Singularity/Library/PackageCache/com.unity.burst@1.8.4/Runtime/BurstCompilerOptions.cs
2024-05-06 11:45:45 -07:00

926 lines
35 KiB
C#

// BurstCompiler.Compile is not supported on Tiny/ZeroPlayer
#if !UNITY_DOTSPLAYER && !NET_DOTS
using System;
using System.ComponentModel;
using System.IO;
using System.Reflection;
using System.Text;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
#if BURST_COMPILER_SHARED
using Burst.Compiler.IL.Helpers;
#else
using Unity.Jobs.LowLevel.Unsafe;
using Unity.Burst;
#endif
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// NOTE: This file is shared via a csproj cs link in Burst.Compiler.IL
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
#endif //!UNITY_DOTSPLAYER && !NET_DOTS
namespace Unity.Burst
{
internal enum GlobalSafetyChecksSettingKind
{
Off = 0,
On = 1,
ForceOn = 2,
}
#if !UNITY_DOTSPLAYER && !NET_DOTS
/// <summary>
/// Options available at Editor time and partially at runtime to control the behavior of the compilation and to enable/disable burst jobs.
/// </summary>
#if BURST_COMPILER_SHARED
internal sealed partial class BurstCompilerOptionsInternal
#else
public sealed partial class BurstCompilerOptions
#endif
{
private const string DisableCompilationArg = "--burst-disable-compilation";
private const string ForceSynchronousCompilationArg = "--burst-force-sync-compilation";
internal const string DefaultLibraryName = "lib_burst_generated";
internal const string BurstInitializeName = "burst.initialize";
internal const string BurstInitializeExternalsName = "burst.initialize.externals";
internal const string BurstInitializeStaticsName = "burst.initialize.statics";
#if BURST_COMPILER_SHARED || UNITY_EDITOR
internal static readonly string DefaultCacheFolder = Path.Combine(Environment.CurrentDirectory, "Library", "BurstCache", "JIT");
internal const string DeleteCacheMarkerFileName = "DeleteCache.txt";
#endif
#if UNITY_EDITOR
private static readonly string BackendNameOverride = Environment.GetEnvironmentVariable("UNITY_BURST_BACKEND_NAME_OVERRIDE");
#endif
// -------------------------------------------------------
// Common options used by the compiler
// -------------------------------------------------------
internal const string OptionBurstcSwitch = "+burstc";
internal const string OptionGroup = "group";
internal const string OptionPlatform = "platform=";
internal const string OptionBackend = "backend=";
internal const string OptionGlobalSafetyChecksSetting = "global-safety-checks-setting=";
internal const string OptionDisableSafetyChecks = "disable-safety-checks";
internal const string OptionDisableOpt = "disable-opt";
internal const string OptionFastMath = "fastmath";
internal const string OptionTarget = "target=";
internal const string OptionOptLevel = "opt-level=";
internal const string OptionLogTimings = "log-timings";
internal const string OptionOptForSize = "opt-for-size";
internal const string OptionFloatPrecision = "float-precision=";
internal const string OptionFloatMode = "float-mode=";
internal const string OptionBranchProtection = "branch-protection=";
internal const string OptionDisableWarnings = "disable-warnings=";
internal const string OptionCompilationDefines = "compilation-defines=";
internal const string OptionDump = "dump=";
internal const string OptionFormat = "format=";
internal const string OptionDebugTrap = "debugtrap";
internal const string OptionDisableVectors = "disable-vectors";
internal const string OptionDebug = "debug=";
internal const string OptionDebugMode = "debugMode";
internal const string OptionStaticLinkage = "generate-static-linkage-methods";
internal const string OptionJobMarshalling = "generate-job-marshalling-methods";
internal const string OptionTempDirectory = "temp-folder=";
internal const string OptionEnableDirectExternalLinking = "enable-direct-external-linking";
internal const string OptionLinkerOptions = "linker-options=";
internal const string OptionEnableAutoLayoutFallbackCheck = "enable-autolayout-fallback-check";
internal const string OptionGenerateLinkXml = "generate-link-xml=";
