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