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!
1948 lines
89 KiB
C#
1948 lines
89 KiB
C#
#if UNITY_EDITOR && ENABLE_BURST_AOT
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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using UnityEditor;
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using UnityEditor.Android;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEditor.Compilation;
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using UnityEditor.Scripting;
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using UnityEditor.Scripting.ScriptCompilation;
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using UnityEditor.Scripting.Compilers;
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using UnityEditor.UnityLinker;
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using UnityEditor.Utils;
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using UnityEngine;
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using CompilerMessageType = UnityEditor.Scripting.Compilers.CompilerMessageType;
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using Debug = UnityEngine.Debug;
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#if UNITY_EDITOR_OSX
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using System.ComponentModel;
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using Unity.Burst.LowLevel;
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using UnityEditor.Callbacks;
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#endif
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namespace Unity.Burst.Editor
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{
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using static BurstCompilerOptions;
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internal class TargetCpus
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{
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public List<BurstTargetCpu> Cpus;
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public TargetCpus()
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{
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Cpus = new List<BurstTargetCpu>();
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}
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public TargetCpus(BurstTargetCpu single)
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{
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Cpus = new List<BurstTargetCpu>(1)
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{
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single
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};
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}
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public bool IsX86()
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{
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foreach (var cpu in Cpus)
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{
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switch (cpu)
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{
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case BurstTargetCpu.X86_SSE2:
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case BurstTargetCpu.X86_SSE4:
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return true;
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}
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}
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return false;
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}
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public override string ToString()
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{
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var result = "";
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var first = true;
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foreach (var cpu in Cpus)
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{
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if (first)
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{
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result += $"{cpu}";
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first = false;
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}
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else
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{
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result += $", {cpu}";
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}
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}
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return result;
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}
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public TargetCpus Clone()
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{
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var copy = new TargetCpus
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{
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Cpus = new List<BurstTargetCpu>(Cpus.Count)
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};
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foreach (var cpu in Cpus)
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{
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copy.Cpus.Add(cpu);
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}
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return copy;
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}
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}
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#if !ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API
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internal class LinkXMLGenerator : IUnityLinkerProcessor
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{
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public int callbackOrder => 1;
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public string GenerateAdditionalLinkXmlFile(BuildReport report, UnityLinkerBuildPipelineData data)
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{
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var linkXml = Path.GetFullPath(Path.Combine("Temp", BurstAotCompiler.BurstLinkXmlName));
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return linkXml;
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}
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public void OnBeforeRun(BuildReport report, UnityLinkerBuildPipelineData data)
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{
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}
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public void OnAfterRun(BuildReport report, UnityLinkerBuildPipelineData data)
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{
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}
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}
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#endif
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#if ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API
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internal class BurstAOTCompilerPostprocessor : IGenerateNativePluginsForAssemblies
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#else
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internal class BurstAOTCompilerPostprocessor : IPostBuildPlayerScriptDLLs
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#endif
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{
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public int callbackOrder => 0;
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#if ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API
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public IGenerateNativePluginsForAssemblies.PrepareResult PrepareOnMainThread(IGenerateNativePluginsForAssemblies.PrepareArgs args)
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{
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if (ForceDisableBurstCompilation)
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return new();
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DoSetup(args.report);
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return new()
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{
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additionalInputFiles = new[]
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{
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// Any files in this list will be scanned for changes, and any changes in these files will trigger
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// a rerun of the Burst compiler on the player build (even if the script assemblies have not changed).
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//
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// We add the settings so that changing any Burst setting will trigger a rebuild.
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BurstPlatformAotSettings.GetPath(BurstPlatformAotSettings.ResolveTarget(settings.summary.platform)),
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// We don't want to scan every file in the Burst package (though every file could potentially change
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// behavior). When working on Burst code locally, you may need to select "Clean Build" in the Build
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// settings window to force a rebuild to pick up the changes.
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//
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// But we add the compiler executable to have at least on file in the package. This should be good
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// enough for users. Because any change in Burst will come with a change of the Burst package
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// version, which will change the pathname for this file (which will then trigger a rebuild, even
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// if the contents have not changed).
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Path.Combine(BurstLoader.RuntimePath, BurstAotCompiler.BurstAotCompilerExecutable),
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},
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displayName = "Running Burst Compiler"
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};
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}
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public IGenerateNativePluginsForAssemblies.GenerateResult GenerateNativePluginsForAssemblies(IGenerateNativePluginsForAssemblies.GenerateArgs args)
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{
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if (ForceDisableBurstCompilation)
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return new ();
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if (Directory.Exists(BurstAotCompiler.OutputBaseFolder))
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Directory.Delete(BurstAotCompiler.OutputBaseFolder, true);
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var assemblies = args.assemblyFiles.Select(path => new Assembly(
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Path.GetFileNameWithoutExtension(path),
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path,
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Array.Empty<string>(),
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Array.Empty<string>(),
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Array.Empty<Assembly>(),
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Array.Empty<string>(),
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UnityEditor.Compilation.AssemblyFlags.None))
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// We don't run Burst on UnityEngine assemblies, so we skip them to save time
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.Where(a => !a.name.StartsWith("UnityEngine."))
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.ToArray();
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return new () { generatedPlugins = DoGenerate(assemblies).ToArray() };
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}
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#else
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public void OnPostBuildPlayerScriptDLLs(BuildReport report)
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{
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var step = report.BeginBuildStep("burst");
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try
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{
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DoSetup(report);
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DoGenerate(BurstAotCompiler.GetPlayerAssemblies(report))
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.ToList(); // Force enumeration
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}
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finally
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{
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report.EndBuildStep(step);
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}
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}
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#endif
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private BurstAotCompiler.BurstAOTSettings settings;
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public void DoSetup(BuildReport report)
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{
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settings = new BurstAotCompiler.BurstAOTSettings()
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{
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summary = report.summary,
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productName = PlayerSettings.productName
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};
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settings.aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(settings.summary.platform);
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settings.isSupported = BurstAotCompiler.IsSupportedPlatform(settings.summary.platform, settings.aotSettingsForTarget);
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if (settings.isSupported)
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{
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settings.targetPlatform = BurstAotCompiler.GetTargetPlatformAndDefaultCpu(settings.summary.platform,
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out settings.targetCpus, settings.aotSettingsForTarget);
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settings.combinations =
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BurstAotCompiler.CollectCombinations(settings.targetPlatform, settings.targetCpus,
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settings.summary);
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settings.scriptingBackend =
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#if UNITY_2021_2_OR_NEWER
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PlayerSettings.GetScriptingBackend(NamedBuildTarget.FromBuildTargetGroup(BuildPipeline.GetBuildTargetGroup(settings.summary.platform)));
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#else
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PlayerSettings.GetScriptingBackend(BuildPipeline.GetBuildTargetGroup(settings.summary.platform));
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#endif
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#if UNITY_IOS
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if (settings.targetPlatform == TargetPlatform.iOS)
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{
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settings.extraOptions = new List<string>();
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settings.extraOptions.Add(GetOption(OptionLinkerOptions, $"min-ios-version={PlayerSettings.iOS.targetOSVersionString}"));
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}
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#endif
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#if UNITY_TVOS
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if (settings.targetPlatform == TargetPlatform.tvOS)
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{
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settings.extraOptions = new List<string>();
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settings.extraOptions.Add(GetOption(OptionLinkerOptions, $"min-tvos-version={PlayerSettings.tvOS.targetOSVersionString}"));
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}
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#endif
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#if UNITY_2022_2_OR_NEWER && UNITY_ANDROID
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if (settings.targetPlatform == TargetPlatform.Android)
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{
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// Enable Armv9 security features (PAC/BTI) if needed
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settings.aotSettingsForTarget.EnableArmv9SecurityFeatures = PlayerSettings.Android.enableArmv9SecurityFeatures;
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}
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#endif
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if (settings.targetPlatform == TargetPlatform.UWP)
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{
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settings.extraOptions = new List<string>();
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if (!string.IsNullOrEmpty(EditorUserBuildSettings.wsaUWPVisualStudioVersion))
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{
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settings.extraOptions.Add(GetOption(OptionLinkerOptions, $"vs-version={EditorUserBuildSettings.wsaUWPVisualStudioVersion}"));
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}
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if (!string.IsNullOrEmpty(EditorUserBuildSettings.wsaUWPSDK))
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{
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settings.extraOptions.Add(GetOption(OptionLinkerOptions, $"target-sdk-version={EditorUserBuildSettings.wsaUWPSDK}"));
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}
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}
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}
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}
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public IEnumerable<string> DoGenerate(Assembly[] assemblies)
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{
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if (!settings.isSupported)
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return Array.Empty<string>();
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return BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl(settings, assemblies);
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}
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}
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#if !ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API
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internal class BurstAndroidGradlePostprocessor : IPostGenerateGradleAndroidProject
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{
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int IOrderedCallback.callbackOrder => 1;
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void IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject(string path)
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{
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var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(BuildTarget.Android);
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// Early exit if burst is not activated
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if (BurstCompilerOptions.ForceDisableBurstCompilation || !aotSettingsForTarget.EnableBurstCompilation)
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{
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return;
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}
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// Copy bursted .so's from tempburstlibs to the actual location in the gradle project
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var sourceLocation = Path.GetFullPath(Path.Combine("Temp", "StagingArea", "tempburstlibs"));
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var targetLocation = Path.GetFullPath(Path.Combine(path, "src", "main", "jniLibs"));
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FileUtil.CopyDirectoryRecursive(sourceLocation, targetLocation, true);
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}
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}
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// For static builds, there are two different approaches:
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// Postprocessing adds the libraries after Unity is done building,
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// for platforms that need to build a project file, etc.
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// Preprocessing simply adds the libraries to the Unity build,
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// for platforms where Unity can directly build an app.
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internal class StaticPreProcessor : IPreprocessBuildWithReport
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{
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private const string TempSourceLibrary = @"Temp/StagingArea/SourcePlugins";
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public int callbackOrder { get { return 0; } }
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public void OnPreprocessBuild(BuildReport report)
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{
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var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(report.summary.platform);
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// Early exit if burst is not activated
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if (BurstCompilerOptions.ForceDisableBurstCompilation || !aotSettingsForTarget.EnableBurstCompilation)
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{
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return;
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}
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if(report.summary.platform == BuildTarget.Switch)
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{
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if(!Directory.Exists(TempSourceLibrary))
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{
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Directory.CreateDirectory(TempSourceLibrary);
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Directory.CreateDirectory(TempSourceLibrary);
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}
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BurstAotCompiler.WriteStaticLinkCppFile(TempSourceLibrary);
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}
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}
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}
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#endif
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/// <summary>
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/// Integration of the burst AOT compiler into the Unity build player pipeline
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/// </summary>
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internal class BurstAotCompiler
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{
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internal const string BurstAotCompilerExecutable = "bcl.exe";
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#if ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API
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// When using the new player build API, don't write to Temp/StagingArea.
