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!
328 lines
14 KiB
C#
328 lines
14 KiB
C#
using System;
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namespace Unity.Burst.Intrinsics
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{
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/// <summary>
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/// Common intrinsics that are exposed across all Burst targets.
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/// </summary>
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public static class Common
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{
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/// <summary>
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/// Hint that the current thread should pause.
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///
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/// In Burst compiled code this will map to platform specific
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/// ways to hint that the current thread should be paused as
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/// it is performing a calculation that would benefit from
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/// not contending with other threads. Atomic operations in
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/// tight loops (like spin-locks) can benefit from use of this
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/// intrinsic.
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///
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/// - On x86 systems this maps to the `pause` instruction.
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/// - On ARM systems this maps to the `yield` instruction.
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///
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/// Note that this is not an operating system level thread yield,
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/// it only provides a hint to the CPU that the current thread can
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/// afford to pause its execution temporarily.
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/// </summary>
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public static void Pause() { }
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#if UNITY_BURST_EXPERIMENTAL_PREFETCH_INTRINSIC
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public enum ReadWrite : int
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{
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Read = 0,
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Write = 1,
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}
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public enum Locality : int
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{
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NoTemporalLocality = 0,
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LowTemporalLocality = 1,
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ModerateTemporalLocality = 2,
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HighTemporalLocality = 3,
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}
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/// <summary>
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/// Prefetch a pointer.
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/// </summary>
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/// <param name="v">The pointer to prefetch.</param>
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/// <param name="rw">Whether the pointer will be used for reading or writing.</param>
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/// <param name="locality">The cache locality of the pointer.</param>
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public static unsafe void Prefetch(void* v, ReadWrite rw, Locality locality = Locality.HighTemporalLocality) { }
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#endif
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/// <summary>
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/// Return the low half of the multiplication of two numbers, and the high part as an out parameter.
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/// </summary>
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/// <param name="x">A value to multiply.</param>
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/// <param name="y">A value to multiply.</param>
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/// <param name="high">The high-half of the multiplication result.</param>
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/// <returns>The low-half of the multiplication result.</returns>
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public static ulong umul128(ulong x, ulong y, out ulong high)
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{
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// Provide a software fallback for the cases Burst isn't being used.
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// Split the inputs into high/low sections.
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ulong xLo = (uint)x;
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ulong xHi = x >> 32;
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ulong yLo = (uint)y;
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ulong yHi = y >> 32;
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// We have to use 4 multiples to compute the full range of the result.
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ulong hi = xHi * yHi;
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ulong m1 = xHi * yLo;
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ulong m2 = yHi * xLo;
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ulong lo = xLo * yLo;
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ulong m1Lo = (uint)m1;
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ulong loHi = lo >> 32;
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ulong m1Hi = m1 >> 32;
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high = hi + m1Hi + ((loHi + m1Lo + m2) >> 32);
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return x * y;
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}
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#if UNITY_BURST_EXPERIMENTAL_ATOMIC_INTRINSICS
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/// <summary>
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/// Bitwise and as an atomic operation.
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/// </summary>
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/// <param name="location">Where to atomically and the result into.</param>
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/// <param name="value">The value to be combined.</param>
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/// <returns>The original value in <paramref name="location" />.</returns>
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/// <remarks>Using the return value of this intrinsic may result in worse code-generation on some platforms (a compare-exchange loop), rather than a single atomic instruction being generated.</remarks>
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/// <seealso cref="https://docs.microsoft.com/en-us/dotnet/api/system.threading.interlocked.and"/>
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public static int InterlockedAnd(ref int location, int value)
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{
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// Provide a software fallback for the cases Burst isn't being used.
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var currentValue = System.Threading.Interlocked.Add(ref location, 0);
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while (true)
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{
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var updatedValue = currentValue & value;
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// If nothing would change by and'ing in our thing, bail out early.
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if (updatedValue == currentValue)
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{
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return currentValue;
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}
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var newValue = System.Threading.Interlocked.CompareExchange(ref location, updatedValue, currentValue);
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// If the original value was the same as the what we just got back from the compare exchange, it means our update succeeded.
