Firstborn/Library/PackageCache/com.unity.burst@1.8.4/Runtime/Editor/BurstLoader.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

667 lines
26 KiB
C#

#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using Unity.Burst.LowLevel;
using Unity.Profiling;
using Unity.Profiling.LowLevel;
using Unity.Profiling.LowLevel.Unsafe;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEditor.Scripting.ScriptCompilation;
using UnityEngine;
namespace Unity.Burst.Editor
{
/// <summary>
/// Main entry point for initializing the burst compiler service for both JIT and AOT
/// </summary>
[InitializeOnLoad]
internal class BurstLoader
{
private const int BURST_PROTOCOL_VERSION = 1;
// Cache the delegate to make sure it doesn't get collected.
private static readonly BurstCompilerService.ExtractCompilerFlags TryGetOptionsFromMemberDelegate = TryGetOptionsFromMember;
/// <summary>
/// Gets the location to the runtime path of burst.
/// </summary>
public static string RuntimePath { get; private set; }
public static bool IsDebugging { get; private set; }
public static bool SafeShutdown { get; private set; }
public static int ProtocolVersion { get; private set; }
private static void VersionUpdateCheck()
{
var seek = "com.unity.burst@";
var first = RuntimePath.LastIndexOf(seek);
var last = RuntimePath.LastIndexOf(".Runtime");
string version;
if (first == -1 || last == -1 || last <= first)
{
version = "Unknown";
}
else
{
first += seek.Length;
last -= 1;
version = RuntimePath.Substring(first, last - first);
}
var result = BurstCompiler.VersionNotify(version);
// result will be empty if we are shutting down, and thus we shouldn't popup a dialog
if (!String.IsNullOrEmpty(result) && result != version)
{
if (IsDebugging)
{
UnityEngine.Debug.LogWarning($"[com.unity.burst] - '{result}' != '{version}'");
}
OnVersionChangeDetected();
}
}
private static bool UnityBurstRuntimePathOverwritten(out string path)
{
path = Environment.GetEnvironmentVariable("UNITY_BURST_RUNTIME_PATH");
return Directory.Exists(path);
}
private static void OnVersionChangeDetected()
{
// Write marker file to tell Burst to delete the cache at next startup.
try
{
File.Create(Path.Combine(BurstCompilerOptions.DefaultCacheFolder, BurstCompilerOptions.DeleteCacheMarkerFileName)).Dispose();
}
catch (IOException)
{
// In the unlikely scenario that two processes are creating this marker file at the same time,
// and one of them fails, do nothing because the other one has hopefully succeeded.
}
// Skip checking if we are using an explicit runtime path.
if (!UnityBurstRuntimePathOverwritten(out var _))
{
EditorUtility.DisplayDialog("Burst Package Update Detected", "The version of Burst used by your project has changed. Please restart the Editor to continue.", "OK");
BurstCompiler.Shutdown();
}
}
private static CompilationTaskReason _currentBuildKind;
static BurstLoader()
{
if (BurstCompilerOptions.ForceDisableBurstCompilation)
{
if (!BurstCompilerOptions.IsSecondaryUnityProcess)
{
UnityEngine.Debug.LogWarning("[com.unity.burst] Burst is disabled entirely from the command line");
}
return;
}
// This can be setup to get more diagnostics
var debuggingStr = Environment.GetEnvironmentVariable("UNITY_BURST_DEBUG");
IsDebugging = debuggingStr != null;
if (IsDebugging)
{
UnityEngine.Debug.LogWarning("[com.unity.burst] Extra debugging is turned on.");
}
// Try to load the runtime through an environment variable
if (!UnityBurstRuntimePathOverwritten(out var path))
{
// Otherwise try to load it from the package itself
path = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
}
RuntimePath = path;
if (IsDebugging)
{
UnityEngine.Debug.LogWarning($"[com.unity.burst] Runtime directory set to {RuntimePath}");
}
BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMemberDelegate);
ProtocolVersion = BurstCompiler.RequestSetProtocolVersion(BURST_PROTOCOL_VERSION);
BurstCompiler.Initialize(GetAssemblyFolders());
// It's important that this call comes *after* BurstCompilerService.Initialize,
// otherwise any calls from within EnsureSynchronized to BurstCompilerService,
// such as BurstCompiler.Disable(), will silently fail.
