Firstborn/Library/PackageCache/com.unity.collections@1.4.0/Unity.Collections/BurstCompatibleAttribute.cs

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2023-03-28 13:24:16 -04:00
using System;
namespace Unity.Collections
{
/// <summary>
/// Documents and enforces (via generated tests) that the tagged method or property has to stay burst compatible.
/// </summary>
/// <remarks>This attribute cannot be used with private methods or properties.</remarks>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Property | AttributeTargets.Constructor, AllowMultiple = true)]
public class BurstCompatibleAttribute : Attribute
{
/// <summary>
/// Burst compatible compile target.
/// </summary>
public enum BurstCompatibleCompileTarget
{
/// <summary>
/// Player.
/// </summary>
Player,
/// <summary>
/// Editor.
/// </summary>
Editor,
/// <summary>
/// Player and editor.
/// </summary>
PlayerAndEditor
}
/// <summary>
/// Types to be used for the declared generic type or method.
/// </summary>
/// <remarks>
/// The generic type arguments are tracked separately for types and methods. Say a generic type also contains
/// a generic method, like in the case of Foo&lt;T&gt;.Bar&lt;U&gt;(T baz, U blah). You must specify
/// GenericTypeArguments for Foo and also for Bar to establish the concrete types for T and U. When code
/// generation occurs for the Burst compatibility tests, any time T appears (in the definition of Foo)
/// it will be replaced with the generic type argument you specified for Foo and whenever U appears
/// (in method Bar's body) it will be replaced by whatever generic type argument you specified for the method
/// Bar.
/// </remarks>
public Type[] GenericTypeArguments { get; set; }
/// <summary>
/// Specifies the symbol that must be defined in order for the method to be tested for Burst compatibility.
/// </summary>
public string RequiredUnityDefine = null;
/// <summary>
/// Specifies whether code should be Burst compiled for the player, editor, or both.
/// </summary>
/// <remarks>
/// When set to BurstCompatibleCompileTarget.Editor, the generated Burst compatibility code will be
/// surrounded by #if UNITY_EDITOR to ensure that the Burst compatibility test will only be executed in the
/// editor. The code will be compiled with Burst function pointers. If you have a non-null RequiredUnityDefine,
/// an #if with the RequiredUnityDefine will also be emitted.<para/> <para/>
///
/// When set to BurstCompatibilityCompileTarget.Player, the generated Burst compatibility code will
/// only be surrounded by an #if containing the RequiredUnityDefine (or nothing if RequiredUnityDefine is null).
/// Instead of compiling with Burst function pointers, a player build is started where the Burst AOT compiler
/// will verify the Burst compatibility. This is done to speed up Burst compilation for the compatibility tests
/// since Burst function pointer compilation is not done in parallel.<para/> <para/>
///
/// When set to BurstCompatibilityCompileTarget.PlayerAndEditor, the generated Burst compatibility code will
/// only be surrounded by an #if containing the RequiredUnityDefine (or nothing if RequiredUnityDefine is null).
/// The code will be compiled both by the editor (using Burst function pointers) and with a player build (using
/// Burst AOT).<para/> <para/>
///
/// For best performance of the Burst compatibility tests, prefer to use BurstCompatibilityCompileTarget.Player
/// as much as possible.
/// </remarks>
public BurstCompatibleCompileTarget CompileTarget = BurstCompatibleCompileTarget.Player;
}
/// <summary>
/// Internal attribute to state that a method is not burst compatible even though the containing type is.
/// </summary>
[AttributeUsage(AttributeTargets.Method | AttributeTargets.Property | AttributeTargets.Constructor)]
public class NotBurstCompatibleAttribute : Attribute
{
}
}