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// We still need code in Unity to support old versions of Burst not using the new API.
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// for that case, we will just pick up files written to the Temp/StagingArea.
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// So in order to not pick up files twice, use a different output location for the new
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// API.
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internal const string OutputBaseFolder = @"Temp/BurstOutput/";
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#else
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private const string OutputBaseFolder = @"Temp/StagingArea/";
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#endif
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private const string TempStagingManaged = OutputBaseFolder + @"Data/Managed/";
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private const string LibraryPlayerScriptAssemblies = "Library/PlayerScriptAssemblies";
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private const string TempManagedSymbols = @"Temp/ManagedSymbols/";
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internal const string BurstLinkXmlName = "burst.link.xml";
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internal struct BurstAOTSettings
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{
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public BuildSummary summary;
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public BurstPlatformAotSettings aotSettingsForTarget;
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public TargetPlatform targetPlatform;
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public TargetCpus targetCpus;
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public List<BurstAotCompiler.BurstOutputCombination> combinations;
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public ScriptingImplementation scriptingBackend;
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public string productName;
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public bool isSupported;
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public List<string> extraOptions;
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}
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static void CopyDirectory(string sourceDir, string destinationDir, bool recursive)
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{
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// Get information about the source directory
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var dir = new DirectoryInfo(sourceDir);
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// Check if the source directory exists
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if (!dir.Exists)
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throw new DirectoryNotFoundException($"Source directory not found: {dir.FullName}");
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// Cache directories before we start copying
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DirectoryInfo[] dirs = dir.GetDirectories();
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// Create the destination directory
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Directory.CreateDirectory(destinationDir);
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// Get the files in the source directory and copy to the destination directory
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foreach (FileInfo file in dir.GetFiles())
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{
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string targetFilePath = Path.Combine(destinationDir, file.Name);
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file.CopyTo(targetFilePath);
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}
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// If recursive and copying subdirectories, recursively call this method
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if (recursive)
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{
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foreach (DirectoryInfo subDir in dirs)
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{
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string newDestinationDir = Path.Combine(destinationDir, subDir.Name);
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CopyDirectory(subDir.FullName, newDestinationDir, true);
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}
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}
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}
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internal static IEnumerable<string> OnPostBuildPlayerScriptDLLsImpl(BurstAOTSettings settings, Assembly[] playerAssemblies)
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{
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var buildTarget = settings.summary.platform;
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string burstMiscAlongsidePath = "";
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if ((settings.summary.options & BuildOptions.InstallInBuildFolder) == 0)
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{
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burstMiscAlongsidePath = BurstPlatformAotSettings.FetchOutputPath(settings.summary);
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}
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HashSet<string> assemblyDefines = new HashSet<string>();
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// Early exit if burst is not activated or the platform is not supported
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if (BurstCompilerOptions.ForceDisableBurstCompilation || !settings.aotSettingsForTarget.EnableBurstCompilation)
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{
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return Array.Empty<string>();
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}
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var isDevelopmentBuild = (settings.summary.options & BuildOptions.Development) != 0;
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var commonOptions = new List<string>();
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var stagingFolder = Path.GetFullPath(TempStagingManaged);
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// grab the location of the root of the player folder - for handling nda platforms that require keys
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var keyFolder = BuildPipeline.GetPlaybackEngineDirectory(buildTarget, BuildOptions.None);
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commonOptions.Add(GetOption(OptionAotKeyFolder, keyFolder));
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commonOptions.Add(GetOption(OptionAotDecodeFolder, Path.Combine(Environment.CurrentDirectory, "Library", "Burst")));
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// Extract the TargetPlatform and Cpus from the current build settings
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commonOptions.Add(GetOption(OptionPlatform, settings.targetPlatform));
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// --------------------------------------------------------------------------------------------------------
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// 1) Calculate AssemblyFolders
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// These are the folders to look for assembly resolution
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// --------------------------------------------------------------------------------------------------------
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var assemblyFolders = new List<string> { stagingFolder };
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foreach (var assembly in playerAssemblies)
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AddAssemblyFolder(assembly.outputPath, stagingFolder, buildTarget, assemblyFolders);
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if (buildTarget == BuildTarget.WSAPlayer || buildTarget == BuildTarget.GameCoreXboxOne || buildTarget == BuildTarget.GameCoreXboxSeries)
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{
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// On UWP, not all assemblies are copied to StagingArea, so we want to
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// find all directories that we can reference assemblies from
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// If we don't do this, we will crash with AssemblyResolutionException
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// when following type references.
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foreach (var assembly in playerAssemblies)
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{
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foreach (var assemblyRef in assembly.compiledAssemblyReferences)
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AddAssemblyFolder(assemblyRef, stagingFolder, buildTarget, assemblyFolders);
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}
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}
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if (settings.extraOptions != null)
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{
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commonOptions.AddRange(settings.extraOptions);
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}
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// Copy assembly used during staging to have a trace
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if (BurstLoader.IsDebugging)
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{
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try
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{
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var copyAssemblyFolder = Path.Combine(Environment.CurrentDirectory, "Logs", "StagingAssemblies");
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try
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{
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if (Directory.Exists(copyAssemblyFolder)) Directory.Delete(copyAssemblyFolder);
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}
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catch
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{
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}
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if (!Directory.Exists(copyAssemblyFolder)) Directory.CreateDirectory(copyAssemblyFolder);
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foreach (var file in Directory.EnumerateFiles(stagingFolder))
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{
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File.Copy(file, Path.Combine(copyAssemblyFolder, Path.GetFileName(file)));
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}
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}
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catch
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{
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}
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}
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// --------------------------------------------------------------------------------------------------------
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// 2) Calculate root assemblies
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// These are the assemblies that the compiler will look for methods to compile
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// This list doesn't typically include .NET runtime assemblies but only assemblies compiled as part
