLinkXmlName)));
// Write current options to the response file
var responseFile = Path.GetTempFileName();
File.WriteAllLines(responseFile, options);
if (BurstLoader.IsDebugging)
{
Debug.Log($"bcl @{responseFile}\n\nResponse File:\n" + string.Join("\n", options));
}
try
{
string extraGlobalOptions = "";
if (!string.IsNullOrWhiteSpace(aotSettingsForTarget.DisabledWarnings))
{
extraGlobalOptions += GetOption(OptionDisableWarnings, aotSettingsForTarget.DisabledWarnings) + " ";
}
if (isDevelopmentBuild || aotSettingsForTarget.EnableDebugInAllBuilds)
{
if (!isDevelopmentBuild)
{
Debug.LogWarning("Symbols are being generated for burst compiled code, please ensure you intended this - see Burst AOT settings.");
}
extraGlobalOptions += GetOption(OptionDebug, "Full") + " ";
}
if (!aotSettingsForTarget.EnableOptimisations)
{
extraGlobalOptions += GetOption(OptionDisableOpt) + " ";
}
switch (aotSettingsForTarget.OptimizeFor)
{
case OptimizeFor.Default:
case OptimizeFor.Balanced:
extraGlobalOptions += GetOption(OptionOptLevel, 2) + " ";
break;
case OptimizeFor.Performance:
extraGlobalOptions += GetOption(OptionOptLevel, 3) + " ";
break;
case OptimizeFor.Size:
extraGlobalOptions += GetOption(OptionOptForSize) + " ";
extraGlobalOptions += GetOption(OptionOptLevel, 3) + " ";
break;
case OptimizeFor.FastCompilation:
extraGlobalOptions += GetOption(OptionOptLevel, 1) + " ";
break;
}
BclRunner.RunManagedProgram(Path.Combine(BurstLoader.RuntimePath, BurstAotCompilerExecutable),
$"{extraGlobalOptions} {BclRunner.EscapeForShell("@" + responseFile)}",
new BclOutputErrorParser());
// Additionally copy the pdb to the root of the player build so run in editor also locates the symbols
var pdbPath = $"{Path.Combine(stagingOutputFolder, combination.LibraryName)}.pdb";
if (File.Exists(pdbPath))
{
var dstPath = Path.Combine(TempStaging, $"{combination.LibraryName}.pdb");
File.Copy(pdbPath, dstPath, overwrite: true);
}
}
catch (BuildFailedException)
{
throw;
}
catch (Exception e)
{
throw new BuildFailedException(e);
}
}
PostProcessCombinations(targetPlatform, combinations, report);
var pdbsRemainInBuild = isDevelopmentBuild || aotSettingsForTarget.EnableDebugInAllBuilds || targetPlatform == TargetPlatform.UWP;
// Finally move out any symbols/misc files from the final output
if ((report.summary.options & BuildOptions.InstallInBuildFolder) == 0)
{
CollateMiscFiles(combinations, burstMiscAlongsidePath, pdbsRemainInBuild);
}
}
private static void CreateFolderForMiscFiles(string finalFolder)
{
try
{
if (Directory.Exists(finalFolder)) Directory.Delete(finalFolder,true);
}
catch
{
}
Directory.CreateDirectory(finalFolder);
}
private static void CollateMiscFiles(List<BurstOutputCombination> combinations, string finalFolder, bool retainPdbs)
{
foreach (var combination in combinations)
{
var inputPath = Path.GetFullPath(Path.Combine(TempStaging, combination.OutputPath));
var outputPath = Path.Combine(finalFolder, combination.OutputPath);
Directory.CreateDirectory(outputPath);
var files = Directory.GetFiles(inputPath);
var directories = Directory.GetDirectories(inputPath);
foreach (var fileName in files)
{
var lowerCase = fileName.ToLower();
if ( (!retainPdbs && lowerCase.EndsWith(".pdb")) || lowerCase.EndsWith(".dsym") || lowerCase.EndsWith(".txt"))
{
// Move the file out of the staging area so its not included in the build
File.Move(fileName, Path.Combine(outputPath, Path.GetFileName(fileName)));
}
}
foreach (var fileName in directories)
{
var lowerCase = fileName.ToLower();
if ( (!retainPdbs && lowerCase.EndsWith(".pdb")) || lowerCase.EndsWith(".dsym") || lowerCase.EndsWith(".txt"))
{
// Move the folder out of the staging area so its not included in the build
Directory.Move(fileName, Path.Combine(outputPath, Path.GetFileName(fileName)));
}
}
}
}
private static bool AndroidHasX86(AndroidArchitecture architecture)
{
// Deal with rename that occured
AndroidArchitecture val;
if (AndroidArchitecture.TryParse("X86", out val))
{
return (architecture & val)!=0;
}
else if (AndroidArchitecture.TryParse("x86", out val))
{
return (architecture & val)!=0;
}
return false;
}
private static bool AndroidHasX86_64(AndroidArchitecture architecture)
{
// Deal with rename that occured
AndroidArchitecture val;
if (AndroidArchitecture.TryParse("X86_64", out val))
{
return (architecture & val)!=0;
}
else if (AndroidArchitecture.TryParse("x86_64", out val))
{
return (architecture & val)!=0;
}
return false;
}
private enum SimulatorPlatforms
{
iOS,
tvOS
}
private static bool IsForSimulator(BuildTarget target)
{
switch (target)
{
case BuildTarget.iOS:
return IsForSimulator(SimulatorPlatforms.iOS);
case BuildTarget.tvOS:
return IsForSimulator(SimulatorPlatforms.tvOS);