BurstEditorOptions.EnsureSynchronized();
EditorApplication.quitting += OnEditorApplicationQuitting;
CompilationPipeline.compilationStarted += OnCompilationStarted;
CompilationPipeline.compilationFinished += OnCompilationFinished;
// We use this internal event because it's the only way to get access to the ScriptAssembly.HasCompileErrors,
// which tells us whether C# compilation succeeded or failed for this assembly.
EditorCompilationInterface.Instance.assemblyCompilationFinished += OnAssemblyCompilationFinished;
#if UNITY_2022_2_OR_NEWER
CompilationPipeline.assemblyCompilationNotRequired += OnAssemblyCompilationNotRequired;
#endif
EditorApplication.playModeStateChanged += EditorApplicationOnPlayModeStateChanged;
AppDomain.CurrentDomain.DomainUnload += OnDomainUnload;
SafeShutdown = false;
UnityEditor.PackageManager.Events.registeringPackages += PackageRegistrationEvent;
SafeShutdown = BurstCompiler.IsApiAvailable("SafeShutdown");
if (!SafeShutdown)
{
VersionUpdateCheck();
}
// Notify the compiler about a domain reload
if (IsDebugging)
{
UnityEngine.Debug.Log("Burst - Domain Reload");
}
BurstCompiler.OnProgress += OnProgress;
BurstCompiler.EagerCompilationLoggingEnabled = true;
// Make sure BurstRuntime is initialized. This needs to happen before BurstCompiler.DomainReload,
// because that can cause calls to BurstRuntime.Log.
BurstRuntime.Initialize();
// Notify the JitCompilerService about a domain reload
BurstCompiler.SetDefaultOptions();
BurstCompiler.DomainReload();
BurstCompiler.OnProfileBegin += OnProfileBegin;
BurstCompiler.OnProfileEnd += OnProfileEnd;
BurstCompiler.SetProfilerCallbacks();
BurstCompiler.InitialiseDebuggerHooks();
}
private static bool _isQuitting;
private static void OnEditorApplicationQuitting()
{
_isQuitting = true;
}
public static Action OnBurstShutdown;
private static void PackageRegistrationEvent(UnityEditor.PackageManager.PackageRegistrationEventArgs obj)
{
bool requireCleanup = false;
if (SafeShutdown)
{
foreach (var changed in obj.changedFrom)
{
if (changed.name.Contains("com.unity.burst"))
{
requireCleanup = true;
break;
}
}
}
foreach (var removed in obj.removed)
{
if (removed.name.Contains("com.unity.burst"))
{
requireCleanup = true;
}
}
if (requireCleanup)
{
OnBurstShutdown?.Invoke();
if (!SafeShutdown)
{
EditorUtility.DisplayDialog("Burst Package Has Been Removed", "Please restart the Editor to continue.", "OK");
}
BurstCompiler.Shutdown();
}
}
// Don't initialize to 0 because that could be a valid progress ID.
private static int BurstProgressId = -1;
// If this enum changes, update the benchmarks tool accordingly as we rely on integer value related to this enum
internal enum BurstEagerCompilationStatus
{
NotScheduled,
Scheduled,
Completed
}
// For the time being, this field is only read through reflection
internal static BurstEagerCompilationStatus EagerCompilationStatus;
private static void OnProgress(int current, int total)
{
if (current == total)
{
EagerCompilationStatus = BurstEagerCompilationStatus.Completed;
}
// OnProgress is called from a background thread,
// but we need to update the progress UI on the main thread.