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// of the current Unity project
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// --------------------------------------------------------------------------------------------------------
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var rootAssemblies = new List<string>();
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foreach (var playerAssembly in playerAssemblies)
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{
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#if ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API
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var playerAssemblyPath = Path.GetFullPath(playerAssembly.outputPath);
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#else
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// the file at path `playerAssembly.outputPath` is actually not on the disk
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// while it is in the staging folder because OnPostBuildPlayerScriptDLLs is being called once the files are already
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// transferred to the staging folder, so we are going to work from it but we are reusing the file names that we got earlier
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var playerAssemblyPath = Path.Combine(stagingFolder, Path.GetFileName(playerAssembly.outputPath));
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#endif
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if (!File.Exists(playerAssemblyPath))
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{
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Debug.LogWarning($"Unable to find player assembly: {playerAssembly.outputPath}");
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}
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else
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{
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rootAssemblies.Add(playerAssemblyPath);
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assemblyDefines.UnionWith(playerAssembly.defines);
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}
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}
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commonOptions.AddRange(rootAssemblies.Select(root => GetOption(OptionRootAssembly, root)));
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commonOptions.AddRange(assemblyDefines.Select(define => GetOption(OptionCompilationDefines, define)));
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// --------------------------------------------------------------------------------------------------------
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// 4) Compile each combination
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//
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// Here bcl.exe is called for each target CPU combination
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// --------------------------------------------------------------------------------------------------------
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string debugLogFile = null;
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if (BurstLoader.IsDebugging)
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{
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// Reset log files
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try
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{
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var logDir = Path.Combine(Environment.CurrentDirectory, "Logs");
|
|
debugLogFile = Path.Combine(logDir, "burst_bcl_editor.log");
|
|
if (!Directory.Exists(logDir)) Directory.CreateDirectory(logDir);
|
|
File.WriteAllText(debugLogFile, string.Empty);
|
|
}
|
|
catch
|
|
{
|
|
debugLogFile = null;
|
|
}
|
|
}
|
|
|
|
if ((settings.summary.options & BuildOptions.InstallInBuildFolder) == 0)
|
|
{
|
|
CreateFolderForMiscFiles(burstMiscAlongsidePath);
|
|
}
|
|
|
|
// Log the targets generated by BurstReflection.FindExecuteMethods
|
|
foreach (var combination in settings.combinations)
|
|
{
|
|
// Gets the output folder
|
|
var stagingOutputFolder = Path.GetFullPath(Path.Combine(OutputBaseFolder, combination.OutputPath));
|
|
var outputFilePrefix = Path.Combine(stagingOutputFolder, combination.LibraryName);
|
|
|
|
var options = new List<string>(commonOptions)
|
|
{
|
|
GetOption(OptionAotOutputPath, outputFilePrefix),
|
|
GetOption(OptionTempDirectory, Path.Combine(Environment.CurrentDirectory, "Temp", "Burst"))
|
|
};
|
|
|
|
foreach (var cpu in combination.TargetCpus.Cpus)
|
|
{
|
|
options.Add(GetOption(OptionTarget, cpu));
|
|
}
|
|
|
|
if (settings.targetPlatform == TargetPlatform.iOS || settings.targetPlatform == TargetPlatform.tvOS || settings.targetPlatform == TargetPlatform.Switch)
|
|
{
|
|
options.Add(GetOption(OptionStaticLinkage));
|
|
#if ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API
|
|
WriteStaticLinkCppFile($"{OutputBaseFolder}/{combination.OutputPath}");
|
|
#endif
|
|
}
|
|
|
|
if (settings.targetPlatform == TargetPlatform.Windows)
|
|
{
|
|
options.Add(GetOption(OptionLinkerOptions, $"PdbAltPath=\"{settings.productName}_{combination.OutputPath}/{Path.GetFileNameWithoutExtension(combination.LibraryName)}.pdb\""));
|
|
}
|
|
|
|
#if UNITY_2022_2_OR_NEWER && UNITY_ANDROID
|
|
if (settings.targetPlatform == TargetPlatform.Android)
|
|
{
|
|
// Enable Armv9 security features (PAC/BTI) if needed
|
|
if (settings.aotSettingsForTarget.EnableArmv9SecurityFeatures)
|
|
options.Add(GetOption(OptionBranchProtection, "Standard"));
|
|
}
|
|
#endif
|
|
|
|
options.AddRange(assemblyFolders.Select(assemblyFolder => GetOption(OptionAotAssemblyFolder, assemblyFolder)));
|
|
|
|
// Set the flag to print a message on missing MonoPInvokeCallback attribute on IL2CPP only
|
|
if (settings.scriptingBackend == ScriptingImplementation.IL2CPP)
|
|
{
|
|
options.Add(GetOption(OptionPrintLogOnMissingPInvokeCallbackAttribute));
|
|
}
|
|
|
|
// Log the targets generated by BurstReflection.FindExecuteMethods
|
|
if (BurstLoader.IsDebugging && debugLogFile != null)
|
|
{
|
|
try
|
|
{
|
|
var writer = new StringWriter();
|
|
writer.WriteLine("-----------------------------------------------------------");
|
|
writer.WriteLine("Combination: " + combination);
|
|
writer.WriteLine("-----------------------------------------------------------");
|
|
|
|
foreach (var option in options)
|
|
{
|
|
writer.WriteLine(option);
|
|
}
|
|
|
|
writer.WriteLine("Assemblies in AssemblyFolders:");
|
|
foreach (var assemblyFolder in assemblyFolders)
|
|
{
|
|
writer.WriteLine("|- Folder: " + assemblyFolder);
|
|
foreach (var assemblyOrDll in Directory.EnumerateFiles(assemblyFolder, "*.dll"))
|
|
{
|
|
var fileInfo = new FileInfo(assemblyOrDll);
|
|
writer.WriteLine(" |- " + assemblyOrDll + " Size: " + fileInfo.Length + " Date: " + fileInfo.LastWriteTime);
|
|
}
|
|
}
|
|
|
|
File.AppendAllText(debugLogFile, writer.ToString());
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
}
|
|
|
|
// Allow burst to find managed symbols in the backup location in case the symbols are stripped in the build location
|
|
options.Add(GetOption(OptionAotPdbSearchPaths, TempManagedSymbols));
|
|
|
|
if (isDevelopmentBuild && Environment.GetEnvironmentVariable("UNITY_BURST_ENABLE_SAFETY_CHECKS_IN_PLAYER_BUILD") != null)
|
|
{
|
|
options.Add("--global-safety-checks-setting=ForceOn");
|
|
}
|
|
|
|
|
|
options.Add(GetOption(OptionGenerateLinkXml, Path.Combine("Temp", BurstLinkXmlName)));
|
|
|
|
if (!string.IsNullOrWhiteSpace(settings.aotSettingsForTarget.DisabledWarnings))
|
|
{
|
|
options.Add(GetOption(OptionDisableWarnings, settings.aotSettingsForTarget.DisabledWarnings));
|
|
}
|
|
|
|
if (isDevelopmentBuild || settings.aotSettingsForTarget.EnableDebugInAllBuilds)
|
|
{
|
|
if (!isDevelopmentBuild)
|
|
{
|
|
Debug.LogWarning(
|
|
"Symbols are being generated for burst compiled code, please ensure you intended this - see Burst AOT settings.");
|
|
}
|
|
|
|
options.Add(GetOption(OptionDebug,
|
|
(settings.aotSettingsForTarget.DebugDataKind == DebugDataKind.Full) && (!combination.WorkaroundFullDebugInfo) ? "Full" : "LineOnly"));
|
|
}
|
|
|
|
if (!settings.aotSettingsForTarget.EnableOptimisations)
|
|
{
|
|
options.Add(GetOption(OptionDisableOpt));
|
|
}
|
|
else
|
|
{
|
|
switch (settings.aotSettingsForTarget.OptimizeFor)
|
|
{
|
|
case OptimizeFor.Default:
|
|
case OptimizeFor.Balanced:
|
|
options.Add(GetOption(OptionOptLevel, 2));
|
|
break;
|
|
case OptimizeFor.Performance:
|
|
options.Add(GetOption(OptionOptLevel, 3));
|
|
break;
|
|
case OptimizeFor.Size:
|
|
options.Add(GetOption(OptionOptForSize));
|
|
options.Add(GetOption(OptionOptLevel, 3));
|
|
break;
|
|
case OptimizeFor.FastCompilation:
|
|
options.Add(GetOption(OptionOptLevel, 1));
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (BurstLoader.IsDebugging)
|
|
{
|
|
options.Add(GetOption("debug-logging"));
|
|
}
|
|
|
|
// Write current options to the response file
|
|
var responseFile = Path.GetTempFileName();
|
|
File.WriteAllLines(responseFile, options);
|
|
|
|
if (BurstLoader.IsDebugging)
|
|
{
|
|
Debug.Log($"bcl.exe {OptionBurstcSwitch} @{responseFile}\n\nResponse File:\n" + string.Join("\n", options));
|
|
}
|
|
|
|
try
|
|
{
|
|
var burstcSwitch = OptionBurstcSwitch;
|
|
|
|
if (!string.IsNullOrEmpty(
|
|
Environment.GetEnvironmentVariable("UNITY_BURST_DISABLE_INCREMENTAL_PLAYER_BUILDS")))
|
|
{
|
|
burstcSwitch = "";
|
|
}
|
|
|
|
BclRunner.RunManagedProgram(Path.Combine(BurstLoader.RuntimePath, BurstAotCompilerExecutable),
|
|
$"{burstcSwitch} {BclRunner.EscapeForShell("@" + responseFile)}",
|
|
new BclOutputErrorParser());
|
|
|
|
// Additionally copy the pdb to the root of the player build so run in editor also locates the symbols
|
|
var pdbPath = $"{Path.Combine(stagingOutputFolder, combination.LibraryName)}.pdb";
|
|
if (File.Exists(pdbPath))
|
|
{
|
|
var dstPath = Path.Combine(OutputBaseFolder, $"{combination.LibraryName}.pdb");
|
|
File.Copy(pdbPath, dstPath, overwrite: true);
|
|
}
|
|
}
|
|
catch (BuildFailedException)
|
|
{
|
|
throw;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
throw new BuildFailedException(e);
|
|
}
|
|
}
|
|
|
|
PostProcessCombinations(settings.targetPlatform, settings.combinations, settings.summary);
|
|
|
|
var pdbsRemainInBuild = isDevelopmentBuild || settings.aotSettingsForTarget.EnableDebugInAllBuilds || settings.targetPlatform == TargetPlatform.UWP;
|
|
|
|
// Finally move out any symbols/misc files from the final output
|
|
if ((settings.summary.options & BuildOptions.InstallInBuildFolder) == 0)
|
|
{
|
|
return CollateMiscFiles(settings.combinations, burstMiscAlongsidePath, pdbsRemainInBuild);
|
|
}
|
|
|
|
return Array.Empty<string>();
|
|
}
|
|
|
|
private static void AddAssemblyFolder(string assemblyRef, string stagingFolder, BuildTarget buildTarget,
|
|
List<string> assemblyFolders)
|
|
{
|
|
// Exclude folders with assemblies already compiled in the `folder`
|
|
var assemblyName = Path.GetFileName(assemblyRef);
|
|
if (assemblyName != null && File.Exists(Path.Combine(stagingFolder, assemblyName)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var directory = Path.GetDirectoryName(assemblyRef);
|
|
if (directory != null)
|
|
{
|
|
var fullPath = Path.GetFullPath(directory);
|
|
if (IsMonoReferenceAssemblyDirectory(fullPath) || IsDotNetStandardAssemblyDirectory(fullPath))
|
|
{
|
|
// Don't pass reference assemblies to burst because they contain methods without implementation
|
|
// If burst accidentally resolves them, it will emit calls to burst_abort.
|
|
fullPath = Path.Combine(EditorApplication.applicationContentsPath, "MonoBleedingEdge/lib/mono");
|
|
#if UNITY_2021_2_OR_NEWER
|
|
// In 2021.2 we got multiple mono distributions, per platform.