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if (newValue == currentValue)
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{
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return currentValue;
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}
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// Lastly update the last known good value of location and try again!
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currentValue = newValue;
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}
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}
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/// <summary>
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/// Bitwise and as an atomic operation.
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/// </summary>
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/// <param name="location">Where to atomically and the result into.</param>
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/// <param name="value">The value to be combined.</param>
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/// <returns>The original value in <paramref name="location" />.</returns>
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/// <remarks>Using the return value of this intrinsic may result in worse code-generation on some platforms (a compare-exchange loop), rather than a single atomic instruction being generated.</remarks>
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/// <seealso cref="https://docs.microsoft.com/en-us/dotnet/api/system.threading.interlocked.and"/>
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public static uint InterlockedAnd(ref uint location, uint value)
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{
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unsafe
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{
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ref int locationAsInt = ref Unsafe.AsRef<int>(Unsafe.AsPointer(ref location));
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int valueAsInt = (int)value;
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return (uint)InterlockedAnd(ref locationAsInt, valueAsInt);
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}
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}
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/// <summary>
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/// Bitwise and as an atomic operation.
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/// </summary>
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/// <param name="location">Where to atomically and the result into.</param>
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/// <param name="value">The value to be combined.</param>
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/// <returns>The original value in <paramref name="location" />.</returns>
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/// <remarks>Using the return value of this intrinsic may result in worse code-generation on some platforms (a compare-exchange loop), rather than a single atomic instruction being generated.</remarks>
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/// <seealso cref="https://docs.microsoft.com/en-us/dotnet/api/system.threading.interlocked.and"/>
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public static long InterlockedAnd(ref long location, long value)
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{
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// Provide a software fallback for the cases Burst isn't being used.
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var currentValue = System.Threading.Interlocked.Read(ref location);
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while (true)
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{
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var updatedValue = currentValue & value;
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// If nothing would change by and'ing in our thing, bail out early.
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if (updatedValue == currentValue)
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{
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return currentValue;
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}
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var newValue = System.Threading.Interlocked.CompareExchange(ref location, updatedValue, currentValue);
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// If the original value was the same as the what we just got back from the compare exchange, it means our update succeeded.
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if (newValue == currentValue)
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{
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return currentValue;
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}
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// Lastly update the last known good value of location and try again!
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currentValue = newValue;
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}
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}
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/// <summary>
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/// Bitwise and as an atomic operation.
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/// </summary>
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/// <param name="location">Where to atomically and the result into.</param>
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/// <param name="value">The value to be combined.</param>
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/// <returns>The original value in <paramref name="location" />.</returns>
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/// <remarks>Using the return value of this intrinsic may result in worse code-generation on some platforms (a compare-exchange loop), rather than a single atomic instruction being generated.</remarks>
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/// <seealso cref="https://docs.microsoft.com/en-us/dotnet/api/system.threading.interlocked.and"/>
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public static ulong InterlockedAnd(ref ulong location, ulong value)
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{
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unsafe
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{
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ref long locationAsInt = ref Unsafe.AsRef<long>(Unsafe.AsPointer(ref location));
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long valueAsInt = (long)value;
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return (ulong)InterlockedAnd(ref locationAsInt, valueAsInt);
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}
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}
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/// <summary>
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/// Bitwise or as an atomic operation.
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/// </summary>
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/// <param name="location">Where to atomically or the result into.</param>
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/// <param name="value">The value to be combined.</param>
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/// <returns>The original value in <paramref name="location" />.</returns>
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/// <remarks>Using the return value of this intrinsic may result in worse code-generation on some platforms (a compare-exchange loop), rather than a single atomic instruction being generated.</remarks>
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/// <seealso cref="https://docs.microsoft.com/en-us/dotnet/api/system.threading.interlocked.or"/>
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public static int InterlockedOr(ref int location, int value)
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{
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// Provide a software fallback for the cases Burst isn't being used.
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var currentValue = System.Threading.Interlocked.Add(ref location, 0);
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while (true)
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{
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var updatedValue = currentValue | value;
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// If nothing would change by or'ing in our thing, bail out early.