EditorApplication.CallDelayed(() =>
{
if (current == total)
{
// We've finished - remove progress bar.
if (Progress.Exists(BurstProgressId))
{
Progress.Remove(BurstProgressId);
BurstProgressId = -1;
}
}
else
{
// Do we need to create the progress bar?
if (!Progress.Exists(BurstProgressId))
{
BurstProgressId = Progress.Start(
"Burst",
"Compiling...",
Progress.Options.Unmanaged);
}
Progress.Report(
BurstProgressId,
current / (float)total,
$"Compiled {current} / {total} libraries");
}
});
}
[ThreadStatic]
private static Dictionary<string, IntPtr> ProfilerMarkers;
private static unsafe void OnProfileBegin(string markerName, string metadataName, string metadataValue)
{
if (ProfilerMarkers == null)
{
// Initialize thread-static dictionary.
ProfilerMarkers = new Dictionary<string, IntPtr>();
}
if (!ProfilerMarkers.TryGetValue(markerName, out var markerPtr))
{
ProfilerMarkers.Add(markerName, markerPtr = ProfilerUnsafeUtility.CreateMarker(
markerName,
ProfilerUnsafeUtility.CategoryScripts,
MarkerFlags.Script,
metadataName != null ? 1 : 0));
// metadataName is assumed to be consistent for a given markerName.
if (metadataName != null)
{
ProfilerUnsafeUtility.SetMarkerMetadata(
markerPtr,
0,
metadataName,
(byte)ProfilerMarkerDataType.String16,
(byte)ProfilerMarkerDataUnit.Undefined);
}
}
if (metadataName != null && metadataValue != null)
{
fixed (char* methodNamePtr = metadataValue)
{
var metadata = new ProfilerMarkerData
{
Type = (byte)ProfilerMarkerDataType.String16,
Size = ((uint)metadataValue.Length + 1) * 2,
Ptr = methodNamePtr
};
ProfilerUnsafeUtility.BeginSampleWithMetadata(markerPtr, 1, &metadata);
}
}
else
{
ProfilerUnsafeUtility.BeginSample(markerPtr);
}
}
private static void OnProfileEnd(string markerName)
{
if (ProfilerMarkers == null)
{
// If we got here it means we had a domain reload between when we called profile begin and
// now profile end, and so we need to bail out.
return;
}
if (!ProfilerMarkers.TryGetValue(markerName, out var markerPtr))
{
return;
}
ProfilerUnsafeUtility.EndSample(markerPtr);
}
private static void EditorApplicationOnPlayModeStateChanged(PlayModeStateChange state)
{
if (IsDebugging)
{
UnityEngine.Debug.Log($"Burst - Change of Editor State: {state}");
}
switch (state)
{
case PlayModeStateChange.ExitingPlayMode:
// Cleanup any loaded burst natives so users have a clean point to update the libraries.
BurstCompiler.UnloadAdditionalLibraries();
break;
}
}
enum CompilationTaskReason
{
IsForEditor, // Compilation should proceed as its for an editor build
IsForPlayer, // Skip this compilation
IsForPreviousScriptingMode, // We are about to enter a domain reload, don't start any new compilations
IsForAssemblyBuilder, // Request is coming from an 'AssemblyBuilder' and should be skipped as not supported
}
static CompilationTaskReason CurrentCompilationTaskShouldStart()
{
try
{
if (BurstCompiler.WasScriptDebugInfoEnabledAtDomainReload != UnityEditor.Compilation.CompilationPipeline.IsScriptDebugInfoEnabled())
{
// If the scripting compilation mode has changed since we last had our domain reloaded, then we ignore all requests, and act as if
//loading for the first time. This is to avoid having compilations kick off right before a Shutdown triggered by domain reload, that
//would cause the a significant stall as we had to wait for those compilations to finish, thus blocking the main thread.
return CompilationTaskReason.IsForPreviousScriptingMode;
}
var inst = EditorCompilationInterface.Instance;
#if UNITY_2021_1_OR_NEWER
var editorCompilationType = inst.GetType();
var activeBeeBuildField = editorCompilationType.GetField("_currentBeeScriptCompilationState", BindingFlags.Instance | BindingFlags.NonPublic);
if (activeBeeBuildField == null)
{
activeBeeBuildField = editorCompilationType.GetField("activeBeeBuild", BindingFlags.Instance | BindingFlags.NonPublic);
}
var activeBeeBuild = activeBeeBuildField.GetValue(inst);
// If a user is doing an `AssemblyBuilder` compilation, we do not support that in Burst.