|
|
fullPath = Path.Combine(fullPath, "unityaot-" + BuildTargetDiscovery.GetPlatformProfileSuffix(buildTarget));
|
|
#else
|
|
fullPath = Path.Combine(fullPath, "unityaot");
|
|
#endif
|
|
fullPath = Path.GetFullPath(fullPath); // GetFullPath will normalize path separators to OS native format
|
|
if (!assemblyFolders.Contains(fullPath))
|
|
assemblyFolders.Add(fullPath);
|
|
|
|
fullPath = Path.Combine(fullPath, "Facades");
|
|
if (!assemblyFolders.Contains(fullPath))
|
|
assemblyFolders.Add(fullPath);
|
|
}
|
|
else if (!assemblyFolders.Contains(fullPath))
|
|
{
|
|
assemblyFolders.Add(fullPath);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void CreateFolderForMiscFiles(string finalFolder)
|
|
{
|
|
try
|
|
{
|
|
if (Directory.Exists(finalFolder)) Directory.Delete(finalFolder,true);
|
|
}
|
|
catch
|
|
{
|
|
}
|
|
Directory.CreateDirectory(finalFolder);
|
|
}
|
|
|
|
private static IEnumerable<string> CollateMiscFiles(List<BurstOutputCombination> combinations, string finalFolder, bool retainPdbs)
|
|
{
|
|
foreach (var combination in combinations)
|
|
{
|
|
var inputPath = Path.GetFullPath(Path.Combine(OutputBaseFolder, combination.OutputPath));
|
|
var outputPath = Path.Combine(finalFolder, combination.OutputPath);
|
|
Directory.CreateDirectory(outputPath);
|
|
if (!Directory.Exists(inputPath))
|
|
continue;
|
|
var files = Directory.GetFiles(inputPath);
|
|
var directories = Directory.GetDirectories(inputPath);
|
|
foreach (var fileName in files)
|
|
{
|
|
var lowerCase = fileName.ToLower();
|
|
if ( (!retainPdbs && lowerCase.EndsWith(".pdb")) || lowerCase.EndsWith(".dsym") || lowerCase.EndsWith(".txt"))
|
|
{
|
|
// Move the file out of the staging area so its not included in the build
|
|
File.Move(fileName, Path.Combine(outputPath, Path.GetFileName(fileName)));
|
|
}
|
|
else if (!combination.CollateDirectory)
|
|
{
|
|
yield return fileName;
|
|
}
|
|
}
|
|
foreach (var fileName in directories)
|
|
{
|
|
var lowerCase = fileName.ToLower();
|
|
if ( (!retainPdbs && lowerCase.EndsWith(".pdb")) || lowerCase.EndsWith(".dsym") || lowerCase.EndsWith(".txt"))
|
|
{
|
|
// Move the folder out of the staging area so its not included in the build
|
|
Directory.Move(fileName, Path.Combine(outputPath, Path.GetFileName(fileName)));
|
|
}
|
|
else if (!combination.CollateDirectory)
|
|
{
|
|
yield return fileName;
|
|
}
|
|
}
|
|
|
|
if (combination.CollateDirectory)
|
|
yield return inputPath;
|
|
}
|
|
}
|
|
|
|
private static bool AndroidHasX86(AndroidArchitecture architecture)
|
|
{
|
|
// Deal with rename that occured
|
|
AndroidArchitecture val;
|
|
if (AndroidArchitecture.TryParse("X86", out val))
|
|
{
|
|
return (architecture & val)!=0;
|
|
}
|
|
else if (AndroidArchitecture.TryParse("x86", out val))
|
|
{
|
|
return (architecture & val)!=0;
|
|
}
|
|
return false;
|
|
}
|
|
private static bool AndroidHasX86_64(AndroidArchitecture architecture)
|
|
{
|
|
// Deal with rename that occured
|
|
AndroidArchitecture val;
|
|
if (AndroidArchitecture.TryParse("X86_64", out val))
|
|
{
|
|
return (architecture & val)!=0;
|
|
}
|
|
else if (AndroidArchitecture.TryParse("x86_64", out val))
|
|
{
|
|
return (architecture & val)!=0;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private enum SimulatorPlatforms
|
|
{
|
|
iOS,
|
|
tvOS
|
|
}
|
|
private static bool IsForSimulator(BuildTarget target)
|
|
{
|
|
switch (target)
|
|
{
|
|
case BuildTarget.iOS:
|
|
return IsForSimulator(SimulatorPlatforms.iOS);
|
|
case BuildTarget.tvOS:
|
|
return IsForSimulator(SimulatorPlatforms.tvOS);
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
private static bool IsForSimulator(TargetPlatform targetPlatform)
|
|
{
|
|
switch (targetPlatform)
|
|
{
|
|
case TargetPlatform.iOS:
|
|
return IsForSimulator(SimulatorPlatforms.iOS);
|
|
case TargetPlatform.tvOS:
|
|
return IsForSimulator(SimulatorPlatforms.tvOS);
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
private static bool IsForSimulator(SimulatorPlatforms simulatorPlatforms)
|
|
{
|
|
switch (simulatorPlatforms)
|
|
{
|
|
case SimulatorPlatforms.iOS:
|
|
return UnityEditor.PlayerSettings.iOS.sdkVersion == iOSSdkVersion.SimulatorSDK;
|
|
case SimulatorPlatforms.tvOS:
|
|
return UnityEditor.PlayerSettings.tvOS.sdkVersion == tvOSSdkVersion.Simulator;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public static void WriteStaticLinkCppFile(string dir)
|
|
{
|
|
Directory.CreateDirectory(dir);
|
|
string cppPath = Path.Combine(dir, "lib_burst_generated.cpp");
|
|
// Additionally we need a small cpp file (weak symbols won't unfortunately override directly from the libs
|
|
//presumably due to link order?
|
|
File.WriteAllText(cppPath, @"
|
|
extern ""C""
|
|
{
|
|
void Staticburst_initialize(void* );
|
|
void* StaticBurstStaticMethodLookup(void* );
|
|
|
|
int burst_enable_static_linkage = 1;
|
|
void burst_initialize(void* i) { Staticburst_initialize(i); }
|
|
void* BurstStaticMethodLookup(void* i) { return StaticBurstStaticMethodLookup(i); }
|
|
}
|
|
");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Collect CPU combinations for the specified TargetPlatform and TargetCPU
|
|
/// </summary>
|
|
/// <param name="targetPlatform">The target platform (e.g Windows)</param>
|
|
/// <param name="targetCpus">The target CPUs (e.g X64_SSE4)</param>
|
|
/// <param name="report">Error reporting</param>
|
|
/// <returns>The list of CPU combinations</returns>
|
|
internal static List<BurstOutputCombination> CollectCombinations(TargetPlatform targetPlatform, TargetCpus targetCpus, BuildSummary summary)
|
|
{
|
|
var combinations = new List<BurstOutputCombination>();
|
|
|
|
if (targetPlatform == TargetPlatform.macOS)
|
|
{
|
|
// NOTE: OSX has a special folder for the plugin
|
|
// Declared in GetStagingAreaPluginsFolder
|
|
// PlatformDependent\OSXPlayer\Extensions\Managed\OSXDesktopStandalonePostProcessor.cs
|
|
var outputPath = Path.Combine(Path.GetFileName(summary.outputPath), "Contents", "Plugins");
|
|
|
|
// Based on : PlatformDependent/OSXPlayer/Extension/OSXStandaloneBuildWindowExtension.cs
|
|
var aotSettings = BurstPlatformAotSettings.GetOrCreateSettings(BuildTarget.StandaloneOSX);
|
|
var buildTargetName = BuildPipeline.GetBuildTargetName(BuildTarget.StandaloneOSX);
|
|
var architecture = EditorUserBuildSettings.GetPlatformSettings(buildTargetName, "Architecture").ToLowerInvariant();
|
|
switch (architecture)
|
|
{
|
|
case "x64":
|
|
combinations.Add(new BurstOutputCombination(outputPath, aotSettings.GetDesktopCpu64Bit()));
|
|
break;
|
|
case "arm64":
|
|
// According to
|
|
// https://web.archive.org/web/20220504192056/https://github.com/llvm/llvm-project/blob/main/llvm/include/llvm/Support/AArch64TargetParser.def#L240
|
|
// M1 is equivalent to Armv8.5-A, so it supports everything from HALFFP target
|
|
// (there's no direct confirmation on crypto because it's not mandatory)
|
|
combinations.Add(new BurstOutputCombination(outputPath, new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64_HALFFP)));
|
|
break;
|
|
default:
|
|
combinations.Add(new BurstOutputCombination(Path.Combine(outputPath, "x64"), aotSettings.GetDesktopCpu64Bit()));
|
|
combinations.Add(new BurstOutputCombination(Path.Combine(outputPath, "arm64"), new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64_HALFFP)));
|
|
break;
|
|
}
|
|
}
|
|
else if (targetPlatform == TargetPlatform.iOS || targetPlatform == TargetPlatform.tvOS)
|
|
{
|
|
if (IsForSimulator(targetPlatform))
|
|
{
|
|
Debug.LogWarning("Burst Does not currently support the simulator, burst is disabled for this build.");
|
|
}
|
|
else if (Application.platform != RuntimePlatform.OSXEditor)
|
|
{
|
|
Debug.LogWarning("Burst Cross Compilation to iOS/tvOS for standalone player, is only supported on OSX Editor at this time, burst is disabled for this build.");
|
|
}
|
|
else
|
|
{
|
|
// Looks like a way to detect iOS CPU capabilities in runtime (like getauxval()) is sysctlbyname()
|
|
// https://developer.apple.com/documentation/kernel/1387446-sysctlbyname/determining_instruction_set_characteristics
|
|
// TODO: add support for it when needed, for now using the lowest common denominator
|
|
// https://web.archive.org/web/20220504192056/https://github.com/llvm/llvm-project/blob/main/llvm/include/llvm/Support/AArch64TargetParser.def#L240
|
|
// This LLVM code implies A11 is the first Armv8.2-A CPU
|
|
// However, it doesn't support dotprod, so we can't consider it equivalent to our HALFFP variant
|
|
// A13 (equivalent to Armv8.4-A) and M1 seem to be the first CPUs we can claim HALFFP compatible
|
|
// Since we need to support older CPUs, have to use the "basic" Armv8A here
|
|
combinations.Add(new BurstOutputCombination("StaticLibraries", new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64)));
|
|
}
|
|
}
|
|
else if (targetPlatform == TargetPlatform.Android)
|
|
{
|
|
// TODO: would be better to query AndroidNdkRoot (but thats not exposed from unity)
|
|
string ndkRoot = null;
|
|
var targetAPILevel = PlayerSettings.Android.GetMinTargetAPILevel();
|
|
#if UNITY_ANDROID
|
|
ndkRoot = UnityEditor.Android.AndroidExternalToolsSettings.ndkRootPath;
|
|
#else
|
|
// 2019.1 now has an embedded ndk
|
|
if (EditorPrefs.HasKey("NdkUseEmbedded"))
|
|
{
|
|
if (EditorPrefs.GetBool("NdkUseEmbedded"))
|
|
{
|
|
ndkRoot = Path.Combine(BuildPipeline.GetPlaybackEngineDirectory(BuildTarget.Android, BuildOptions.None), "NDK");
|
|
}
|
|
else
|
|
{
|
|
ndkRoot = EditorPrefs.GetString("AndroidNdkRootR16b");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// If we still don't have a valid root, try the old key