default:
return false;
}
}
private static bool IsForSimulator(TargetPlatform targetPlatform)
{
switch (targetPlatform)
{
case TargetPlatform.iOS:
return IsForSimulator(SimulatorPlatforms.iOS);
case TargetPlatform.tvOS:
return IsForSimulator(SimulatorPlatforms.tvOS);
default:
return false;
}
}
private static bool IsForSimulator(SimulatorPlatforms simulatorPlatforms)
{
switch (simulatorPlatforms)
{
case SimulatorPlatforms.iOS:
return UnityEditor.PlayerSettings.iOS.sdkVersion == iOSSdkVersion.SimulatorSDK;
case SimulatorPlatforms.tvOS:
return UnityEditor.PlayerSettings.tvOS.sdkVersion == tvOSSdkVersion.Simulator;
}
return false;
}
/// <summary>
/// Collect CPU combinations for the specified TargetPlatform and TargetCPU
/// </summary>
/// <param name="targetPlatform">The target platform (e.g Windows)</param>
/// <param name="targetCpus">The target CPUs (e.g X64_SSE4)</param>
/// <param name="report">Error reporting</param>
/// <returns>The list of CPU combinations</returns>
private static List<BurstOutputCombination> CollectCombinations(TargetPlatform targetPlatform, TargetCpus targetCpus, BuildReport report)
{
var combinations = new List<BurstOutputCombination>();
if (targetPlatform == TargetPlatform.macOS)
{
// NOTE: OSX has a special folder for the plugin
// Declared in GetStagingAreaPluginsFolder
// PlatformDependent\OSXPlayer\Extensions\Managed\OSXDesktopStandalonePostProcessor.cs
#if UNITY_2019_3_OR_NEWER
var outputPath = Path.Combine(Path.GetFileName(report.summary.outputPath), "Contents", "Plugins");
#else
var outputPath = "UnityPlayer.app/Contents/Plugins";
#endif
#if UNITY_2020_2_OR_NEWER
// Based on : PlatformDependent/OSXPlayer/Extension/OSXStandaloneBuildWindowExtension.cs
var aotSettings = BurstPlatformAotSettings.GetOrCreateSettings(BuildTarget.StandaloneOSX);
var buildTargetName = BuildPipeline.GetBuildTargetName(BuildTarget.StandaloneOSX);
var architecture = EditorUserBuildSettings.GetPlatformSettings(buildTargetName, "Architecture").ToLowerInvariant();
switch (architecture)
{
case "x64":
combinations.Add(new BurstOutputCombination(outputPath, aotSettings.GetDesktopCpu64Bit()));
break;
case "arm64":
combinations.Add(new BurstOutputCombination(outputPath, new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64)));
break;
default:
combinations.Add(new BurstOutputCombination(Path.Combine(outputPath, "x64"), aotSettings.GetDesktopCpu64Bit()));
combinations.Add(new BurstOutputCombination(Path.Combine(outputPath, "arm64"), new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64)));
break;
}
#else
combinations.Add(new BurstOutputCombination(outputPath, targetCpus));
#endif
}
else if (targetPlatform == TargetPlatform.iOS || targetPlatform == TargetPlatform.tvOS)
{
if (IsForSimulator(targetPlatform))
{
Debug.LogWarning("Burst Does not currently support the simulator, burst is disabled for this build.");
}
else if (Application.platform != RuntimePlatform.OSXEditor)
{
Debug.LogWarning("Burst Cross Compilation to iOS/tvOS for standalone player, is only supported on OSX Editor at this time, burst is disabled for this build.");
}
else
{
var targetArchitecture = (IOSArchitecture) UnityEditor.PlayerSettings.GetArchitecture(report.summary.platformGroup);
if (targetArchitecture == IOSArchitecture.ARMv7 || targetArchitecture == IOSArchitecture.Universal)
{
// PlatformDependent\iPhonePlayer\Extensions\Common\BuildPostProcessor.cs
combinations.Add(new BurstOutputCombination("StaticLibraries", new TargetCpus(BurstTargetCpu.ARMV7A_NEON32), DefaultLibraryName + "32"));
}
if (targetArchitecture == IOSArchitecture.ARM64 || targetArchitecture == IOSArchitecture.Universal)
{
// PlatformDependent\iPhonePlayer\Extensions\Common\BuildPostProcessor.cs
combinations.Add(new BurstOutputCombination("StaticLibraries", new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64), DefaultLibraryName + "64"));
}
}
}
else if (targetPlatform == TargetPlatform.Android)
{
// TODO: would be better to query AndroidNdkRoot (but thats not exposed from unity)
string ndkRoot = null;
var targetAPILevel = PlayerSettings.Android.GetMinTargetAPILevel();
#if UNITY_2019_3_OR_NEWER && UNITY_ANDROID
ndkRoot = UnityEditor.Android.AndroidExternalToolsSettings.ndkRootPath;
#elif UNITY_2019_1_OR_NEWER
// 2019.1 now has an embedded ndk
if (EditorPrefs.HasKey("NdkUseEmbedded"))
{
if (EditorPrefs.GetBool("NdkUseEmbedded"))
{
ndkRoot = Path.Combine(BuildPipeline.GetPlaybackEngineDirectory(BuildTarget.Android, BuildOptions.None), "NDK");
}
else
{
ndkRoot = EditorPrefs.GetString("AndroidNdkRootR16b");
}
}
#elif UNITY_2018_3_OR_NEWER
// Unity 2018.3 is using NDK r16b
ndkRoot = EditorPrefs.GetString("AndroidNdkRootR16b");
#endif
