9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
1.8 KiB
1.8 KiB
AssumeRange attribute
Use the AssumeRange
attribute to tell Burst that a given scalar-integer lies within a certain constrained range. If Burst has this information, it can improve the performance of your application. The following code is an example of this:
[return:AssumeRange(0u, 13u)]
static uint WithConstrainedRange([AssumeRange(0, 26)] int x)
{
return (uint)x / 2u;
}
This example tells Burst the following:
- The variable
x
is in the closed-interval range[0..26]
, or more plainly thatx >= 0 && x <= 26
. - The return value from
WithConstrainedRange
is in the closed-interval range[0..13]
, or more plainly thatx >= 0 && x <= 13
.
Burst uses these assumptions to create better code generation. However, there are some restrictions:
- You can only place these on scalar-integer (signed or unsigned) types.
- The type of the range arguments must match the type being attributed.
Burst has deductions for the .Length
property of NativeArray
and NativeSlice
which indicates that these always return non-negative integers:
static bool IsLengthNegative(NativeArray<float> na)
{
// Burst always replaces this with the constant false
return na.Length < 0;
}
For example, if you have a container like the following:
struct MyContainer
{
public int Length;
// Some other data...
}
The following example shows how to tell Burst that Length
is always a positive integer:
struct MyContainer
{
private int _length;
[return: AssumeRange(0, int.MaxValue)]
private int LengthGetter()
{
return _length;
}
public int Length
{
get => LengthGetter();
set => _length = value;
}
// Some other data...
}