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