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!
183 lines
6.0 KiB
C#
183 lines
6.0 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Diagnostics;
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using System.Reflection;
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using System.Text;
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namespace Unity.Burst.Editor
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{
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[DebuggerDisplay("{GetDisplayName(),nq}")]
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internal class BurstCompileTarget
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{
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public BurstCompileTarget(MethodInfo method, Type jobType, Type interfaceType, bool isStaticMethod)
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{
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Method = method ?? throw new ArgumentNullException(nameof(method));
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JobType = jobType ?? throw new ArgumentNullException(nameof(jobType));
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JobInterfaceType = interfaceType; // can be null
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// This is important to clone the options as we don't want to modify the global instance
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Options = BurstCompiler.Options.Clone();
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Options.EnableBurstCompilation = true;
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// Enable safety checks by default to match inspector default behavior
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Options.EnableBurstSafetyChecks = true;
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TargetCpu = BurstTargetCpu.Auto;
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// The BurstCompilerAttribute can be either on the type or on the method
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IsStaticMethod = isStaticMethod;
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}
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/// <summary>
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/// <c>true</c> if the <see cref="Method"/> is directly tagged with a [BurstCompile] attribute
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/// </summary>
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public readonly bool IsStaticMethod;
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/// <summary>
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/// The Execute method of the target's producer type.
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/// </summary>
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public readonly MethodInfo Method;
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/// <summary>
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/// The type of the actual job (i.e. BoidsSimulationJob).
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/// </summary>
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public readonly Type JobType;
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/// <summary>
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/// The interface of the job (IJob, IJobParallelFor...)
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/// </summary>
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public readonly Type JobInterfaceType;
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/// <summary>
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/// The default compiler options
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/// </summary>
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public readonly BurstCompilerOptions Options;
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public BurstTargetCpu TargetCpu { get; set; }
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/// <summary>
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/// Set to true if burst compilation is actually requested via proper `[BurstCompile]` attribute:
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/// - On the job if it is a job only
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/// - On the method and parent class it if is a static method
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/// </summary>
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public bool HasRequiredBurstCompileAttributes => BurstCompilerOptions.HasBurstCompileAttribute(JobType) && (!IsStaticMethod || BurstCompilerOptions.HasBurstCompileAttribute(Method));
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/// <summary>
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/// Generated raw disassembly (IR, IL, ASM...), or null if disassembly failed (only valid for the current TargetCpu)
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/// </summary>
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public string RawDisassembly;
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/// <summary>
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/// Formatted disassembly for the associated <see cref="RawDisassembly"/>, currently only valid for <see cref="Unity.Burst.Editor.DisassemblyKind.Asm"/>
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/// </summary>
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public string FormattedDisassembly;
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public DisassemblyKind DisassemblyKind;
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public bool IsDarkMode { get; set; }
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public bool IsBurstError { get; set; }
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public bool IsLoading = false;
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public bool JustLoaded = false;
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public string GetDisplayName()
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{
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var displayName = IsStaticMethod ? Pretty(Method) : $"{Pretty(JobType)} - ({Pretty(JobInterfaceType)})";
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// Remove the '<>c__DisplayClass_' part of the name - this is only added for C# Entities.ForEach jobs to trick the C# debugging tools into
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// treating them like lambdas. This is removed wherever possible from user facing tools (like the Unity profiler), so we should do the same.
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return displayName.Replace("<>c__DisplayClass_", "");
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}
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private static string Pretty(MethodInfo method)
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{
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var builder = new StringBuilder();
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builder.Append(Pretty(method.DeclaringType));
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builder.Append(".");
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builder.Append(method.Name);
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builder.Append("(");
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var parameters = method.GetParameters();
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for (var i = 0; i < parameters.Length; i++)
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{
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var param = parameters[i];
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if (i > 0) builder.Append(", ");
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builder.Append(Pretty(param.ParameterType));
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}
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builder.Append(")");
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return builder.ToString();
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}
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internal static string Pretty(Type type)
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{
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if (type == typeof(bool))
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{
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return "bool";
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}
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if (type == typeof(int))
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{
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return "int";
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}
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if (type == typeof(long))
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{
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return "long";
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}
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if (type == typeof(uint))
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{
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return "uint";
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}
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if (type == typeof(ulong))
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{
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return "ulong";
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}
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if (type == typeof(short))
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{
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return "short";
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}
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if (type == typeof(ushort))
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{
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return "ushort";
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}
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if (type == typeof(byte))
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{
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return "byte";
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}
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if (type == typeof(sbyte))
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{
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return "sbyte";
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}
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if (type == typeof(float))
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{
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return "float";
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}
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if (type == typeof(double))
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{
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return "double";
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}
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if (type == typeof(string))
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{
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return "string";
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}
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if (type == typeof(object))
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{
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return "object";
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}
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if (type == typeof(char))
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{
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return "char";
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}
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// When displaying job interface type, display the interface name of Unity.Jobs namespace
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var typeName = type.IsInterface && type.Name.StartsWith("IJob") ? type.Name : type.ToString();
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return typeName.Replace("+", ".");
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}
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}
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internal enum DisassemblyKind
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{
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Asm = 0,
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IL = 1,
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UnoptimizedIR = 2,
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OptimizedIR = 3,
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IRPassAnalysis = 4
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}
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}
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#endif |