|
|
if (string.IsNullOrEmpty(ndkRoot))
|
|
{
|
|
ndkRoot = EditorPrefs.GetString("AndroidNdkRoot");
|
|
}
|
|
|
|
// Verify the directory at least exists, if not we fall back to ANDROID_NDK_ROOT current setting
|
|
if (!string.IsNullOrEmpty(ndkRoot) && !Directory.Exists(ndkRoot))
|
|
{
|
|
ndkRoot = null;
|
|
}
|
|
|
|
// Always set the ANDROID_NDK_ROOT (if we got a valid result from above), so BCL knows where to find the Android toolchain and its the one the user expects
|
|
if (!string.IsNullOrEmpty(ndkRoot))
|
|
{
|
|
Environment.SetEnvironmentVariable("ANDROID_NDK_ROOT", ndkRoot);
|
|
}
|
|
|
|
Environment.SetEnvironmentVariable("BURST_ANDROID_MIN_API_LEVEL", $"{targetAPILevel}");
|
|
|
|
// Setting tempburstlibs/ as the interim target directory
|
|
// Don't target libs/ directly because incremental build pipeline doesn't expect the so's at that path
|
|
// Rather, so's are copied to the actual location in the gradle project in BurstAndroidGradlePostprocessor
|
|
var androidTargetArch = PlayerSettings.Android.targetArchitectures;
|
|
if ((androidTargetArch & AndroidArchitecture.ARMv7) != 0)
|
|
{
|
|
combinations.Add(new BurstOutputCombination("tempburstlibs/armeabi-v7a", new TargetCpus(BurstTargetCpu.ARMV7A_NEON32), collateDirectory: true));
|
|
}
|
|
|
|
if ((androidTargetArch & AndroidArchitecture.ARM64) != 0)
|
|
{
|
|
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(summary.platform);
|
|
combinations.Add(new BurstOutputCombination("tempburstlibs/arm64-v8a", aotSettingsForTarget.GetAndroidCpuArm64(), collateDirectory: true));
|
|
}
|
|
#if UNITY_2019_4_OR_NEWER
|
|
if (AndroidHasX86(androidTargetArch))
|
|
{
|
|
combinations.Add(new BurstOutputCombination("tempburstlibs/x86", new TargetCpus(BurstTargetCpu.X86_SSE4), collateDirectory: true));
|
|
}
|
|
if (AndroidHasX86_64(androidTargetArch))
|
|
{
|
|
combinations.Add(new BurstOutputCombination("tempburstlibs/x86_64", new TargetCpus(BurstTargetCpu.X64_SSE4), collateDirectory: true));
|
|
}
|
|
#endif
|
|
}
|
|
else if (targetPlatform == TargetPlatform.UWP)
|
|
{
|
|
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(summary.platform);
|
|
|
|
if (EditorUserBuildSettings.wsaUWPBuildType == WSAUWPBuildType.ExecutableOnly)
|
|
{
|
|
combinations.Add(new BurstOutputCombination($"Plugins/{GetUWPTargetArchitecture()}", targetCpus, collateDirectory: true));
|
|
}
|
|
else
|
|
{
|
|
combinations.Add(new BurstOutputCombination("Plugins/x64", aotSettingsForTarget.GetDesktopCpu64Bit(), collateDirectory: true));
|
|
combinations.Add(new BurstOutputCombination("Plugins/x86", aotSettingsForTarget.GetDesktopCpu32Bit(), collateDirectory: true));
|
|
combinations.Add(new BurstOutputCombination("Plugins/ARM", new TargetCpus(BurstTargetCpu.THUMB2_NEON32), collateDirectory: true));
|
|
combinations.Add(new BurstOutputCombination("Plugins/ARM64", new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64), collateDirectory: true));
|
|
}
|
|
}
|
|
#if !UNITY_2022_2_OR_NEWER
|
|
else if (targetPlatform == TargetPlatform.Lumin)
|
|
{
|
|
// Set the LUMINSDK_UNITY so bcl.exe will be able to find the SDK
|
|
if (string.IsNullOrEmpty(Environment.GetEnvironmentVariable("LUMINSDK_UNITY")))
|
|
{
|
|
var sdkRoot = EditorPrefs.GetString("LuminSDKRoot");
|
|
if (!string.IsNullOrEmpty(sdkRoot))
|
|
{
|
|
Environment.SetEnvironmentVariable("LUMINSDK_UNITY", sdkRoot);
|
|
}
|
|
}
|
|
combinations.Add(new BurstOutputCombination("Data/Plugins/", targetCpus));
|
|
}
|
|
#endif
|
|
else if (targetPlatform == TargetPlatform.Switch)
|
|
{
|
|
combinations.Add(new BurstOutputCombination("NativePlugins/", targetCpus));
|
|
}
|
|
else
|
|
{
|
|
if (targetPlatform == TargetPlatform.Windows)
|
|
{
|
|
// This is what is expected by PlatformDependent\Win\Plugins.cpp
|
|
if (targetCpus.IsX86())
|
|
{
|
|
combinations.Add(new BurstOutputCombination("Data/Plugins/x86", targetCpus, collateDirectory: true));
|
|
}
|
|
else
|
|
{
|
|
var windowsArchitecture = GetWindows64BitTargetArchitecture();
|
|
if (string.Equals(windowsArchitecture, "ARM64", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
combinations.Add(new BurstOutputCombination("Data/Plugins/ARM64", targetCpus, collateDirectory: true, workaroundBrokenDebug: true));
|
|
}
|
|
else
|
|
{
|
|
combinations.Add(new BurstOutputCombination("Data/Plugins/x86_64", targetCpus, collateDirectory: true));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Safeguard
|
|
combinations.Add(new BurstOutputCombination("Data/Plugins/", targetCpus));
|
|
}
|
|
}
|
|
|
|
return combinations;
|
|
}
|
|
|
|
private static void PostProcessCombinations(TargetPlatform targetPlatform, List<BurstOutputCombination> combinations, BuildSummary summary)
|
|
{
|
|
if (targetPlatform == TargetPlatform.macOS && combinations.Count > 1)
|
|
{
|
|
// Figure out which files we need to lipo
|
|
string outputSymbolsDir = null;
|
|
var outputDir = Path.Combine(OutputBaseFolder, Path.GetFileName(summary.outputPath), "Contents", "Plugins");
|
|
|
|
var sliceCount = combinations.Count;
|
|
var binarySlices = new string[sliceCount];
|
|
var debugSymbolSlices = new string[sliceCount];
|
|
|
|
for (int i = 0; i < sliceCount; i++)
|
|
{
|
|
var slice = combinations[i];
|
|
|
|
var binaryFileName = slice.LibraryName + ".bundle";
|
|
var binaryPath = Path.Combine(OutputBaseFolder, slice.OutputPath, binaryFileName);
|
|
binarySlices[i] = binaryPath;
|
|
|
|
// Only attempt to lipo symbols if they actually exist
|
|
var dsymPath = binaryPath + ".dsym";
|
|
var debugSymbolsPath = Path.Combine(dsymPath, "Contents", "Resources", "DWARF", binaryFileName);
|
|
if (File.Exists(debugSymbolsPath))
|
|
{
|
|
if (string.IsNullOrWhiteSpace(outputSymbolsDir))
|
|
{
|
|
// Copy over the symbols from the first combination for metadata files which we aren't merging, like Info.plist
|
|
var outputDsymPath = Path.Combine(outputDir, binaryFileName + ".dsym");
|
|
CopyDirectory(dsymPath, outputDsymPath, true);
|
|
|
|
outputSymbolsDir = Path.Combine(outputDsymPath, "Contents", "Resources", "DWARF");
|
|
}
|
|
|
|
debugSymbolSlices[i] = debugSymbolsPath;
|
|
}
|
|
}
|
|
|
|
// lipo combinations together
|
|
var outBinaryFileName = combinations[0].LibraryName + ".bundle";
|
|
RunLipo(binarySlices, Path.Combine(outputDir, outBinaryFileName));
|
|
|
|
if (!string.IsNullOrWhiteSpace(outputSymbolsDir))
|
|
RunLipo(debugSymbolSlices, Path.Combine(outputSymbolsDir, outBinaryFileName));
|
|
|
|
// Remove single-slice binary so they don't end up in the build
|
|
for (int i = 0; i < sliceCount; i++)
|
|
Directory.Delete(Path.GetDirectoryName(binarySlices[i]), true);
|
|
|
|
// Since we have combined the files, we need to adjust combinations for the next step
|
|
var outFolder = Path.GetDirectoryName(combinations[0].OutputPath); // remove platform folder
|
|
combinations.Clear();
|
|
combinations.Add(new BurstOutputCombination(outFolder, new TargetCpus()));
|
|
}
|
|
}
|
|
|
|
private static void RunLipo(string[] inputFiles, string outputFile)
|
|
{
|
|
var outputDir = Path.GetDirectoryName(outputFile);
|
|
Directory.CreateDirectory(outputDir);
|
|
|
|
var cmdLine = new StringBuilder();
|
|
foreach (var input in inputFiles)
|
|
{
|
|
if (string.IsNullOrEmpty(input))
|
|
continue;
|
|
|
|
cmdLine.Append(BclRunner.EscapeForShell(input));
|
|
cmdLine.Append(' ');
|
|
}
|
|
|
|
cmdLine.Append("-create -output ");
|
|
cmdLine.Append(BclRunner.EscapeForShell(outputFile));
|
|
|
|
string lipoPath;
|
|
|
|
var currentEditorPlatform = Application.platform;
|
|
switch (currentEditorPlatform)
|
|
{
|
|
case RuntimePlatform.LinuxEditor:
|
|
lipoPath = Path.Combine(BurstLoader.RuntimePath, "hostlin", "llvm-lipo");
|
|
break;
|
|
|
|
case RuntimePlatform.OSXEditor:
|
|
lipoPath = Path.Combine(BurstLoader.RuntimePath, "hostmac", "llvm-lipo");
|
|
break;
|
|
|
|
case RuntimePlatform.WindowsEditor:
|
|
lipoPath = Path.Combine(BurstLoader.RuntimePath, "hostwin", "llvm-lipo.exe");
|
|
break;
|
|
|
|
default:
|
|
throw new NotSupportedException("Unknown Unity editor platform: " + currentEditorPlatform);
|
|
}
|
|
|
|
BclRunner.RunNativeProgram(lipoPath, cmdLine.ToString(), null);
|
|
}
|
|
|
|
internal static Assembly[] GetPlayerAssemblies(BuildReport report)
|
|
{
|
|
// We need to build the list of root assemblies based from the "PlayerScriptAssemblies" folder.
|
|
// This is so we compile the versions of the library built for the individual platforms, not the editor version.
|
|
var oldOutputDir = EditorCompilationInterface.GetCompileScriptsOutputDirectory();
|
|
try
|
|
{
|
|
EditorCompilationInterface.SetCompileScriptsOutputDirectory(LibraryPlayerScriptAssemblies);
|
|
|
|
var shouldIncludeTestAssemblies = report.summary.options.HasFlag(BuildOptions.IncludeTestAssemblies);
|
|
|
|
#if UNITY_2021_1_OR_NEWER
|
|
// Workaround that with 'Server Build' ticked in the build options, since there is no 'AssembliesType.Server'
|
|
// enum, we need to manually add the BuildingForHeadlessPlayer compilation option.
|
|
|
|
#if UNITY_2022_1_OR_NEWER
|
|
var isHeadless = report.summary.subtarget == (int)StandaloneBuildSubtarget.Server;
|
|
#elif UNITY_2021_2_OR_NEWER
|
|
// A really really really gross hack - thanks Cristian Mazo! Querying the BuildOptions.EnableHeadlessMode is
|
|
// obselete, but accessing its integer value is not... Note: this is just the temporary workaround to unblock
|
|
// us (as of 1st June 2021, I say this with **much hope** that it is indeed temporary!).