// If we still don't have a valid root, try the old key
if (string.IsNullOrEmpty(ndkRoot))
{
ndkRoot = EditorPrefs.GetString("AndroidNdkRoot");
}
// Verify the directory at least exists, if not we fall back to ANDROID_NDK_ROOT current setting
if (!string.IsNullOrEmpty(ndkRoot) && !Directory.Exists(ndkRoot))
{
ndkRoot = null;
}
// Always set the ANDROID_NDK_ROOT (if we got a valid result from above), so BCL knows where to find the Android toolchain and its the one the user expects
if (!string.IsNullOrEmpty(ndkRoot))
{
Environment.SetEnvironmentVariable("ANDROID_NDK_ROOT", ndkRoot);
}
Environment.SetEnvironmentVariable("BURST_ANDROID_MIN_API_LEVEL", $"{targetAPILevel}");
// Setting tempburstlibs/ as the interim target directory
// Don't target libs/ directly because incremental build pipeline doesn't expect the so's at that path
// Rather, so's are copied to the actual location in the gradle project in BurstAndroidGradlePostprocessor
var androidTargetArch = PlayerSettings.Android.targetArchitectures;
if ((androidTargetArch & AndroidArchitecture.ARMv7) != 0)
{
combinations.Add(new BurstOutputCombination("tempburstlibs/armeabi-v7a", new TargetCpus(BurstTargetCpu.ARMV7A_NEON32)));
}
if ((androidTargetArch & AndroidArchitecture.ARM64) != 0)
{
combinations.Add(new BurstOutputCombination("tempburstlibs/arm64-v8a", new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64)));
}
#if !UNITY_2019_2_OR_NEWER
if (AndroidHasX86(androidTargetArch))
{
combinations.Add(new BurstOutputCombination("tempburstlibs/x86", new TargetCpus(BurstTargetCpu.X86_SSE2)));
}
#endif
#if UNITY_2021_2_OR_NEWER
if (AndroidHasX86(androidTargetArch))
{
combinations.Add(new BurstOutputCombination("tempburstlibs/x86", new TargetCpus(BurstTargetCpu.X86_SSE4)));
}
if (AndroidHasX86_64(androidTargetArch))
{
combinations.Add(new BurstOutputCombination("tempburstlibs/x86_64", new TargetCpus(BurstTargetCpu.X64_SSE4)));
}
#endif
}
else if (targetPlatform == TargetPlatform.UWP)
{
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(report.summary.platform);
#if UNITY_2019_1_OR_NEWER
if (EditorUserBuildSettings.wsaUWPBuildType == WSAUWPBuildType.ExecutableOnly)
{
combinations.Add(new BurstOutputCombination($"Plugins/{GetUWPTargetArchitecture()}", targetCpus));
}
else
#endif
{
combinations.Add(new BurstOutputCombination("Plugins/x64", aotSettingsForTarget.GetDesktopCpu64Bit()));
combinations.Add(new BurstOutputCombination("Plugins/x86", aotSettingsForTarget.GetDesktopCpu32Bit()));
combinations.Add(new BurstOutputCombination("Plugins/ARM", new TargetCpus(BurstTargetCpu.THUMB2_NEON32)));
combinations.Add(new BurstOutputCombination("Plugins/ARM64", new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64)));
}
}
else if (targetPlatform == TargetPlatform.Lumin)
{
// Set the LUMINSDK_UNITY so bcl.exe will be able to find the SDK
if (string.IsNullOrEmpty(Environment.GetEnvironmentVariable("LUMINSDK_UNITY")))
{
var sdkRoot = EditorPrefs.GetString("LuminSDKRoot");
if (!string.IsNullOrEmpty(sdkRoot))
{
Environment.SetEnvironmentVariable("LUMINSDK_UNITY", sdkRoot);
}
}
combinations.Add(new BurstOutputCombination("Data/Plugins/", targetCpus));
}
else if (targetPlatform == TargetPlatform.Switch)
{
combinations.Add(new BurstOutputCombination("NativePlugins/", targetCpus));
}
#if UNITY_2019_3_OR_NEWER
else if (targetPlatform == TargetPlatform.Stadia)
{
combinations.Add(new BurstOutputCombination("NativePlugins", targetCpus));
}
#endif
else
{
#if UNITY_2019_3_OR_NEWER
if (targetPlatform == TargetPlatform.Windows)
{
// This is what is expected by PlatformDependent\Win\Plugins.cpp
if (targetCpus.IsX86())
{
combinations.Add(new BurstOutputCombination("Data/Plugins/x86", targetCpus));
}
else
{
combinations.Add(new BurstOutputCombination("Data/Plugins/x86_64", targetCpus));
}
}
else
#endif
{
// Safeguard
combinations.Add(new BurstOutputCombination("Data/Plugins/", targetCpus));
}
}
return combinations;
}
private void PostProcessCombinations(TargetPlatform targetPlatform, List<BurstOutputCombination> combinations, BuildReport report)
{
#if UNITY_2020_2_OR_NEWER
if (targetPlatform == TargetPlatform.macOS && combinations.Count > 1)
{
// Figure out which files we need to lipo
string outputSymbolsDir = null;
var outputDir = Path.Combine(TempStaging, Path.GetFileName(report.summary.outputPath), "Contents", "Plugins");
var sliceCount = combinations.Count;
var binarySlices = new string[sliceCount];
var debugSymbolSlices = new string[sliceCount];
for (int i = 0; i < sliceCount; i++)
{
var slice = combinations[i];
var binaryFileName = slice.LibraryName + ".bundle";
var binaryPath = Path.Combine(TempStaging, slice.OutputPath, binaryFileName);
binarySlices[i] = binaryPath;