internal const string OptionMetaDataGeneration = "meta-data-generation=";
// -------------------------------------------------------
// Options used by the Jit and Bcl compilers
// -------------------------------------------------------
internal const string OptionCacheDirectory = "cache-directory=";
// -------------------------------------------------------
// Options used by the Jit compiler
// -------------------------------------------------------
internal const string OptionJitDisableFunctionCaching = "disable-function-caching";
internal const string OptionJitDisableAssemblyCaching = "disable-assembly-caching";
internal const string OptionJitEnableAssemblyCachingLogs = "enable-assembly-caching-logs";
internal const string OptionJitEnableSynchronousCompilation = "enable-synchronous-compilation";
internal const string OptionJitCompilationPriority = "compilation-priority=";
internal const string OptionJitIsForFunctionPointer = "is-for-function-pointer";
internal const string OptionJitManagedFunctionPointer = "managed-function-pointer=";
internal const string OptionJitManagedDelegateHandle = "managed-delegate-handle=";
internal const string OptionEnableInterpreter = "enable-interpreter";
// -------------------------------------------------------
// Options used by the Aot compiler
// -------------------------------------------------------
internal const string OptionAotAssemblyFolder = "assembly-folder=";
internal const string OptionRootAssembly = "root-assembly=";
internal const string OptionIncludeRootAssemblyReferences = "include-root-assembly-references=";
internal const string OptionAotMethod = "method=";
internal const string OptionAotType = "type=";
internal const string OptionAotAssembly = "assembly=";
internal const string OptionAotOutputPath = "output=";
internal const string OptionAotKeepIntermediateFiles = "keep-intermediate-files";
internal const string OptionAotNoLink = "nolink";
internal const string OptionAotPatchedAssembliesOutputFolder = "patch-assemblies-into=";
internal const string OptionAotPinvokeNameToPatch = "pinvoke-name=";
internal const string OptionAotExecuteMethodNameToFind = "execute-method-name=";
internal const string OptionAotOnlyStaticMethods = "only-static-methods";
internal const string OptionMethodPrefix = "method-prefix=";
internal const string OptionAotNoNativeToolchain = "no-native-toolchain";
internal const string OptionAotEmitLlvmObjects = "emit-llvm-objects";
internal const string OptionAotKeyFolder = "key-folder=";
internal const string OptionAotDecodeFolder = "decode-folder=";
internal const string OptionVerbose = "verbose";
internal const string OptionValidateExternalToolChain = "validate-external-tool-chain";
internal const string OptionCompilerThreads = "threads=";
internal const string OptionChunkSize = "chunk-size=";
internal const string OptionPrintLogOnMissingPInvokeCallbackAttribute = "print-monopinvokecallbackmissing-message";
internal const string OptionOutputMode = "output-mode=";
internal const string OptionAlwaysCreateOutput = "always-create-output=";
internal const string OptionAotPdbSearchPaths = "pdb-search-paths=";
internal const string OptionSafetyChecks = "safety-checks";
internal const string OptionLibraryOutputMode = "library-output-mode=";
internal const string OptionCompilationId = "compilation-id=";
internal const string CompilerCommandShutdown = "$shutdown";
internal const string CompilerCommandCancel = "$cancel";
internal const string CompilerCommandEnableCompiler = "$enable_compiler";
internal const string CompilerCommandDisableCompiler = "$disable_compiler";
internal const string CompilerCommandSetDefaultOptions = "$set_default_options";
internal const string CompilerCommandTriggerSetupRecompilation = "$trigger_setup_recompilation";
internal const string CompilerCommandIsCurrentCompilationDone = "$is_current_compilation_done";
// This one is annoying special - the Unity editor has a detection for this string being in the command and does some
// job specific logic - meaning that we **cannot** have this string be present in any other command or bugs will occur.