|
|
var isHeadless = report.summary.options.HasFlag((BuildOptions)16384);
|
|
#else
|
|
var isHeadless = report.summary.options.HasFlag(BuildOptions.EnableHeadlessMode);
|
|
#endif
|
|
if (isHeadless)
|
|
{
|
|
var compilationOptions = EditorCompilationInterface.GetAdditionalEditorScriptCompilationOptions();
|
|
compilationOptions |= EditorScriptCompilationOptions.BuildingForHeadlessPlayer;
|
|
|
|
if (shouldIncludeTestAssemblies)
|
|
{
|
|
compilationOptions |= EditorScriptCompilationOptions.BuildingIncludingTestAssemblies;
|
|
}
|
|
|
|
return CompilationPipeline.ToAssemblies(CompilationPipeline.GetScriptAssemblies(EditorCompilationInterface.Instance, compilationOptions));
|
|
}
|
|
else
|
|
{
|
|
return CompilationPipeline.GetAssemblies(shouldIncludeTestAssemblies ? AssembliesType.Player : AssembliesType.PlayerWithoutTestAssemblies);
|
|
}
|
|
#else
|
|
// Workaround that with 'Server Build' ticked in the build options, since there is no 'AssembliesType.Server'
|
|
// enum, we need to manually add the 'UNITY_SERVER' define to the player assembly search list.
|
|
if (report.summary.options.HasFlag(BuildOptions.EnableHeadlessMode))
|
|
{
|
|
var compilationOptions = EditorCompilationInterface.GetAdditionalEditorScriptCompilationOptions();
|
|
if (shouldIncludeTestAssemblies)
|
|
{
|
|
compilationOptions |= EditorScriptCompilationOptions.BuildingIncludingTestAssemblies;
|
|
}
|
|
|
|
return CompilationPipeline.GetPlayerAssemblies(EditorCompilationInterface.Instance, compilationOptions, new string[] { "UNITY_SERVER" });
|
|
}
|
|
else
|
|
{
|
|
return CompilationPipeline.GetAssemblies(shouldIncludeTestAssemblies ? AssembliesType.Player : AssembliesType.PlayerWithoutTestAssemblies);
|
|
}
|
|
#endif
|
|
}
|
|
finally
|
|
{
|
|
EditorCompilationInterface.SetCompileScriptsOutputDirectory(oldOutputDir); // restore output directory back to original value
|
|
}
|
|
}
|
|
|
|
private static bool IsMonoReferenceAssemblyDirectory(string path)
|
|
{
|
|
var editorDir = Path.GetFullPath(EditorApplication.applicationContentsPath);
|
|
return path.IndexOf(editorDir, StringComparison.OrdinalIgnoreCase) != -1 && path.IndexOf("MonoBleedingEdge", StringComparison.OrdinalIgnoreCase) != -1 && path.IndexOf("-api", StringComparison.OrdinalIgnoreCase) != -1;
|
|
}
|
|
|
|
private static bool IsDotNetStandardAssemblyDirectory(string path)
|
|
{
|
|
var editorDir = Path.GetFullPath(EditorApplication.applicationContentsPath);
|
|
return path.IndexOf(editorDir, StringComparison.OrdinalIgnoreCase) != -1 && path.IndexOf("netstandard", StringComparison.OrdinalIgnoreCase) != -1 && path.IndexOf("shims", StringComparison.OrdinalIgnoreCase) != -1;
|
|
}
|
|
|
|
internal static TargetPlatform GetTargetPlatformAndDefaultCpu(BuildTarget target, out TargetCpus targetCpu, BurstPlatformAotSettings aotSettingsForTarget)
|
|
{
|
|
var platform = TryGetTargetPlatform(target, out targetCpu, aotSettingsForTarget);
|
|
if (!platform.HasValue)
|
|
{
|
|
throw new NotSupportedException("The target platform " + target + " is not supported by the burst compiler");
|
|
}
|
|
return platform.Value;
|
|
}
|
|
|
|
internal static bool IsSupportedPlatform(BuildTarget target, BurstPlatformAotSettings aotSettingsForTarget)
|
|
{
|
|
return TryGetTargetPlatform(target, out var _, aotSettingsForTarget).HasValue;
|
|
}
|
|
|
|
private static TargetPlatform? TryGetTargetPlatform(BuildTarget target, out TargetCpus targetCpus, BurstPlatformAotSettings aotSettingsForTarget)
|
|
{
|
|
switch (target)
|
|
{
|
|
case BuildTarget.StandaloneWindows:
|
|
targetCpus = aotSettingsForTarget.GetDesktopCpu32Bit();
|
|
return TargetPlatform.Windows;
|
|
case BuildTarget.StandaloneWindows64:
|
|
var windowsArchitecture = GetWindows64BitTargetArchitecture();
|
|
|
|
if (string.Equals(windowsArchitecture, "x64", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
targetCpus = aotSettingsForTarget.GetDesktopCpu64Bit();
|
|
}
|
|
else if (string.Equals(windowsArchitecture, "ARM64", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException("Unknown Windows 64 Bit CPU architecture: " + windowsArchitecture);
|
|
}
|
|
return TargetPlatform.Windows;
|
|
case BuildTarget.StandaloneOSX:
|
|
targetCpus = aotSettingsForTarget.GetDesktopCpu64Bit();
|
|
return TargetPlatform.macOS;
|
|
case BuildTarget.StandaloneLinux64:
|
|
targetCpus = aotSettingsForTarget.GetDesktopCpu64Bit();
|
|
return TargetPlatform.Linux;
|
|
case BuildTarget.WSAPlayer:
|
|
{
|
|
var uwpArchitecture = GetUWPTargetArchitecture();
|
|
if (string.Equals(uwpArchitecture, "x64", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
targetCpus = aotSettingsForTarget.GetDesktopCpu64Bit();
|
|
}
|
|
else if (string.Equals(uwpArchitecture, "x86", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
targetCpus = aotSettingsForTarget.GetDesktopCpu32Bit();
|
|
}
|
|
else if (string.Equals(uwpArchitecture, "ARM", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
targetCpus = new TargetCpus(BurstTargetCpu.THUMB2_NEON32);
|
|
}
|
|
else if (string.Equals(uwpArchitecture, "ARM64", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException("Unknown UWP CPU architecture: " + uwpArchitecture);
|
|
}
|
|
|
|
return TargetPlatform.UWP;
|
|
}
|
|
case BuildTarget.GameCoreXboxOne:
|
|
targetCpus = new TargetCpus(BurstTargetCpu.AVX);
|
|
return TargetPlatform.GameCoreXboxOne;
|
|
case BuildTarget.GameCoreXboxSeries:
|
|
targetCpus = new TargetCpus(BurstTargetCpu.AVX2);
|
|
return TargetPlatform.GameCoreXboxSeries;
|
|
case BuildTarget.PS4:
|
|
targetCpus = new TargetCpus(BurstTargetCpu.X64_SSE4);
|
|
return TargetPlatform.PS4;
|
|
case BuildTarget.Android:
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV7A_NEON32);
|
|
return TargetPlatform.Android;
|
|
case BuildTarget.iOS:
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV7A_NEON32);
|
|
return TargetPlatform.iOS;
|
|
case BuildTarget.tvOS:
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
|
|
return TargetPlatform.tvOS;
|
|
#if !UNITY_2022_2_OR_NEWER
|
|
case BuildTarget.Lumin:
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
|
|
return TargetPlatform.Lumin;
|
|
#endif
|
|
case BuildTarget.Switch:
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
|
|
return TargetPlatform.Switch;
|
|
case BuildTarget.PS5:
|
|
targetCpus = new TargetCpus(BurstTargetCpu.AVX2);
|
|
return TargetPlatform.PS5;
|
|
}
|
|
|
|
#if UNITY_2022_1_OR_NEWER
|
|
const int qnxTarget = (int)BuildTarget.QNX;
|
|
#else
|
|
const int qnxTarget = 46;
|
|
#endif
|
|
if (qnxTarget == (int)target)
|
|
{
|
|
// QNX is supported on 2019.4 (shadow branch), 2020.3 (shadow branch) and 2022.1+ (official).
|
|
var qnxArchitecture = GetQNXTargetArchitecture();
|
|
if ("Arm64" == qnxArchitecture)
|
|
{
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
|
|
}
|
|
else if ("X64" == qnxArchitecture)
|
|
{
|
|
targetCpus = new TargetCpus(BurstTargetCpu.X64_SSE4);
|
|
}
|
|
else if ("X86" == qnxArchitecture)
|
|
{
|
|
targetCpus = new TargetCpus(BurstTargetCpu.X86_SSE4);
|
|
}
|
|
else if ("Arm32" == qnxArchitecture)
|
|
{
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV7A_NEON32);
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException("Unknown QNX CPU architecture: " + qnxArchitecture);
|
|
}
|
|
return TargetPlatform.QNX;
|
|
}
|
|
|
|
#if UNITY_2021_2_OR_NEWER
|
|
const int embeddedLinuxTarget = (int)BuildTarget.EmbeddedLinux;
|
|
#else
|
|
const int embeddedLinuxTarget = 45;
|
|
#endif
|
|
if (embeddedLinuxTarget == (int)target)
|
|
{
|
|
//EmbeddedLinux is supported on 2019.4 (shadow branch), 2020.3 (shadow branch) and 2021.2+ (official).
|
|
var embeddedLinuxArchitecture = GetEmbeddedLinuxTargetArchitecture();
|
|
if ("Arm64" == embeddedLinuxArchitecture)
|
|
{
|
|
targetCpus = new TargetCpus(BurstTargetCpu.ARMV8A_AARCH64);
|
|
}
|
|
else if ("X64" == embeddedLinuxArchitecture)
|
|
{
|
|
targetCpus = new TargetCpus(BurstTargetCpu.X64_SSE2); //lowest supported for now
|
|
}
|
|
else if (("X86" == embeddedLinuxArchitecture) || ("Arm32" == embeddedLinuxArchitecture))
|
|
{
|
|
//32bit platforms cannot be support with the current SDK/Toolchain combination.
|
|
//i686-embedded-linux-gnu/8.3.0\libgcc.a(_moddi3.o + _divdi3.o): contains a compressed section, but zlib is not available
|
|
//_moddi3.o + _divdi3.o are required by LLVM for 64bit operations on 32bit platforms.