// Only attempt to lipo symbols if they actually exist
var dsymPath = binaryPath + ".dsym";
var debugSymbolsPath = Path.Combine(dsymPath, "Contents", "Resources", "DWARF", binaryFileName);
if (File.Exists(debugSymbolsPath))
{
if (string.IsNullOrWhiteSpace(outputSymbolsDir))
{
// Copy over the symbols from the first combination for metadata files which we aren't merging, like Info.plist
var outputDsymPath = Path.Combine(outputDir, binaryFileName + ".dsym");
FileUtil.CopyFileOrDirectory(dsymPath, outputDsymPath);
outputSymbolsDir = Path.Combine(outputDsymPath, "Contents", "Resources", "DWARF");
}
debugSymbolSlices[i] = debugSymbolsPath;
}
}
// lipo combinations together
var outBinaryFileName = combinations[0].LibraryName + ".bundle";
RunLipo(binarySlices, Path.Combine(outputDir, outBinaryFileName));
if (!string.IsNullOrWhiteSpace(outputSymbolsDir))
RunLipo(debugSymbolSlices, Path.Combine(outputSymbolsDir, outBinaryFileName));
// Remove single-slice binary so they don't end up in the build
for (int i = 0; i < sliceCount; i++)
FileUtil.DeleteFileOrDirectory(Path.GetDirectoryName(binarySlices[i]));
// Since we have combined the files, we need to adjust combinations for the next step
var outFolder = Path.GetDirectoryName(combinations[0].OutputPath); // remove platform folder
combinations.Clear();
combinations.Add(new BurstOutputCombination(outFolder, new TargetCpus()));
}
#endif
}
private static void RunLipo(string[] inputFiles, string outputFile)
{
var outputDir = Path.GetDirectoryName(outputFile);
Directory.CreateDirectory(outputDir);
var cmdLine = new StringBuilder();
foreach (var input in inputFiles)
{
if (string.IsNullOrEmpty(input))
continue;
cmdLine.Append(BclRunner.EscapeForShell(input));
cmdLine.Append(' ');
}
cmdLine.Append("-create -output ");
cmdLine.Append(BclRunner.EscapeForShell(outputFile));
string lipoPath;
var currentEditorPlatform = Application.platform;
switch (currentEditorPlatform)
{
case RuntimePlatform.LinuxEditor:
lipoPath = Path.Combine(BurstLoader.RuntimePath, "hostlin", "llvm-lipo");
break;
case RuntimePlatform.OSXEditor:
lipoPath = Path.Combine(BurstLoader.RuntimePath, "hostmac", "llvm-lipo");
break;
case RuntimePlatform.WindowsEditor:
lipoPath = Path.Combine(BurstLoader.RuntimePath, "hostwin", "llvm-lipo.exe");
break;
default:
throw new NotSupportedException("Unknown Unity editor platform: " + currentEditorPlatform);
}
BclRunner.RunNativeProgram(lipoPath, cmdLine.ToString(), null);
}
private static Assembly[] GetPlayerAssemblies(BuildReport report)
{
// We need to build the list of root assemblies based from the "PlayerScriptAssemblies" folder.
// This is so we compile the versions of the library built for the individual platforms, not the editor version.
var oldOutputDir = EditorCompilationInterface.GetCompileScriptsOutputDirectory();
try
{
EditorCompilationInterface.SetCompileScriptsOutputDirectory(LibraryPlayerScriptAssemblies);
var shouldIncludeTestAssemblies = report.summary.options.HasFlag(BuildOptions.IncludeTestAssemblies);
#if UNITY_2021_1_OR_NEWER
// Workaround that with 'Server Build' ticked in the build options, since there is no 'AssembliesType.Server'
// enum, we need to manually add the BuildingForHeadlessPlayer compilation option.
#if UNITY_2022_1_OR_NEWER
var isHeadless = report.summary.subtarget == (int)StandaloneBuildSubtarget.Server;
#elif UNITY_2021_2_OR_NEWER
// A really really really gross hack - thanks Cristian Mazo! Querying the BuildOptions.EnableHeadlessMode is
// obselete, but accessing its integer value is not... Note: this is just the temporary workaround to unblock
// us (as of 1st June 2021, I say this with **much hope** that it is indeed temporary!).
var isHeadless = report.summary.options.HasFlag((BuildOptions)16384);
#else
var isHeadless = report.summary.options.HasFlag(BuildOptions.EnableHeadlessMode);
#endif
if (isHeadless)
{
var compilationOptions = EditorCompilationInterface.GetAdditionalEditorScriptCompilationOptions();
compilationOptions |= EditorScriptCompilationOptions.BuildingForHeadlessPlayer;
if (shouldIncludeTestAssemblies)
{
compilationOptions |= EditorScriptCompilationOptions.BuildingIncludingTestAssemblies;
}
return CompilationPipeline.ToAssemblies(CompilationPipeline.GetScriptAssemblies(EditorCompilationInterface.Instance, compilationOptions));
}
else
{
return CompilationPipeline.GetAssemblies(shouldIncludeTestAssemblies ? AssembliesType.Player : AssembliesType.PlayerWithoutTestAssemblies);
}
#elif UNITY_2019_3_OR_NEWER
// Workaround that with 'Server Build' ticked in the build options, since there is no 'AssembliesType.Server'
// enum, we need to manually add the 'UNITY_SERVER' define to the player assembly search list.