internal const string CompilerCommandTriggerRecompilation = "$trigger_recompilation";
internal const string CompilerCommandInitialize = "$initialize";
internal const string CompilerCommandDomainReload = "$domain_reload";
internal const string CompilerCommandVersionNotification = "$version";
internal const string CompilerCommandSetProfileCallbacks = "$set_profile_callbacks";
internal const string CompilerCommandUnloadBurstNatives = "$unload_burst_natives";
internal const string CompilerCommandIsNativeApiAvailable = "$is_native_api_available";
internal const string CompilerCommandILPPCompilation = "$ilpp_compilation";
internal const string CompilerCommandIsArmTestEnv = "$is_arm_test_env";
internal const string CompilerCommandNotifyAssemblyCompilationNotRequired = "$notify_assembly_compilation_not_required";
internal const string CompilerCommandNotifyAssemblyCompilationFinished = "$notify_assembly_compilation_finished";
internal const string CompilerCommandNotifyCompilationStarted = "$notify_compilation_started";
internal const string CompilerCommandNotifyCompilationFinished = "$notify_compilation_finished";
internal const string CompilerCommandAotCompilation = "$aot_compilation";
internal const string CompilerCommandRequestInitialiseDebuggerCommmand = "$request_debug_command";
internal const string CompilerCommandInitialiseDebuggerCommmand = "$load_debugger_interface";
internal const string CompilerCommandRequestSetProtocolVersionEditor = "$request_set_protocol_version_editor";
internal const string CompilerCommandSetProtocolVersionBurst = "$set_protocol_version_burst";
internal static string SerialiseCompilationOptionsSafe(string[] roots, string[] folders, string options)
{
var finalSerialise = new string[3];
finalSerialise[0] = SafeStringArrayHelper.SerialiseStringArraySafe(roots);
finalSerialise[1] = SafeStringArrayHelper.SerialiseStringArraySafe(folders);
finalSerialise[2] = options;
return SafeStringArrayHelper.SerialiseStringArraySafe(finalSerialise);
}
internal static (string[] roots, string[] folders, string options) DeserialiseCompilationOptionsSafe(string from)
{
var set = SafeStringArrayHelper.DeserialiseStringArraySafe(from);
return (SafeStringArrayHelper.DeserialiseStringArraySafe(set[0]), SafeStringArrayHelper.DeserialiseStringArraySafe(set[1]), set[2]);
}
// All the following content is exposed to the public interface
#if !BURST_COMPILER_SHARED
// These fields are only setup at startup
internal static readonly bool ForceDisableBurstCompilation;
private static readonly bool ForceBurstCompilationSynchronously;
internal static readonly bool IsSecondaryUnityProcess;
#if UNITY_EDITOR
internal bool IsInitializing;
#endif
private bool _enableBurstCompilation;
private bool _enableBurstCompileSynchronously;
private bool _enableBurstSafetyChecks;
private bool _enableBurstTimings;
private bool _enableBurstDebug;
private bool _forceEnableBurstSafetyChecks;
private BurstCompilerOptions() : this(false)
{
}
internal BurstCompilerOptions(bool isGlobal)
{
#if UNITY_EDITOR
IsInitializing = true;
#endif
try
{
IsGlobal = isGlobal;
// By default, burst is enabled as well as safety checks
EnableBurstCompilation = true;
EnableBurstSafetyChecks = true;
}
finally
{
#if UNITY_EDITOR
IsInitializing = false;
#endif
}
}
/// <summary>
/// <c>true</c> if this option is the global options that affects menus
/// </summary>
private bool IsGlobal { get; }
/// <summary>
/// Gets a boolean indicating whether burst is enabled.
/// </summary>
public bool IsEnabled
{
get => EnableBurstCompilation && !ForceDisableBurstCompilation;
}
/// <summary>
/// Gets or sets a boolean to enable or disable compilation of burst jobs.
/// </summary>
public bool EnableBurstCompilation
{
get => _enableBurstCompilation;
set
{
// If we are in the global settings, and we are forcing to no burst compilation
if (IsGlobal && ForceDisableBurstCompilation) value = false;
bool changed = _enableBurstCompilation != value;
_enableBurstCompilation = value;
// Modify only JobsUtility.JobCompilerEnabled when modifying global settings
if (IsGlobal)
{
#if !BURST_INTERNAL
// We need also to disable jobs as functions are being cached by the job system
// and when we ask for disabling burst, we are also asking the job system
// to no longer use the cached functions
JobsUtility.JobCompilerEnabled = value;
#if UNITY_EDITOR
if (changed)
{
// Send the command to the compiler service
if (value)
{
BurstCompiler.Enable();
MaybeTriggerRecompilation();
}
else
{
BurstCompiler.Disable();
}
}
#endif
#endif
// Store the option directly into BurstCompiler.IsEnabled
BurstCompiler._IsEnabled = value;
}
if (changed)
{
OnOptionsChanged();
}
}
}
/// <summary>
/// Gets or sets a boolean to force the compilation of all burst jobs synchronously.