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if (updatedValue == currentValue)
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{
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return currentValue;
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}
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var newValue = System.Threading.Interlocked.CompareExchange(ref location, updatedValue, currentValue);
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// If the original value was the same as the what we just got back from the compare exchange, it means our update succeeded.
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if (newValue == currentValue)
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{
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return currentValue;
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}
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// Lastly update the last known good value of location and try again!
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currentValue = newValue;
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}
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}
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/// <summary>
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/// Bitwise or as an atomic operation.
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/// </summary>
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/// <param name="location">Where to atomically or the result into.</param>
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/// <param name="value">The value to be combined.</param>
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/// <returns>The original value in <paramref name="location" />.</returns>
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/// <remarks>Using the return value of this intrinsic may result in worse code-generation on some platforms (a compare-exchange loop), rather than a single atomic instruction being generated.</remarks>
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/// <seealso cref="https://docs.microsoft.com/en-us/dotnet/api/system.threading.interlocked.or"/>
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public static uint InterlockedOr(ref uint location, uint value)
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{
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unsafe
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{
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ref int locationAsInt = ref Unsafe.AsRef<int>(Unsafe.AsPointer(ref location));
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int valueAsInt = (int)value;
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return (uint)InterlockedOr(ref locationAsInt, valueAsInt);
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}
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}
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/// <summary>
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/// Bitwise or as an atomic operation.
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/// </summary>
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/// <param name="location">Where to atomically or the result into.</param>
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/// <param name="value">The value to be combined.</param>
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/// <returns>The original value in <paramref name="location" />.</returns>
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/// <remarks>Using the return value of this intrinsic may result in worse code-generation on some platforms (a compare-exchange loop), rather than a single atomic instruction being generated.</remarks>
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/// <seealso cref="https://docs.microsoft.com/en-us/dotnet/api/system.threading.interlocked.or"/>
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public static long InterlockedOr(ref long location, long value)
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{
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// Provide a software fallback for the cases Burst isn't being used.
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var currentValue = System.Threading.Interlocked.Read(ref location);
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while (true)
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{
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var updatedValue = currentValue | value;
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// If nothing would change by or'ing in our thing, bail out early.
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if (updatedValue == currentValue)
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{
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return currentValue;
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}
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var newValue = System.Threading.Interlocked.CompareExchange(ref location, updatedValue, currentValue);
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// If the original value was the same as the what we just got back from the compare exchange, it means our update succeeded.
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if (newValue == currentValue)
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{
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return currentValue;
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}
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// Lastly update the last known good value of location and try again!
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currentValue = newValue;
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}
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}
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/// <summary>
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/// Bitwise or as an atomic operation.
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/// </summary>
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/// <param name="location">Where to atomically or the result into.</param>
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/// <param name="value">The value to be combined.</param>
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/// <returns>The original value in <paramref name="location" />.</returns>
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/// <remarks>Using the return value of this intrinsic may result in worse code-generation on some platforms (a compare-exchange loop), rather than a single atomic instruction being generated.</remarks>
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/// <seealso cref="https://docs.microsoft.com/en-us/dotnet/api/system.threading.interlocked.or"/>
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public static ulong InterlockedOr(ref ulong location, ulong value)
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{
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unsafe
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{
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ref long locationAsInt = ref Unsafe.AsRef<long>(Unsafe.AsPointer(ref location));
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long valueAsInt = (long)value;
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return (ulong)InterlockedOr(ref locationAsInt, valueAsInt);
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}
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}
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#endif
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}
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[AttributeUsage(AttributeTargets.Method, Inherited = false)]
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// expose the type to btests via Unity.Burst.dll
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#if BURST_INTERNAL
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public
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#else
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internal
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#endif
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sealed class BurstTargetCpuAttribute : Attribute
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{
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public BurstTargetCpuAttribute(BurstTargetCpu TargetCpu)
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{
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this.TargetCpu = TargetCpu;
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}
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public readonly BurstTargetCpu TargetCpu;
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}
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}
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