if (report.summary.options.HasFlag(BuildOptions.EnableHeadlessMode))
{
var compilationOptions = EditorCompilationInterface.GetAdditionalEditorScriptCompilationOptions();
if (shouldIncludeTestAssemblies)
{
compilationOptions |= EditorScriptCompilationOptions.BuildingIncludingTestAssemblies;
}
return CompilationPipeline.GetPlayerAssemblies(EditorCompilationInterface.Instance, compilationOptions, new string[] { "UNITY_SERVER" });
}
else
{
return CompilationPipeline.GetAssemblies(shouldIncludeTestAssemblies ? AssembliesType.Player : AssembliesType.PlayerWithoutTestAssemblies);
}
#else
var compilationOptions = EditorCompilationInterface.GetAdditionalEditorScriptCompilationOptions();
if (shouldIncludeTestAssemblies)
{
compilationOptions |= EditorScriptCompilationOptions.BuildingIncludingTestAssemblies;
}
#if UNITY_2019_2_OR_NEWER
return CompilationPipeline.GetPlayerAssemblies(EditorCompilationInterface.Instance, compilationOptions, null);
#else
return CompilationPipeline.GetPlayerAssemblies(EditorCompilationInterface.Instance, compilationOptions);
#endif
#endif
}
finally
{
EditorCompilationInterface.SetCompileScriptsOutputDirectory(oldOutputDir); // restore output directory back to original value
}
}
private static bool IsMonoReferenceAssemblyDirectory(string path)
{
var editorDir = Path.GetFullPath(EditorApplication.applicationContentsPath);
return path.IndexOf(editorDir, StringComparison.OrdinalIgnoreCase) != -1 && path.IndexOf("MonoBleedingEdge", StringComparison.OrdinalIgnoreCase) != -1 && path.IndexOf("-api", StringComparison.OrdinalIgnoreCase) != -1;
}
private static bool IsDotNetStandardAssemblyDirectory(string path)
{
var editorDir = Path.GetFullPath(EditorApplication.applicationContentsPath);
return path.IndexOf(editorDir, StringComparison.OrdinalIgnoreCase) != -1 && path.IndexOf("netstandard", StringComparison.OrdinalIgnoreCase) != -1 && path.IndexOf("shims", StringComparison.OrdinalIgnoreCase) != -1;
}
private static TargetPlatform GetTargetPlatformAndDefaultCpu(BuildTarget target, out TargetCpus targetCpu)
{
var platform = TryGetTargetPlatform(target, out targetCpu);
if (!platform.HasValue)
{
throw new NotSupportedException("The target platform " + target + " is not supported by the burst compiler");
}
return platform.Value;
}
private static bool IsSupportedPlatform(BuildTarget target)
{
return TryGetTargetPlatform(target, out var _).HasValue;
}
private static TargetPlatform? TryGetTargetPlatform(BuildTarget target, out TargetCpus targetCpus)
{
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(target);
switch (target)
{
case BuildTarget.StandaloneWindows:
targetCpus = aotSettingsForTarget.GetDesktopCpu32Bit();
return TargetPlatform.Windows;
case BuildTarget.StandaloneWindows64:
targetCpus = aotSettingsForTarget.GetDesktopCpu64Bit();
return TargetPlatform.Windows;
case BuildTarget.StandaloneOSX:
targetCpus = aotSettingsForTarget.GetDesktopCpu64Bit();
return TargetPlatform.macOS;
#if !UNITY_2019_2_OR_NEWER
// 32 bit linux support was deprecated
case BuildTarget.StandaloneLinux:
targetCpus = aotSettingsForTarget.GetDesktopCpu32Bit();
return TargetPlatform.Linux;
#endif
case BuildTarget.StandaloneLinux64:
targetCpus = aotSettingsForTarget.GetDesktopCpu64Bit();
return TargetPlatform.Linux;
case BuildTarget.WSAPlayer:
{
var uwpArchitecture = GetUWPTargetArchitecture();
if (string.Equals(uwpArchitecture, "x64", StringComparison.OrdinalIgnoreCase))
{
targetCpus = aotSettingsForTarget.GetDesktopCpu64Bit();
}
else if (string.Equals(uwpArchitecture, "x86", StringComparison.OrdinalIgnoreCase))
{
targetCpus = aotSettingsForTarget.GetDesktopCpu32Bit();
}
else if (string.Equals(uwpArchitecture, "ARM", StringComparison.OrdinalIgnoreCase))
{
targetCpus = new TargetCpus(BurstTargetCpu.THUMB2_NEON32);
}
else if (string.Equals(uwpArchitecture, "ARM64", StringComparison.OrdinalIgnoreCase))
{
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
}
else
{
throw new InvalidOperationException("Unknown UWP CPU architecture: " + uwpArchitecture);
}
return TargetPlatform.UWP;
}
case BuildTarget.XboxOne:
targetCpus = new TargetCpus(BurstTargetCpu.X64_SSE4);
return TargetPlatform.XboxOne;
#if UNITY_2019_4_OR_NEWER
case BuildTarget.GameCoreXboxOne:
targetCpus = new TargetCpus(BurstTargetCpu.AVX);
return TargetPlatform.GameCoreXboxOne;
case BuildTarget.GameCoreXboxSeries:
targetCpus = new TargetCpus(BurstTargetCpu.AVX2);
return TargetPlatform.GameCoreXboxSeries;
#endif
case BuildTarget.PS4:
targetCpus = new TargetCpus(BurstTargetCpu.X64_SSE4);
return TargetPlatform.PS4;
case BuildTarget.Android:
targetCpus = new TargetCpus(BurstTargetCpu.ARMV7A_NEON32);
return TargetPlatform.Android;
case BuildTarget.iOS:
targetCpus = new TargetCpus(BurstTargetCpu.ARMV7A_NEON32);
return TargetPlatform.iOS;
case BuildTarget.tvOS:
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
return TargetPlatform.tvOS;
case BuildTarget.Lumin:
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
return TargetPlatform.Lumin;
case BuildTarget.Switch:
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
return TargetPlatform.Switch;
#if UNITY_2019_3_OR_NEWER
case BuildTarget.Stadia:
targetCpus = new TargetCpus(BurstTargetCpu.AVX2);
return TargetPlatform.Stadia;
case BuildTarget.PS5:
targetCpus = new TargetCpus(BurstTargetCpu.AVX2);
return TargetPlatform.PS5;
#endif
}
if (/*BuildTarget.EmbeddedLinux*/ 45 == (int)target)
{
//EmbeddedLinux is supported on 2019.4 (shadow branch), 2020.3 (shadow branch) and 2021.2+ (official).
var embeddedLinuxArchitecture = GetEmbeddedLinuxTargetArchitecture();
if ("Arm64" == embeddedLinuxArchitecture)
{
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
}
else if ("X64" == embeddedLinuxArchitecture)
{
targetCpus = new TargetCpus(BurstTargetCpu.X64_SSE2); //lowest supported for now
}
else if (("X86" == embeddedLinuxArchitecture) || ("Arm32" == embeddedLinuxArchitecture))
{
//32bit platforms cannot be support with the current SDK/Toolchain combination.