/// </summary>
/// <remarks>
/// This is only available at Editor time. Does not have an impact on player mode.
/// </remarks>
public bool EnableBurstCompileSynchronously
{
get => _enableBurstCompileSynchronously;
set
{
bool changed = _enableBurstCompileSynchronously != value;
_enableBurstCompileSynchronously = value;
if (changed) OnOptionsChanged();
}
}
/// <summary>
/// Gets or sets a boolean to enable or disable safety checks.
/// </summary>
/// <remarks>
/// This is only available at Editor time. Does not have an impact on player mode.
/// </remarks>
public bool EnableBurstSafetyChecks
{
get => _enableBurstSafetyChecks;
set
{
bool changed = _enableBurstSafetyChecks != value;
_enableBurstSafetyChecks = value;
if (changed)
{
OnOptionsChanged();
MaybeTriggerRecompilation();
}
}
}
/// <summary>
/// Gets or sets a boolean to force enable safety checks, irrespective of what
/// <c>EnableBurstSafetyChecks</c> is set to, or whether the job or function
/// has <c>DisableSafetyChecks</c> set.
/// </summary>
/// <remarks>
/// This is only available at Editor time. Does not have an impact on player mode.
/// </remarks>
public bool ForceEnableBurstSafetyChecks
{
get => _forceEnableBurstSafetyChecks;
set
{
bool changed = _forceEnableBurstSafetyChecks != value;
_forceEnableBurstSafetyChecks = value;
if (changed)
{
OnOptionsChanged();
MaybeTriggerRecompilation();
}
}
}
/// <summary>
/// Enable debugging mode
/// </summary>
public bool EnableBurstDebug
{
get => _enableBurstDebug;
set
{
bool changed = _enableBurstDebug != value;
_enableBurstDebug = value;
if (changed)
{
OnOptionsChanged();
MaybeTriggerRecompilation();
}
}
}
/// <summary>
/// This property is no longer used and will be removed in a future major release.
/// </summary>
[Obsolete("This property is no longer used and will be removed in a future major release")]
public bool DisableOptimizations
{
get => false;
set
{
}
}
/// <summary>
/// This property is no longer used and will be removed in a future major release. Use the [BurstCompile(FloatMode = FloatMode.Fast)] on the method directly to enable this feature
/// </summary>
[Obsolete("This property is no longer used and will be removed in a future major release. Use the [BurstCompile(FloatMode = FloatMode.Fast)] on the method directly to enable this feature")]
public bool EnableFastMath
{
get => true;
set
{
// ignored
}
}
internal bool EnableBurstTimings
{
get => _enableBurstTimings;
set
{
bool changed = _enableBurstTimings != value;
_enableBurstTimings = value;
if (changed) OnOptionsChanged();
}
}
internal bool RequiresSynchronousCompilation => EnableBurstCompileSynchronously || ForceBurstCompilationSynchronously;
internal Action OptionsChanged { get; set; }
internal BurstCompilerOptions Clone()
{
// WARNING: for some reason MemberwiseClone() is NOT WORKING on Mono/Unity
// so we are creating a manual clone
var clone = new BurstCompilerOptions
{
EnableBurstCompilation = EnableBurstCompilation,
EnableBurstCompileSynchronously = EnableBurstCompileSynchronously,
EnableBurstSafetyChecks = EnableBurstSafetyChecks,
EnableBurstTimings = EnableBurstTimings,
EnableBurstDebug = EnableBurstDebug,
ForceEnableBurstSafetyChecks = ForceEnableBurstSafetyChecks,
};
return clone;
}
private static bool TryGetAttribute(MemberInfo member, out BurstCompileAttribute attribute)
{
attribute = null;
// We don't fail if member == null as this method is being called by native code and doesn't expect to crash
if (member == null)
{
return false;
}
// Fetch options from attribute
attribute = GetBurstCompileAttribute(member);
if (attribute == null)
{
return false;
}
return true;
}
private static bool TryGetAttribute(Assembly assembly, out BurstCompileAttribute attribute)
{
// We don't fail if assembly == null as this method is being called by native code and doesn't expect to crash
if (assembly == null)
{
attribute = null;
return false;
}
// Fetch options from attribute
attribute = assembly.GetCustomAttribute<BurstCompileAttribute>();
return attribute != null;
}
private static BurstCompileAttribute GetBurstCompileAttribute(MemberInfo memberInfo)
{
var result = memberInfo.GetCustomAttribute<BurstCompileAttribute>();
if (result != null)
{
return result;
}
foreach (var a in memberInfo.GetCustomAttributes())
{
var attributeType = a.GetType();
if (attributeType.FullName == "Burst.Compiler.IL.Tests.TestCompilerAttribute")
{
var options = new List<string>();
return new BurstCompileAttribute(FloatPrecision.Standard, FloatMode.Default)
{
CompileSynchronously = true,
Options = options.ToArray(),
};
}
}
return null;
}
internal static bool HasBurstCompileAttribute(MemberInfo member)
{
if (member == null) throw new ArgumentNullException(nameof(member));
BurstCompileAttribute attr;
return TryGetAttribute(member, out attr);
}
/// <summary>
/// Merges the attributes from the assembly into the member attribute, such that if any field of the member attribute
/// was not specifically set by the user (or is a default), the assembly level setting is used for the Burst compilation.
