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

136 lines
5.7 KiB
C#
Raw Normal View History

2023-03-28 13:24:16 -04:00
#if UNITY_EDITOR
using System.Diagnostics;
using UnityEditor;
namespace Unity.Burst.Editor
{
/// <summary>
/// Responsible to synchronize <see cref="BurstCompiler.Options"/> with the menu
/// </summary>
internal static class BurstEditorOptions
{
// Properties stored in SessionState (survive between domain reloads, but stays alive only during the life of the editor)
private const string EnableBurstSafetyChecksText = "BurstSafetyChecks";
// Properties stored in EditorPrefs (survive between editor restart)
private const string EnableBurstCompilationText = "BurstCompilation";
private const string EnableBurstTimingsText = "BurstShowTimings";
private const string EnableBurstCompileSynchronouslyText = "BurstCompileSynchronously";
private const string EnableBurstDebugText = "BurstDebug";
private const string ForceEnableBurstSafetyChecksText = "BurstForceSafetyChecks";
/// <summary>
/// <c>true</c> if the menu options are synchronized with <see cref="BurstCompiler.Options"/>
/// </summary>
private static bool _isSynchronized;
public static void EnsureSynchronized()
{
GetGlobalOptions();
}
public static bool EnableBurstCompilation
{
get => GetGlobalOptions().EnableBurstCompilation;
set
{
var enabled = GetGlobalOptions().EnableBurstCompilation;
GetGlobalOptions().EnableBurstCompilation = value;
if (!enabled && value)
{
// Must be called AFTER we actually enable compilation
BurstCompiler.TriggerUnsafeStaticMethodRecompilation();
}
}
}
public static bool EnableBurstSafetyChecks
{
get => GetGlobalOptions().EnableBurstSafetyChecks;
set => GetGlobalOptions().EnableBurstSafetyChecks = value;
}
public static bool EnableBurstCompileSynchronously
{
get => GetGlobalOptions().EnableBurstCompileSynchronously;
set => GetGlobalOptions().EnableBurstCompileSynchronously = value;
}
public static bool EnableBurstTimings
{
get => GetGlobalOptions().EnableBurstTimings;
set => GetGlobalOptions().EnableBurstTimings = value;
}
public static bool EnableBurstDebug
{
get => GetGlobalOptions().EnableBurstDebug;
set => GetGlobalOptions().EnableBurstDebug = value;
}
public static bool ForceEnableBurstSafetyChecks
{
get => GetGlobalOptions().ForceEnableBurstSafetyChecks;
set => GetGlobalOptions().ForceEnableBurstSafetyChecks = value;
}
private static BurstCompilerOptions GetGlobalOptions()
{
var global = BurstCompiler.Options;
// If options are not synchronize with our global instance, setup the sync
if (!_isSynchronized)
{
global.IsInitializing = true;
try
{
// Setup the synchronization
global.EnableBurstCompilation = EditorPrefs.GetBool(EnableBurstCompilationText, true);
global.EnableBurstCompileSynchronously = EditorPrefs.GetBool(EnableBurstCompileSynchronouslyText, false);
global.EnableBurstTimings = EditorPrefs.GetBool(EnableBurstTimingsText, false);
global.EnableBurstDebug = EditorPrefs.GetBool(EnableBurstDebugText, false);
global.ForceEnableBurstSafetyChecks = EditorPrefs.GetBool(ForceEnableBurstSafetyChecksText, false);
#if UNITY_2019_3_OR_NEWER
// Session only properties
global.EnableBurstSafetyChecks = SessionState.GetBool(EnableBurstSafetyChecksText, true);
#else
// In editors older than 2019.3, it's necessary to restart the Editor when changing safety check options.
// So to make it possible to actually set the safety checks option, we need to persist it.
global.EnableBurstSafetyChecks = EditorPrefs.GetBool(EnableBurstSafetyChecksText, true);
#endif
}
finally
{
global.IsInitializing = false;
}
global.OptionsChanged += GlobalOnOptionsChanged;
_isSynchronized = true;
}
return global;
}
private static void GlobalOnOptionsChanged()
{
var global = BurstCompiler.Options;
// We are not optimizing anything here, so whenever one option is set, we reset all of them
EditorPrefs.SetBool(EnableBurstCompilationText, global.EnableBurstCompilation);
EditorPrefs.SetBool(EnableBurstCompileSynchronouslyText, global.EnableBurstCompileSynchronously);
EditorPrefs.SetBool(EnableBurstTimingsText, global.EnableBurstTimings);
EditorPrefs.SetBool(EnableBurstDebugText, global.EnableBurstDebug);
EditorPrefs.SetBool(ForceEnableBurstSafetyChecksText, global.ForceEnableBurstSafetyChecks);
#if UNITY_2019_3_OR_NEWER
// Session only properties
SessionState.SetBool(EnableBurstSafetyChecksText, global.EnableBurstSafetyChecks);
#else
// In editors older than 2019.3, it's necessary to restart the Editor when changing safety check options.
// So to make it possible to actually set the safety checks option, we need to persist it.
EditorPrefs.SetBool(EnableBurstSafetyChecksText, global.EnableBurstSafetyChecks);
#endif
}
}
}
#endif