//i686-embedded-linux-gnu/8.3.0\libgcc.a(_moddi3.o + _divdi3.o): contains a compressed section, but zlib is not available
//_moddi3.o + _divdi3.o are required by LLVM for 64bit operations on 32bit platforms.
throw new InvalidOperationException($"No EmbeddedLinux Burst Support on {embeddedLinuxArchitecture} architecture.");
}
else
{
throw new InvalidOperationException("Unknown EmbeddedLinux CPU architecture: " + embeddedLinuxArchitecture);
}
return TargetPlatform.EmbeddedLinux;
}
targetCpus = new TargetCpus(BurstTargetCpu.Auto);
return null;
}
/// <summary>
/// Not exposed by Unity Editor today.
/// This is a copy of the Architecture enum from `PlatformDependent\iPhonePlayer\Extensions\Common\BuildPostProcessor.cs`
/// </summary>
private enum IOSArchitecture
{
ARMv7,
ARM64,
Universal
}
private static string GetUWPTargetArchitecture()
{
var architecture = EditorUserBuildSettings.wsaArchitecture;
if (string.Equals(architecture, "x64", StringComparison.OrdinalIgnoreCase) ||
string.Equals(architecture, "x86", StringComparison.OrdinalIgnoreCase) ||
string.Equals(architecture, "ARM", StringComparison.OrdinalIgnoreCase) ||
string.Equals(architecture, "ARM64", StringComparison.OrdinalIgnoreCase))
{
return architecture;
}
// Default to x64 if editor user build setting is garbage
return "x64";
}
private static string GetEmbeddedLinuxTargetArchitecture()
{
var flags = System.Reflection.BindingFlags.Public |
System.Reflection.BindingFlags.Static |
System.Reflection.BindingFlags.FlattenHierarchy;
var property = typeof(EditorUserBuildSettings).GetProperty("selectedEmbeddedLinuxArchitecture", flags);
if (null == property)
{
return "NOT_FOUND";
}
var value = (int)property.GetValue(null, null);
switch (value)
{
case /*UnityEditor.EmbeddedLinuxArchitecture.Arm64*/ 0: return "Arm64";
case /*UnityEditor.EmbeddedLinuxArchitecture.Arm32*/ 1: return "Arm32";
case /*UnityEditor.EmbeddedLinuxArchitecture.X64*/ 2: return "X64";
case /*UnityEditor.EmbeddedLinuxArchitecture.X86*/ 3: return "X86";
default: return $"UNKNOWN_{value}";
}
}
/// <summary>
/// Defines an output path (for the generated code) and the target CPU
/// </summary>
private struct BurstOutputCombination
{
public readonly TargetCpus TargetCpus;
public readonly string OutputPath;
public readonly string LibraryName;
public BurstOutputCombination(string outputPath, TargetCpus targetCpus, string libraryName = DefaultLibraryName)
{
TargetCpus = targetCpus.Clone();
OutputPath = outputPath;
LibraryName = libraryName;
}
public override string ToString()
{
return $"{nameof(TargetCpus)}: {TargetCpus}, {nameof(OutputPath)}: {OutputPath}, {nameof(LibraryName)}: {LibraryName}";
}
}
private class BclRunner
{
private static readonly Regex MatchVersion = new Regex(@"com.unity.burst@(\d+.*?)[\\/]");
public static void RunManagedProgram(string exe, string args, CompilerOutputParserBase parser)
{
RunManagedProgram(exe, args, Application.dataPath + "/..", parser);
}
private static void RunManagedProgram(
string exe,
string args,
string workingDirectory,
CompilerOutputParserBase parser)
{
Program p;
if (Application.platform == RuntimePlatform.WindowsEditor)
{
ProcessStartInfo si = new ProcessStartInfo()
{
Arguments = args,
CreateNoWindow = true,
FileName = exe
};
p = new Program(si);
}
else
{
p = (Program) new ManagedProgram(MonoInstallationFinder.GetMonoInstallation("MonoBleedingEdge"), (string) null, exe, args, false, null);
}
RunProgram(p, exe, args, workingDirectory, parser);
}
public static void RunNativeProgram(string exe, string args, CompilerOutputParserBase parser)
{
RunNativeProgram(exe, args, Application.dataPath + "/..", parser);
}
private static void RunNativeProgram(string exePath, string arguments, string workingDirectory, CompilerOutputParserBase parser)
{
// On non Windows platform, make sure that the command is executable
// This is a workaround - occasionally the execute bits are lost from our package
if (Application.platform != RuntimePlatform.WindowsEditor && Path.IsPathRooted(exePath))
{
var escapedExePath = EscapeForShell(exePath, singleQuoteWrapped: true);
var shArgs = $"-c '[ ! -x {escapedExePath} ] && chmod 755 {escapedExePath}'";
var p = new Program(new ProcessStartInfo("sh", shArgs) { CreateNoWindow = true});
p.GetProcessStartInfo().WorkingDirectory = workingDirectory;
p.Start();
p.WaitForExit();
}
var startInfo = new ProcessStartInfo(exePath, arguments);
startInfo.CreateNoWindow = true;
RunProgram(new Program(startInfo), exePath, arguments, workingDirectory, parser);
}
public static string EscapeForShell(string s, bool singleQuoteWrapped = false)
{
// On Windows it's enough to enclose the path in double quotes (double quotes are not allowed in paths)
if (Application.platform == RuntimePlatform.WindowsEditor) return $"\"{s}\"";
// On non-windows platforms we enclose in single-quotes and escape any existing single quotes with: '\'':
// John's Folder => 'John'\''s Folder'
var sb = new StringBuilder();
var escaped = s.Replace("'", "'\\''");
sb.Append('\'');
sb.Append(escaped);
sb.Append('\'');
// If the outer-context is already wrapped in single-quotes, we need to double escape things:
// John's Folder => 'John'\''s Folder'
// => '\''John'\''\'\'''\''s Folder'\''
if (singleQuoteWrapped)
{
// Pain
return sb.ToString().Replace("'", "'\\''");
}
return sb.ToString();
}
public static void RunProgram(
Program p,
string exe,
string args,
string workingDirectory,
CompilerOutputParserBase parser)
{
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
using (p)
{
p.GetProcessStartInfo().WorkingDirectory = workingDirectory;
p.Start();
p.WaitForExit();
stopwatch.Stop();
Console.WriteLine("{0} exited after {1} ms.", (object)exe, (object)stopwatch.ElapsedMilliseconds);
IEnumerable<UnityEditor.Scripting.Compilers.CompilerMessage> compilerMessages = null;
string[] errorOutput = p.GetErrorOutput();
string[] standardOutput = p.GetStandardOutput();
if (parser != null)
{
compilerMessages = parser.Parse(errorOutput, standardOutput, true, "n/a (burst)");
}
var errorMessageBuilder = new StringBuilder();
if (compilerMessages != null)
{
foreach (UnityEditor.Scripting.Compilers.CompilerMessage compilerMessage in compilerMessages)
{
switch (compilerMessage.type)
{
case CompilerMessageType.Warning:
#if UNITY_2020_2_OR_NEWER
Debug.LogWarning(compilerMessage.message, compilerMessage.file, compilerMessage.line, compilerMessage.column);
#else
if (compilerMessage.file != "unknown")
{
Debug.LogWarning($"{compilerMessage.file}({compilerMessage.line},{compilerMessage.column}): {compilerMessage.message}");
}
else
{
Debug.LogWarning($"{compilerMessage.message}");
}
#endif
break;
case CompilerMessageType.Error:
Debug.LogPlayerBuildError(compilerMessage.message, compilerMessage.file, compilerMessage.line, compilerMessage.column);
break;
}
}
}
if (p.ExitCode != 0)
{
// We try to output the version in the heading error if we can
var matchVersion = MatchVersion.Match(exe);
errorMessageBuilder.Append(matchVersion.Success ?
