b486678290
Library -Artifacts
85 lines
4.2 KiB
C#
85 lines
4.2 KiB
C#
using System;
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namespace Unity.Collections
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{
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/// <summary>
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/// Documents and enforces (via generated tests) that the tagged method or property has to stay burst compatible.
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/// </summary>
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/// <remarks>This attribute cannot be used with private methods or properties.</remarks>
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Property | AttributeTargets.Constructor, AllowMultiple = true)]
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public class BurstCompatibleAttribute : Attribute
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{
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/// <summary>
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/// Burst compatible compile target.
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/// </summary>
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public enum BurstCompatibleCompileTarget
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{
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/// <summary>
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/// Player.
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/// </summary>
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Player,
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/// <summary>
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/// Editor.
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/// </summary>
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Editor,
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/// <summary>
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/// Player and editor.
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/// </summary>
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PlayerAndEditor
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}
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/// <summary>
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/// Types to be used for the declared generic type or method.
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/// </summary>
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/// <remarks>
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/// The generic type arguments are tracked separately for types and methods. Say a generic type also contains
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/// a generic method, like in the case of Foo<T>.Bar<U>(T baz, U blah). You must specify
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/// GenericTypeArguments for Foo and also for Bar to establish the concrete types for T and U. When code
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/// generation occurs for the Burst compatibility tests, any time T appears (in the definition of Foo)
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/// it will be replaced with the generic type argument you specified for Foo and whenever U appears
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/// (in method Bar's body) it will be replaced by whatever generic type argument you specified for the method
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/// Bar.
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/// </remarks>
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public Type[] GenericTypeArguments { get; set; }
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/// <summary>
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/// Specifies the symbol that must be defined in order for the method to be tested for Burst compatibility.
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/// </summary>
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public string RequiredUnityDefine = null;
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/// <summary>
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/// Specifies whether code should be Burst compiled for the player, editor, or both.
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/// </summary>
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/// <remarks>
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/// When set to BurstCompatibleCompileTarget.Editor, the generated Burst compatibility code will be
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/// surrounded by #if UNITY_EDITOR to ensure that the Burst compatibility test will only be executed in the
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/// editor. The code will be compiled with Burst function pointers. If you have a non-null RequiredUnityDefine,
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/// an #if with the RequiredUnityDefine will also be emitted.<para/> <para/>
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///
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/// When set to BurstCompatibilityCompileTarget.Player, the generated Burst compatibility code will
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/// only be surrounded by an #if containing the RequiredUnityDefine (or nothing if RequiredUnityDefine is null).
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/// Instead of compiling with Burst function pointers, a player build is started where the Burst AOT compiler
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/// will verify the Burst compatibility. This is done to speed up Burst compilation for the compatibility tests
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/// since Burst function pointer compilation is not done in parallel.<para/> <para/>
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///
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/// When set to BurstCompatibilityCompileTarget.PlayerAndEditor, the generated Burst compatibility code will
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/// only be surrounded by an #if containing the RequiredUnityDefine (or nothing if RequiredUnityDefine is null).
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/// The code will be compiled both by the editor (using Burst function pointers) and with a player build (using
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/// Burst AOT).<para/> <para/>
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///
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/// For best performance of the Burst compatibility tests, prefer to use BurstCompatibilityCompileTarget.Player
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/// as much as possible.
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/// </remarks>
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public BurstCompatibleCompileTarget CompileTarget = BurstCompatibleCompileTarget.Player;
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}
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/// <summary>
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/// Internal attribute to state that a method is not burst compatible even though the containing type is.
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/// </summary>
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[AttributeUsage(AttributeTargets.Method | AttributeTargets.Property | AttributeTargets.Constructor)]
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public class NotBurstCompatibleAttribute : Attribute
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{
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}
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}
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