#if UNITY_EDITOR using System.Diagnostics; using UnityEditor; namespace Unity.Burst.Editor { /// /// Responsible to synchronize with the menu /// 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"; /// /// true if the menu options are synchronized with /// 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