"Burst compiler (" + matchVersion.Groups[1].Value + ") failed running" :
"Burst compiler failed running");
errorMessageBuilder.AppendLine();
errorMessageBuilder.AppendLine();
// Don't output the path if we are not burst-debugging or the exe exist
if (BurstLoader.IsDebugging || !File.Exists(exe))
{
errorMessageBuilder.Append(exe).Append(" ").Append(args);
errorMessageBuilder.AppendLine();
errorMessageBuilder.AppendLine();
}
errorMessageBuilder.AppendLine("stdout:");
foreach (string str in standardOutput)
errorMessageBuilder.AppendLine(str);
errorMessageBuilder.AppendLine("stderr:");
foreach (string str in errorOutput)
errorMessageBuilder.AppendLine(str);
throw new BuildFailedException(errorMessageBuilder.ToString());
}
Console.WriteLine(p.GetAllOutput());
}
}
}
/// <summary>
/// Internal class used to parse bcl output errors
/// </summary>
private class BclOutputErrorParser : CompilerOutputParserBase
{
// Format of an error message:
//
//C:\work\burst\src\Burst.Compiler.IL.Tests\Program.cs(17,9): error: Loading a managed string literal is not supported by burst
// at Buggy.NiceBug() (at C:\work\burst\src\Burst.Compiler.IL.Tests\Program.cs:17)
//
//
// [1] [2] [3] [4] [5]
// path line col type message
private static readonly Regex MatchLocation = new Regex(@"^(.*?)\((\d+)\s*,\s*(\d+)\):\s*([\w\s]+)\s*:\s*(.*)");
// Matches " at "
private static readonly Regex MatchAt = new Regex(@"^\s+at\s+");
public override IEnumerable<UnityEditor.Scripting.Compilers.CompilerMessage> Parse(
string[] errorOutput,
string[] standardOutput,
bool compilationHadFailure,
string assemblyName)
{
var messages = new List<UnityEditor.Scripting.Compilers.CompilerMessage>();
var textBuilder = new StringBuilder();
for (var i = 0; i < errorOutput.Length; i++)
{
string line = errorOutput[i];
var message = new UnityEditor.Scripting.Compilers.CompilerMessage {assemblyName = assemblyName};
// If we are able to match a location, we can decode it including the following attached " at " lines
textBuilder.Clear();
var match = MatchLocation.Match(line);
if (match.Success)
{
var path = match.Groups[1].Value;
int.TryParse(match.Groups[2].Value, out message.line);
int.TryParse(match.Groups[3].Value, out message.column);
if (match.Groups[4].Value.Contains("error"))
{
message.type = CompilerMessageType.Error;
}
else
{
message.type = CompilerMessageType.Warning;
}
message.file = !string.IsNullOrEmpty(path) ? path : "unknown";
// Replace '\' with '/' to let the editor open the file
message.file = message.file.Replace('\\', '/');
// Make path relative to project path path
var projectPath = Path.GetDirectoryName(Application.dataPath)?.Replace('\\', '/');
if (projectPath != null && message.file.StartsWith(projectPath))
{
message.file = message.file.Substring(projectPath.EndsWith("/") ? projectPath.Length : projectPath.Length + 1);
}
// debug
// textBuilder.AppendLine("line: " + message.line + " column: " + message.column + " error: " + message.type + " file: " + message.file);
textBuilder.Append(match.Groups[5].Value);
}
else
{
// Don't output any blank line
if (string.IsNullOrWhiteSpace(line))
{
continue;
}
// Otherwise we output an error, but without source location information
// so that at least the user can see it directly in the log errors
message.type = CompilerMessageType.Error;
message.line = 0;
message.column = 0;
message.file = "unknown";
textBuilder.Append(line);
}
// Collect attached location call context information ("at ...")
