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