// This seems to manifest as a null `activeBeeBuild`, so we bail here if that happens.
if (activeBeeBuild == null)
{
return CompilationTaskReason.IsForAssemblyBuilder;
}
var settings = activeBeeBuild.GetType().GetProperty("settings", BindingFlags.IgnoreCase | BindingFlags.Public | BindingFlags.Instance).GetValue(activeBeeBuild);
var opt = (EditorScriptCompilationOptions)settings.GetType().GetProperty("CompilationOptions").GetValue(settings);
#else
var task = inst.GetType()
.GetField("compilationTask", BindingFlags.Instance | BindingFlags.NonPublic)
.GetValue(inst);
// If a user is doing an `AssemblyBuilder` compilation, we do not support that in Burst.
// This seems to manifest as a null `task`, so we bail here if that happens.
if (task == null)
{
return CompilationTaskReason.IsForAssemblyBuilder;
}
var opt = (EditorScriptCompilationOptions)task.GetType()
.GetField("options", BindingFlags.Instance | BindingFlags.NonPublic)
.GetValue(task);
#endif
#if UNITY_2022_2_OR_NEWER
if ((opt & EditorScriptCompilationOptions.BuildingSkipCompile) != 0)
{
return CompilationTaskReason.IsForPlayer;
}
#endif
if ((opt & EditorScriptCompilationOptions.BuildingForEditor) != 0)
{
return CompilationTaskReason.IsForEditor;
}
return CompilationTaskReason.IsForPlayer;
}
catch (Exception ex)
{
UnityEngine.Debug.LogWarning("Burst - Unknown private compilation pipeline API\nAssuming editor build\n" + ex.ToString());
return CompilationTaskReason.IsForEditor;
}
}
private static void OnCompilationStarted(object value)
{
_currentBuildKind = CurrentCompilationTaskShouldStart();
if (_currentBuildKind != CompilationTaskReason.IsForEditor)
{
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - not handling '{value}' because '{_currentBuildKind}'");
}
return;
}
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - compilation started for '{value}'");
}
BurstCompiler.NotifyCompilationStarted(GetAssemblyFolders());
}
private static string[] GetAssemblyFolders()
{
var assemblyFolders = new HashSet<string>();
// First, we get the path to Mono system libraries. This will be something like
// <EditorPath>/Data/MonoBleedingEdge/lib/mono/unityjit-win32
//
// You might think we could use MonoLibraryHelpers.GetSystemReferenceDirectories
// here, but we can't, because that returns the _reference assembly_ directories,
// not the actual implementation assembly directory.
assemblyFolders.Add(Path.GetDirectoryName(typeof(object).Assembly.Location));
// Now add the default assembly search paths.
// This will include
// - Unity dlls in <EditorPath>/Data/Managed and <EditorPath>/Data/Managed/UnityEngine
// - Platform support dlls e.g. <EditorPath>/Data/PlaybackEngines/WindowsStandaloneSupport
// - Package paths. These are interesting because they are "virtual" paths, of the form
// Packages/<MyPackageName>. They need to be resolved to physical paths.
// - Library/ScriptAssemblies. This needs to be resolved to the full path.
