Firstborn/Library/PackageCache/com.unity.burst@1.8.4/Runtime/BurstRuntime.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

197 lines
7.9 KiB
C#

using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Text;
namespace Unity.Burst
{
/// <summary>
/// Provides helper intrinsics that can be used at runtime.
/// </summary>
#if BURST_COMPILER_SHARED
internal static class BurstRuntimeInternal
#else
public static class BurstRuntime
#endif
{
/// <summary>
/// Gets a 32-bits hashcode from a type computed for the <see cref="System.Type.AssemblyQualifiedName"/>
/// </summary>
/// <typeparam name="T">The type to compute the hash from</typeparam>
/// <returns>The 32-bit hashcode.</returns>
public static int GetHashCode32<T>()
{
#if !UNITY_DOTSRUNTIME_IL2CPP
return HashCode32<T>.Value;
#else
// DOTS Runtime IL2CPP Builds do not use C#'s lazy static initialization order (it uses a C like order, aka random)
// As such we cannot rely on static init for caching types since any static constructor calling this function
// may return uninitialized/default-initialized memory
return HashStringWithFNV1A32(typeof(T).AssemblyQualifiedName);
#endif
}
/// <summary>
/// Gets a 32-bits hashcode from a type computed for the <see cref="System.Type.AssemblyQualifiedName"/>
/// This method cannot be used from a burst job.
/// </summary>
/// <param name="type">The type to compute the hash from</param>
/// <returns>The 32-bit hashcode.</returns>
public static int GetHashCode32(Type type)
{
return HashStringWithFNV1A32(type.AssemblyQualifiedName);
}
/// <summary>
/// Gets a 64-bits hashcode from a type computed for the <see cref="System.Type.AssemblyQualifiedName"/>
/// </summary>
/// <typeparam name="T">The type to compute the hash from</typeparam>
/// <returns>The 64-bit hashcode.</returns>
public static long GetHashCode64<T>()
{
#if !UNITY_DOTSRUNTIME_IL2CPP
return HashCode64<T>.Value;
#else
// DOTS Runtime IL2CPP Builds do not use C#'s lazy static initialization order (it uses a C like order, aka random)
// As such we cannot rely on static init for caching types since any static constructor calling this function
// may return uninitialized/default-initialized memory
return HashStringWithFNV1A64(typeof(T).AssemblyQualifiedName);
#endif
}
/// <summary>
/// Gets a 64-bits hashcode from a type computed for the <see cref="System.Type.AssemblyQualifiedName"/>.
/// This method cannot be used from a burst job.
/// </summary>
/// <param name="type">Type to calculate a hash for</param>
/// <returns>The 64-bit hashcode.</returns>
public static long GetHashCode64(Type type)
{
return HashStringWithFNV1A64(type.AssemblyQualifiedName);
}
// method internal as it is used by the compiler directly
internal static int HashStringWithFNV1A32(string text)
{
// Using http://www.isthe.com/chongo/tech/comp/fnv/index.html#FNV-1a
// with basis and prime:
const uint offsetBasis = 2166136261;
const uint prime = 16777619;
uint result = offsetBasis;
foreach (var c in text)
{
result = prime * (result ^ (byte)(c & 255));
result = prime * (result ^ (byte)(c >> 8));
}
return (int)result;
}
// method internal as it is used by the compiler directly
// WARNING: This **must** be kept in sync with the definition in ILPostProcessing.cs!
internal static long HashStringWithFNV1A64(string text)
{
// Using http://www.isthe.com/chongo/tech/comp/fnv/index.html#FNV-1a
// with basis and prime:
const ulong offsetBasis = 14695981039346656037;
const ulong prime = 1099511628211;
ulong result = offsetBasis;
foreach (var c in text)
{
result = prime * (result ^ (byte)(c & 255));
result = prime * (result ^ (byte)(c >> 8));
}
return (long)result;
}
private struct HashCode32<T>
{
public static readonly int Value = HashStringWithFNV1A32(typeof(T).AssemblyQualifiedName);
}
private struct HashCode64<T>
{
public static readonly long Value = HashStringWithFNV1A64(typeof(T).AssemblyQualifiedName);
}
#if !BURST_COMPILER_SHARED
/// <summary>
/// Allows for loading additional Burst native libraries
/// Important: Designed for Play mode / Desktop Standalone Players ONLY
/// In Editor, any libraries that have been loaded will be unloaded on exit of playmode
/// Only supported from 2021.1 and later. You can use BurstCompiler.IsLoadAdditionalLibrarySupported() to confirm it is available.
/// </summary>
/// <param name="pathToLibBurstGenerated">Absolute filesystem location of bursted library to load</param>
/// <returns>true if the library was loaded successfully</returns>
public static bool LoadAdditionalLibrary(string pathToLibBurstGenerated)
{
if (BurstCompiler.IsLoadAdditionalLibrarySupported())
{
return LoadAdditionalLibraryInternal(pathToLibBurstGenerated);
}
return false;
}
internal static bool LoadAdditionalLibraryInternal(string pathToLibBurstGenerated)
{
#if !UNITY_DOTSRUNTIME
return (bool)typeof(Unity.Burst.LowLevel.BurstCompilerService).GetMethod("LoadBurstLibrary").Invoke(null, new object[] { pathToLibBurstGenerated });
#else
return false;
#endif
}
#if UNITY_2022_1_OR_NEWER
[Preserve]
internal static unsafe void RuntimeLog(byte* message, int logType, byte* fileName, int lineNumber)
{
Unity.Burst.LowLevel.BurstCompilerService.RuntimeLog((byte*) 0, (Unity.Burst.LowLevel.BurstCompilerService.BurstLogType)logType, message, fileName, lineNumber);
}
#endif
internal static void Initialize()
{
}
// Prevent BurstCompilerService.Log from being stripped, introduce PreserveAttribute to avoid
//requiring a unityengine using directive, il2cpp will see the attribute and know to not strip
//the Log method and its BurstCompilerService.Log dependency
internal class PreserveAttribute : System.Attribute {}
[Preserve]
internal static void PreventRequiredAttributeStrip()
{
new BurstDiscardAttribute();
// We also need to retain [Condition("UNITY_ASSERTION")] attributes in order to compile
// some assertion correctly (i.e. not compile them)
new ConditionalAttribute("HEJSA");
}
[Preserve]
internal static unsafe void Log(byte* message, int logType, byte* fileName, int lineNumber)
{
Unity.Burst.LowLevel.BurstCompilerService.Log((byte*) 0, (Unity.Burst.LowLevel.BurstCompilerService.BurstLogType)logType, message, (byte*) 0, lineNumber);
}
#endif // !BURST_COMPILER_SHARED
/// <summary>
/// Return a pointer to read-only memory consisting of the literal UTF-8 bytes of a string constant.
/// </summary>
/// <param name="str">A string which must a string literal</param>
/// <param name="byteCount">Receives the number of UTF-8 encoded bytes the constant contains (excluding null terminator)</param>
/// <returns>A pointer to constant data representing the UTF-8 encoded bytes of the string literal, terminated with a null terminator</returns>
public unsafe static byte* GetUTF8LiteralPointer(string str, out int byteCount)
{
throw new NotImplementedException("This function only works from Burst");
}
}
}