|
|
throw new InvalidOperationException($"No EmbeddedLinux Burst Support on {embeddedLinuxArchitecture} architecture.");
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException("Unknown EmbeddedLinux CPU architecture: " + embeddedLinuxArchitecture);
|
|
}
|
|
return TargetPlatform.EmbeddedLinux;
|
|
}
|
|
|
|
targetCpus = new TargetCpus(BurstTargetCpu.Auto);
|
|
return null;
|
|
}
|
|
|
|
private static string GetWindows64BitTargetArchitecture()
|
|
{
|
|
var buildTargetName = BuildPipeline.GetBuildTargetName(BuildTarget.StandaloneWindows64);
|
|
var architecture = EditorUserBuildSettings.GetPlatformSettings(buildTargetName, "Architecture").ToLowerInvariant();
|
|
|
|
if (string.Equals(architecture, "x64", StringComparison.OrdinalIgnoreCase) ||
|
|
string.Equals(architecture, "ARM64", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
return architecture;
|
|
}
|
|
|
|
// Default to x64 if editor user build setting is garbage
|
|
return "x64";
|
|
}
|
|
|
|
private static string GetUWPTargetArchitecture()
|
|
{
|
|
var architecture = EditorUserBuildSettings.wsaArchitecture;
|
|
|
|
if (string.Equals(architecture, "x64", StringComparison.OrdinalIgnoreCase) ||
|
|
string.Equals(architecture, "x86", StringComparison.OrdinalIgnoreCase) ||
|
|
string.Equals(architecture, "ARM", StringComparison.OrdinalIgnoreCase) ||
|
|
string.Equals(architecture, "ARM64", StringComparison.OrdinalIgnoreCase))
|
|
{
|
|
return architecture;
|
|
}
|
|
|
|
// Default to x64 if editor user build setting is garbage
|
|
return "x64";
|
|
}
|
|
|
|
private static string GetEmbeddedLinuxTargetArchitecture()
|
|
{
|
|
var flags = System.Reflection.BindingFlags.Public |
|
|
System.Reflection.BindingFlags.Static |
|
|
System.Reflection.BindingFlags.FlattenHierarchy;
|
|
var property = typeof(EditorUserBuildSettings).GetProperty("selectedEmbeddedLinuxArchitecture", flags);
|
|
if (null == property)
|
|
{
|
|
return "NOT_FOUND";
|
|
}
|
|
var value = (int)property.GetValue(null, null);
|
|
switch (value)
|
|
{
|
|
case /*UnityEditor.EmbeddedLinuxArchitecture.Arm64*/ 0: return "Arm64";
|
|
case /*UnityEditor.EmbeddedLinuxArchitecture.Arm32*/ 1: return "Arm32";
|
|
case /*UnityEditor.EmbeddedLinuxArchitecture.X64*/ 2: return "X64";
|
|
case /*UnityEditor.EmbeddedLinuxArchitecture.X86*/ 3: return "X86";
|
|
default: return $"UNKNOWN_{value}";
|
|
}
|
|
}
|
|
|
|
private static string GetQNXTargetArchitecture()
|
|
{
|
|
var flags = System.Reflection.BindingFlags.Public |
|
|
System.Reflection.BindingFlags.Static |
|
|
System.Reflection.BindingFlags.FlattenHierarchy;
|
|
var property = typeof(EditorUserBuildSettings).GetProperty("selectedQnxArchitecture", flags);
|
|
if (null == property)
|
|
{
|
|
return "NOT_FOUND";
|
|
}
|
|
var value = (int)property.GetValue(null, null);
|
|
switch (value)
|
|
{
|
|
case /*UnityEditor.QNXArchitecture.Arm64*/ 0: return "Arm64";
|
|
case /*UnityEditor.QNXArchitecture.Arm32*/ 1: return "Arm32";
|
|
case /*UnityEditor.QNXArchitecture.X64*/ 2: return "X64";
|
|
case /*UnityEditor.QNXArchitecture.X86*/ 3: return "X86";
|
|
default: return $"UNKNOWN_{value}";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Defines an output path (for the generated code) and the target CPU
|
|
/// </summary>
|
|
internal struct BurstOutputCombination
|
|
{
|
|
public readonly TargetCpus TargetCpus;
|
|
public readonly string OutputPath;
|
|
public readonly string LibraryName;
|
|
public readonly bool CollateDirectory;
|
|
public readonly bool WorkaroundFullDebugInfo;
|
|
|
|
public BurstOutputCombination(string outputPath, TargetCpus targetCpus, string libraryName = DefaultLibraryName, bool collateDirectory = false, bool workaroundBrokenDebug=false)
|
|
{
|
|
TargetCpus = targetCpus.Clone();
|
|
OutputPath = outputPath;
|
|
LibraryName = libraryName;
|
|
CollateDirectory = collateDirectory;
|
|
WorkaroundFullDebugInfo = workaroundBrokenDebug;
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return $"{nameof(TargetCpus)}: {TargetCpus}, {nameof(OutputPath)}: {OutputPath}, {nameof(LibraryName)}: {LibraryName}";
|
|
}
|
|
}
|
|
|
|
private class BclRunner
|
|
{
|
|
private static readonly Regex MatchVersion = new Regex(@"com.unity.burst@(\d+.*?)[\\/]");
|
|
|
|
public static void RunManagedProgram(string exe, string args, CompilerOutputParserBase parser)
|
|
{
|
|
RunManagedProgram(exe, args, Application.dataPath + "/..", parser);
|
|
}
|
|
|
|
private static void RunManagedProgram(
|
|
string exe,
|
|
string args,
|
|
string workingDirectory,
|
|
CompilerOutputParserBase parser)
|
|
{
|
|
Program p;
|
|
if (Application.platform == RuntimePlatform.WindowsEditor)
|
|
{
|
|
ProcessStartInfo si = new ProcessStartInfo()
|
|
{
|
|
Arguments = args,
|
|
CreateNoWindow = true,
|
|
FileName = exe
|
|
};
|
|
p = new Program(si);
|
|
}
|
|
else
|
|
{
|
|
p = (Program) new ManagedProgram(MonoInstallationFinder.GetMonoInstallation("MonoBleedingEdge"), (string) null, exe, args, false, null);
|
|
}
|
|
|
|
RunProgram(p, exe, args, workingDirectory, parser);
|
|
}
|
|
|
|
public static void RunNativeProgram(string exe, string args, CompilerOutputParserBase parser)
|
|
{
|
|
RunNativeProgram(exe, args, Application.dataPath + "/..", parser);
|
|
}
|
|
|
|
private static void RunNativeProgram(string exePath, string arguments, string workingDirectory, CompilerOutputParserBase parser)
|
|
{
|
|
// On non Windows platform, make sure that the command is executable
|
|
// This is a workaround - occasionally the execute bits are lost from our package
|
|
if (Application.platform != RuntimePlatform.WindowsEditor && Path.IsPathRooted(exePath))
|
|
{
|
|
var escapedExePath = EscapeForShell(exePath, singleQuoteWrapped: true);
|
|
var shArgs = $"-c '[ ! -x {escapedExePath} ] && chmod 755 {escapedExePath}'";
|
|
|
|
var p = new Program(new ProcessStartInfo("sh", shArgs) { CreateNoWindow = true});
|
|
p.GetProcessStartInfo().WorkingDirectory = workingDirectory;
|
|
p.Start();
|
|
p.WaitForExit();
|
|
}
|
|
|
|
var startInfo = new ProcessStartInfo(exePath, arguments);
|
|
startInfo.CreateNoWindow = true;
|
|
|
|
RunProgram(new Program(startInfo), exePath, arguments, workingDirectory, parser);
|
|
}
|
|
|
|
public static string EscapeForShell(string s, bool singleQuoteWrapped = false)
|
|
{
|
|
// On Windows it's enough to enclose the path in double quotes (double quotes are not allowed in paths)
|
|
if (Application.platform == RuntimePlatform.WindowsEditor) return $"\"{s}\"";
|
|
|
|
// On non-windows platforms we enclose in single-quotes and escape any existing single quotes with: '\'':
|
|
// John's Folder => 'John'\''s Folder'
|
|
var sb = new StringBuilder();
|
|
var escaped = s.Replace("'", "'\\''");
|
|
sb.Append('\'');
|
|
sb.Append(escaped);
|
|
sb.Append('\'');
|
|
|
|
// If the outer-context is already wrapped in single-quotes, we need to double escape things:
|
|
// John's Folder => 'John'\''s Folder'
|
|
// => '\''John'\''\'\'''\''s Folder'\''
|
|
if (singleQuoteWrapped)
|
|
{
|
|
// Pain
|
|
return sb.ToString().Replace("'", "'\\''");
|
|
}
|
|
|
|
return sb.ToString();
|
|
}
|
|
|
|
|
|
|
|
public static void RunProgram(
|
|
Program p,
|
|
string exe,
|
|
string args,
|
|
string workingDirectory,
|
|
CompilerOutputParserBase parser)
|
|
{
|
|
Stopwatch stopwatch = new Stopwatch();
|
|
stopwatch.Start();
|
|
using (p)
|
|
{
|
|
p.GetProcessStartInfo().WorkingDirectory = workingDirectory;
|
|
p.Start();
|
|
p.WaitForExit();
|
|
stopwatch.Stop();
|
|
|
|
Console.WriteLine("{0} exited after {1} ms.", (object)exe, (object)stopwatch.ElapsedMilliseconds);
|
|
IEnumerable<UnityEditor.Scripting.Compilers.CompilerMessage> compilerMessages = null;
|
|
string[] errorOutput = p.GetErrorOutput();
|
|
string[] standardOutput = p.GetStandardOutput();
|
|
if (parser != null)
|
|
{
|
|
compilerMessages = parser.Parse(errorOutput, standardOutput, true, "n/a (burst)");
|
|
}
|
|
|
|
var errorMessageBuilder = new StringBuilder();
|
|
|
|
if (compilerMessages != null)
|
|
{
|
|
foreach (UnityEditor.Scripting.Compilers.CompilerMessage compilerMessage in compilerMessages)
|
|
{
|
|
switch (compilerMessage.type)
|
|
{
|
|
case CompilerMessageType.Warning:
|
|
Debug.LogWarning(compilerMessage.message, compilerMessage.file, compilerMessage.line, compilerMessage.column);
|
|
break;
|
|
case CompilerMessageType.Error:
|
|
Debug.LogPlayerBuildError(compilerMessage.message, compilerMessage.file, compilerMessage.line, compilerMessage.column);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (p.ExitCode != 0)
|
|
{
|
|
// We try to output the version in the heading error if we can
|
|
var matchVersion = MatchVersion.Match(exe);
|
|
errorMessageBuilder.Append(matchVersion.Success ?