// we do it for both case (as if we have an exception in bcl we want to print this in a single line)
bool isFirstAt = true;
for (int j = i + 1; j < errorOutput.Length; j++)
{
var nextLine = errorOutput[j];
// Empty lines are ignored by the stack trace parser.
if (string.IsNullOrWhiteSpace(nextLine))
{
i++;
continue;
}
if (MatchAt.Match(nextLine).Success)
{
i++;
if (isFirstAt)
{
textBuilder.AppendLine();
isFirstAt = false;
}
textBuilder.AppendLine(nextLine);
}
else
{
break;
}
}
message.message = textBuilder.ToString();
messages.Add(message);
}
return messages;
}
protected override string GetErrorIdentifier()
{
throw new NotImplementedException(); // as we overriding the method Parse()
}
protected override Regex GetOutputRegex()
{
throw new NotImplementedException(); // as we overriding the method Parse()
}
}
#if UNITY_EDITOR_OSX
private class StaticLibraryPostProcessor
{
private const string TempSourceLibrary = @"Temp/StagingArea/StaticLibraries";
[PostProcessBuildAttribute(1)]
public static void OnPostProcessBuild(BuildTarget target, string path)
{
// Early out if we are building for the simulator, as we don't
//currently generate burst libraries that will work for that.
if (IsForSimulator(target))
{
return;
}
// We only support AOT compilation for ios from a macos host (we require xcrun and the apple tool chains)
//for other hosts, we simply act as if burst is not being used (an error will be generated by the build aot step)
//this keeps the behaviour consistent with how it was before static linkage was introduced
if (target == BuildTarget.iOS)
{
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(BuildTarget.iOS);
// Early exit if burst is not activated
if (!aotSettingsForTarget.EnableBurstCompilation)
{
return;
}
PostAddStaticLibraries(path);
}
if (target == BuildTarget.tvOS)
{
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(BuildTarget.tvOS);
// Early exit if burst is not activated
if (!aotSettingsForTarget.EnableBurstCompilation)
{
return;
}
PostAddStaticLibraries(path);
}
}
private static void PostAddStaticLibraries(string path)
{
var assm = AppDomain.CurrentDomain.GetAssemblies().SingleOrDefault(assembly =>
assembly.GetName().Name == "UnityEditor.iOS.Extensions.Xcode");
Type PBXType = assm?.GetType("UnityEditor.iOS.Xcode.PBXProject");
Type PBXSourceTree = assm?.GetType("UnityEditor.iOS.Xcode.PBXSourceTree");
if (PBXType != null && PBXSourceTree != null)
{
var project = Activator.CreateInstance(PBXType, null);
var _sGetPBXProjectPath = PBXType.GetMethod("GetPBXProjectPath");
var _ReadFromFile = PBXType.GetMethod("ReadFromFile");
var _sGetUnityTargetName = PBXType.GetMethod("GetUnityTargetName");
var _AddFileToBuild = PBXType.GetMethod("AddFileToBuild");
var _AddFile = PBXType.GetMethod("AddFile");
var _WriteToString = PBXType.GetMethod("WriteToString");
var sourcetree = new EnumConverter(PBXSourceTree).ConvertFromString("Source");
string sPath = (string)_sGetPBXProjectPath?.Invoke(null, new object[] { path });
_ReadFromFile?.Invoke(project, new object[] { sPath });
#if UNITY_2019_3_OR_NEWER
var _TargetGuidByName = PBXType.GetMethod("GetUnityFrameworkTargetGuid");
string g = (string) _TargetGuidByName?.Invoke(project, null);
#else
var _TargetGuidByName = PBXType.GetMethod("TargetGuidByName");
string tn = (string) _sGetUnityTargetName?.Invoke(null, null);
string g = (string) _TargetGuidByName?.Invoke(project, new object[] {tn});
#endif
var srcPath = TempSourceLibrary;
var dstPath = "Libraries";
var dstCopyPath = Path.Combine(path, dstPath);
var burstCppLinkFile = "lib_burst_generated.cpp";
var lib32Name = $"{DefaultLibraryName}32.a";
var lib64Name = $"{DefaultLibraryName}64.a";
var lib32SrcPath = Path.Combine(srcPath, lib32Name);
var lib64SrcPath = Path.Combine(srcPath, lib64Name);
var lib32Exists = File.Exists(lib32SrcPath);
var lib64Exists = File.Exists(lib64SrcPath);
var numLibs = (lib32Exists?1:0)+(lib64Exists?1:0);
if (numLibs==0)
{
return; // No libs, so don't write the cpp either
}
var libsCombine=new string [numLibs];
var libsIdx=0;
if (lib32Exists) libsCombine[libsIdx++] = lib32SrcPath;
if (lib64Exists) libsCombine[libsIdx++] = lib64SrcPath;
// Combine the static libraries into a single file to support newer xcode build systems
var libName = $"{DefaultLibraryName}.a";
RunLipo(libsCombine, Path.Combine(dstCopyPath, libName));
AddLibToProject(project, _AddFileToBuild, _AddFile, sourcetree, g, dstPath, libName);
// Additionally we need a small cpp file (weak symbols won't unfortunately override directly from the libs
//presumably due to link order?
string cppPath = Path.Combine(dstCopyPath, burstCppLinkFile);
File.WriteAllText(cppPath, @"
extern ""C""
{
void Staticburst_initialize(void* );
void* StaticBurstStaticMethodLookup(void* );
int burst_enable_static_linkage = 1;
void burst_initialize(void* i) { Staticburst_initialize(i); }
void* BurstStaticMethodLookup(void* i) { return StaticBurstStaticMethodLookup(i); }
}
");
cppPath = Path.Combine(dstPath, burstCppLinkFile);
string fileg = (string)_AddFile?.Invoke(project, new object[] { cppPath, cppPath, sourcetree });
_AddFileToBuild?.Invoke(project, new object[] { g, fileg });
string pstring = (string)_WriteToString?.Invoke(project, null);
File.WriteAllText(sPath, pstring);
}
}
private static void AddLibToProject(object project, System.Reflection.MethodInfo _AddFileToBuild, System.Reflection.MethodInfo _AddFile, object sourcetree, string g, string dstPath, string lib32Name)
{
string fg = (string)_AddFile?.Invoke(project,
new object[] { Path.Combine(dstPath, lib32Name), Path.Combine(dstPath, lib32Name), sourcetree });
_AddFileToBuild?.Invoke(project, new object[] { g, fg });
}
}
#endif
}
}
#endif