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