|
|
"Burst compiler (" + matchVersion.Groups[1].Value + ") failed running" :
|
|
"Burst compiler failed running");
|
|
errorMessageBuilder.AppendLine();
|
|
errorMessageBuilder.AppendLine();
|
|
// Don't output the path if we are not burst-debugging or the exe exist
|
|
if (BurstLoader.IsDebugging || !File.Exists(exe))
|
|
{
|
|
errorMessageBuilder.Append(exe).Append(" ").Append(args);
|
|
errorMessageBuilder.AppendLine();
|
|
errorMessageBuilder.AppendLine();
|
|
}
|
|
|
|
errorMessageBuilder.AppendLine("stdout:");
|
|
foreach (string str in standardOutput)
|
|
errorMessageBuilder.AppendLine(str);
|
|
errorMessageBuilder.AppendLine("stderr:");
|
|
foreach (string str in errorOutput)
|
|
errorMessageBuilder.AppendLine(str);
|
|
|
|
throw new BuildFailedException(errorMessageBuilder.ToString());
|
|
}
|
|
Console.WriteLine(p.GetAllOutput());
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Internal class used to parse bcl output errors
|
|
/// </summary>
|
|
private class BclOutputErrorParser : CompilerOutputParserBase
|
|
{
|
|
// Format of an error message:
|
|
//
|
|
//C:\work\burst\src\Burst.Compiler.IL.Tests\Program.cs(17,9): error: Loading a managed string literal is not supported by burst
|
|
// at Buggy.NiceBug() (at C:\work\burst\src\Burst.Compiler.IL.Tests\Program.cs:17)
|
|
//
|
|
//
|
|
// [1] [2] [3] [4] [5]
|
|
// path line col type message
|
|
private static readonly Regex MatchLocation = new Regex(@"^(.*?)\((\d+)\s*,\s*(\d+)\):\s*([\w\s]+)\s*:\s*(.*)");
|
|
|
|
// Matches " at "
|
|
private static readonly Regex MatchAt = new Regex(@"^\s+at\s+");
|
|
|
|
public override IEnumerable<UnityEditor.Scripting.Compilers.CompilerMessage> Parse(
|
|
string[] errorOutput,
|
|
string[] standardOutput,
|
|
bool compilationHadFailure,
|
|
string assemblyName)
|
|
{
|
|
var messages = new List<UnityEditor.Scripting.Compilers.CompilerMessage>();
|
|
var textBuilder = new StringBuilder();
|
|
for (var i = 0; i < errorOutput.Length; i++)
|
|
{
|
|
string line = errorOutput[i];
|
|
|
|
var message = new UnityEditor.Scripting.Compilers.CompilerMessage {assemblyName = assemblyName};
|
|
|
|
// If we are able to match a location, we can decode it including the following attached " at " lines
|
|
textBuilder.Clear();
|
|
|
|
var match = MatchLocation.Match(line);
|
|
if (match.Success)
|
|
{
|
|
var path = match.Groups[1].Value;
|
|
int.TryParse(match.Groups[2].Value, out message.line);
|
|
int.TryParse(match.Groups[3].Value, out message.column);
|
|
if (match.Groups[4].Value.Contains("error"))
|
|
{
|
|
message.type = CompilerMessageType.Error;
|
|
}
|
|
else
|
|
{
|
|
message.type = CompilerMessageType.Warning;
|
|
}
|
|
message.file = !string.IsNullOrEmpty(path) ? path : "unknown";
|
|
// Replace '\' with '/' to let the editor open the file
|
|
message.file = message.file.Replace('\\', '/');
|
|
|
|
// Make path relative to project path path
|
|
var projectPath = Path.GetDirectoryName(Application.dataPath)?.Replace('\\', '/');
|
|
if (projectPath != null && message.file.StartsWith(projectPath))
|
|
{
|
|
message.file = message.file.Substring(projectPath.EndsWith("/") ? projectPath.Length : projectPath.Length + 1);
|
|
}
|
|
|
|
// debug
|
|
// textBuilder.AppendLine("line: " + message.line + " column: " + message.column + " error: " + message.type + " file: " + message.file);
|
|
textBuilder.Append(match.Groups[5].Value);
|
|
}
|
|
else
|
|
{
|
|
// Don't output any blank line
|
|
if (string.IsNullOrWhiteSpace(line))
|
|
{
|
|
continue;
|
|
}
|
|
// Otherwise we output an error, but without source location information
|
|
// so that at least the user can see it directly in the log errors
|
|
message.type = CompilerMessageType.Error;
|
|
message.line = 0;
|
|
message.column = 0;
|
|
message.file = "unknown";
|
|
|
|
|
|
textBuilder.Append(line);
|
|
}
|
|
|
|
// Collect attached location call context information ("at ...")
|
|
// we do it for both case (as if we have an exception in bcl we want to print this in a single line)
|
|
bool isFirstAt = true;
|
|
for (int j = i + 1; j < errorOutput.Length; j++)
|
|
{
|
|
var nextLine = errorOutput[j];
|
|
|
|
// Empty lines are ignored by the stack trace parser.
|
|
if (string.IsNullOrWhiteSpace(nextLine))
|
|
{
|
|
i++;
|
|
continue;
|
|
}
|
|
|
|
if (MatchAt.Match(nextLine).Success)
|
|
{
|
|
i++;
|
|
if (isFirstAt)
|
|
{
|
|
textBuilder.AppendLine();
|
|
isFirstAt = false;
|
|
}
|
|
textBuilder.AppendLine(nextLine);
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
message.message = textBuilder.ToString();
|
|
|
|
messages.Add(message);
|
|
}
|
|
return messages;
|
|
}
|
|
|
|
protected override string GetErrorIdentifier()
|
|
{
|
|
throw new NotImplementedException(); // as we overriding the method Parse()
|
|
}
|
|
|
|
protected override Regex GetOutputRegex()
|
|
{
|
|
throw new NotImplementedException(); // as we overriding the method Parse()
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR_OSX && !ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API
|
|
private class StaticLibraryPostProcessor
|
|
{
|
|
private const string TempSourceLibrary = @"Temp/StagingArea/StaticLibraries";
|
|
[PostProcessBuildAttribute(1)]
|
|
public static void OnPostProcessBuild(BuildTarget target, string path)
|
|
{
|
|
// Early out if we are building for the simulator, as we don't
|
|
//currently generate burst libraries that will work for that.
|
|
if (IsForSimulator(target))
|
|
{
|
|
return;
|
|
}
|
|
// We only support AOT compilation for ios from a macos host (we require xcrun and the apple tool chains)
|
|
//for other hosts, we simply act as if burst is not being used (an error will be generated by the build aot step)
|
|
//this keeps the behaviour consistent with how it was before static linkage was introduced
|
|
if (target == BuildTarget.iOS)
|
|
{
|
|
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(BuildTarget.iOS);
|
|
|
|
// Early exit if burst is not activated
|
|
if (!aotSettingsForTarget.EnableBurstCompilation)
|
|
{
|
|
return;
|
|
}
|
|
PostAddStaticLibraries(path);
|
|
}
|
|
if (target == BuildTarget.tvOS)
|
|
{
|
|
var aotSettingsForTarget = BurstPlatformAotSettings.GetOrCreateSettings(BuildTarget.tvOS);
|
|
|
|
// Early exit if burst is not activated
|
|
if (!aotSettingsForTarget.EnableBurstCompilation)
|
|
{
|
|
return;
|
|
}
|
|
PostAddStaticLibraries(path);
|
|
}
|
|
}
|
|
|
|
private static void PostAddStaticLibraries(string path)
|
|
{
|
|
var assm = AppDomain.CurrentDomain.GetAssemblies().SingleOrDefault(assembly =>
|
|
assembly.GetName().Name == "UnityEditor.iOS.Extensions.Xcode");
|
|
Type PBXType = assm?.GetType("UnityEditor.iOS.Xcode.PBXProject");
|
|
Type PBXSourceTree = assm?.GetType("UnityEditor.iOS.Xcode.PBXSourceTree");
|
|
if (PBXType != null && PBXSourceTree != null)
|
|
{
|
|
var project = Activator.CreateInstance(PBXType, null);
|
|
|
|
var _sGetPBXProjectPath = PBXType.GetMethod("GetPBXProjectPath");
|
|
var _ReadFromFile = PBXType.GetMethod("ReadFromFile");
|
|
var _sGetUnityTargetName = PBXType.GetMethod("GetUnityTargetName");
|
|
var _AddFileToBuild = PBXType.GetMethod("AddFileToBuild");
|
|
var _AddFile = PBXType.GetMethod("AddFile");
|
|
var _WriteToString = PBXType.GetMethod("WriteToString");
|
|
|
|
var sourcetree = new EnumConverter(PBXSourceTree).ConvertFromString("Source");
|
|
|
|
string sPath = (string)_sGetPBXProjectPath?.Invoke(null, new object[] { path });
|
|
_ReadFromFile?.Invoke(project, new object[] { sPath });
|
|
|
|
var _TargetGuidByName = PBXType.GetMethod("GetUnityFrameworkTargetGuid");
|
|
string g = (string) _TargetGuidByName?.Invoke(project, null);
|
|
|
|
var srcPath = TempSourceLibrary;
|
|
var dstPath = "Libraries";
|
|
var dstCopyPath = Path.Combine(path, dstPath);
|
|
|
|
var burstCppLinkFile = "lib_burst_generated.cpp";
|
|
|
|
var libName = $"{DefaultLibraryName}.a";
|
|
var libSrcPath = Path.Combine(srcPath, libName);
|
|
var libExists = File.Exists(libSrcPath);
|
|
|
|
if (!libExists)
|
|
{
|
|
return; // No libs, so don't write the cpp either
|
|
}
|
|
|
|
File.Copy(libSrcPath, Path.Combine(dstCopyPath, libName));
|
|
AddLibToProject(project, _AddFileToBuild, _AddFile, sourcetree, g, dstPath, libName);
|
|
|
|
// Additionally we need a small cpp file (weak symbols won't unfortunately override directly from the libs
|
|
//presumably due to link order?
|
|
WriteStaticLinkCppFile(dstCopyPath);
|
|
string cppPath = Path.Combine(dstPath, burstCppLinkFile);
|
|
string fileg = (string)_AddFile?.Invoke(project, new object[] { cppPath, cppPath, sourcetree });
|
|
_AddFileToBuild?.Invoke(project, new object[] { g, fileg });
|
|
|
|
string pstring = (string)_WriteToString?.Invoke(project, null);
|
|
File.WriteAllText(sPath, pstring);
|
|
}
|
|
}
|
|
|
|
private static void AddLibToProject(object project, System.Reflection.MethodInfo _AddFileToBuild, System.Reflection.MethodInfo _AddFile, object sourcetree, string g, string dstPath, string lib32Name)
|
|
{
|
|
string fg = (string)_AddFile?.Invoke(project,
|
|
new object[] { Path.Combine(dstPath, lib32Name), Path.Combine(dstPath, lib32Name), sourcetree });
|
|
_AddFileToBuild?.Invoke(project, new object[] { g, fg });
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
#endif
|