var defaultAssemblySearchPaths = AssemblyHelper.GetDefaultAssemblySearchPaths();
var packagesLookup = GetPackagesLookup();
foreach (var searchPath in defaultAssemblySearchPaths)
{
if (TryResolvePath(searchPath, packagesLookup, out var resolvedPath))
{
assemblyFolders.Add(resolvedPath);
}
}
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - AssemblyFolders : \n{string.Join("\n", assemblyFolders)}");
}
return assemblyFolders.ToArray();
}
private static Dictionary<string, string> GetPackagesLookup()
{
var packages = new Dictionary<string, string>();
// Fetch list of packages
#if UNITY_2021_1_OR_NEWER
var allPackages = UnityEditor.PackageManager.PackageInfo.GetAllRegisteredPackages();
#else
var allPackages = UnityEditor.PackageManager.PackageInfo.GetAll();
#endif
foreach (var p in allPackages)
{
packages.Add(p.name, p.resolvedPath);
}
return packages;
}
private const string PackagesPath = "Packages/";
private static readonly int PackagesPathLength = PackagesPath.Length;
private static bool TryResolvePath(string path, Dictionary<string, string> packagesLookup, out string resolvedPath)
{
if (path.StartsWith("Packages/", StringComparison.InvariantCulture))
{
var secondSlashIndex = path.IndexOf('/', PackagesPathLength);
var packageName = secondSlashIndex > -1
? path.Substring(PackagesPathLength, secondSlashIndex - PackagesPathLength)
: path.Substring(PackagesPathLength);
if (packagesLookup.TryGetValue(packageName, out var resolvedPathTemp))
{
path = secondSlashIndex > -1
? Path.Combine(resolvedPathTemp, path.Substring(secondSlashIndex + 1))
: resolvedPathTemp;
}
else
{
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - unknown package path '{path}'");
}
resolvedPath = null;
return false;
}
}
resolvedPath = Path.GetFullPath(path);
return true;
}
private static void OnCompilationFinished(object value)
{
if (_currentBuildKind!=CompilationTaskReason.IsForEditor)
{
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - ignoring finished compilation '{value}' because it's '{_currentBuildKind}'");
}
_currentBuildKind = CompilationTaskReason.IsForEditor;
return;
}
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - compilation finished for '{value}'");
}
BurstCompiler.NotifyCompilationFinished();
}
#if UNITY_2021_1_OR_NEWER
private static void OnAssemblyCompilationFinished(ScriptAssembly assembly, CompilerMessage[] messages)
#else
private static void OnAssemblyCompilationFinished(ScriptAssembly assembly, CompilerMessage[] messages, EditorScriptCompilationOptions options)
#endif
{
if (_currentBuildKind!=CompilationTaskReason.IsForEditor)
{
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - ignoring '{assembly.Filename}' because it's '{_currentBuildKind}'");
}
return;
}
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - Assembly compilation finished for '{assembly.Filename}'");
}
if (assembly.HasCompileErrors)
{
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - ignoring '{assembly.Filename}' because it failed C# compilation");
}
return;
}
BurstCompiler.NotifyAssemblyCompilationFinished(Path.GetFileNameWithoutExtension(assembly.Filename));
}
private static void OnAssemblyCompilationNotRequired(string arg1)
{
if (_currentBuildKind!=CompilationTaskReason.IsForEditor)
{
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - ignoring '{arg1}' because it's '{_currentBuildKind}'");
}
return;
}
if (IsDebugging)
{
UnityEngine.Debug.Log($"{DateTime.UtcNow} Burst - Assembly compilation not required for '{arg1}'");
}
BurstCompiler.NotifyAssemblyCompilationNotRequired(Path.GetFileNameWithoutExtension(arg1));
}
private static bool TryGetOptionsFromMember(MemberInfo member, out string flagsOut)
{
return BurstCompiler.Options.TryGetOptions(member, true, out flagsOut);
}
private static void OnDomainUnload(object sender, EventArgs e)
{
if (IsDebugging)
{
UnityEngine.Debug.Log($"Burst - OnDomainUnload");
}
BurstCompiler.Cancel();
// This check here is to execute shutdown after all OnDisable's. EditorApplication.quitting event is called before OnDisable's, so we need to shutdown in here.
if (_isQuitting)
{
BurstCompiler.Shutdown();
}
// Because of a check in Unity (specifically SCRIPTINGAPI_THREAD_AND_SERIALIZATION_CHECK),
// we are not allowed to call thread-unsafe methods (like Progress.Exists) after the
// kApplicationTerminating bit has been set. And because the domain is unloaded
// (thus triggering AppDomain.DomainUnload) *after* that bit is set, we can't call Progress.Exists
// during shutdown. So we check _isQuitting here. When quitting, it's fine for the progress item
// not to be removed since it's all being torn down anyway.
if (!_isQuitting && Progress.Exists(BurstProgressId))
{
Progress.Remove(BurstProgressId);
BurstProgressId = -1;
}
}
}
}
#endif