/// </summary>
internal static void MergeAttributes(ref BurstCompileAttribute memberAttribute, in BurstCompileAttribute assemblyAttribute)
{
if (memberAttribute.FloatMode == FloatMode.Default)
{
memberAttribute.FloatMode = assemblyAttribute.FloatMode;
}
if (memberAttribute.FloatPrecision == FloatPrecision.Standard)
{
memberAttribute.FloatPrecision = assemblyAttribute.FloatPrecision;
}
if (memberAttribute.OptimizeFor == OptimizeFor.Default)
{
memberAttribute.OptimizeFor = assemblyAttribute.OptimizeFor;
}
if (!memberAttribute._compileSynchronously.HasValue && assemblyAttribute._compileSynchronously.HasValue)
{
memberAttribute._compileSynchronously = assemblyAttribute._compileSynchronously;
}
if (!memberAttribute._debug.HasValue && assemblyAttribute._debug.HasValue)
{
memberAttribute._debug = assemblyAttribute._debug;
}
if (!memberAttribute._disableDirectCall.HasValue && assemblyAttribute._disableDirectCall.HasValue)
{
memberAttribute._disableDirectCall = assemblyAttribute._disableDirectCall;
}
if (!memberAttribute._disableSafetyChecks.HasValue && assemblyAttribute._disableSafetyChecks.HasValue)
{
memberAttribute._disableSafetyChecks = assemblyAttribute._disableSafetyChecks;
}
}
/// <summary>
/// Gets the options for the specified member. Returns <c>false</c> if the `[BurstCompile]` attribute was not found.
/// </summary>
/// <returns><c>false</c> if the `[BurstCompile]` attribute was not found; otherwise <c>true</c></returns>
internal bool TryGetOptions(MemberInfo member, bool isJit, out string flagsOut, bool isForILPostProcessing = false)
{
flagsOut = null;
if (!TryGetAttribute(member, out var memberAttribute))
{
return false;
}
if (TryGetAttribute(member.Module.Assembly, out var assemblyAttribute))
{
MergeAttributes(ref memberAttribute, in assemblyAttribute);
}
flagsOut = GetOptions(isJit, memberAttribute, isForILPostProcessing);
return true;
}
internal string GetOptions(bool isJit, BurstCompileAttribute attr = null, bool isForILPostProcessing = false, bool isForCompilerClient = false)
{
// Add debug to Jit options instead of passing it here
// attr.Debug
var flagsBuilderOut = new StringBuilder();
if (isJit && !isForCompilerClient && ((attr?.CompileSynchronously ?? false) || RequiresSynchronousCompilation))
{
AddOption(flagsBuilderOut, GetOption(OptionJitEnableSynchronousCompilation));
}
if (isJit)
{
AddOption(flagsBuilderOut, GetOption(OptionDebug,
#if UNITY_EDITOR
BurstCompiler.IsScriptDebugInfoEnabled && EnableBurstDebug ? "Full" : "LineOnly"
#else
"LineOnly"
#endif
));
}
if (isForILPostProcessing)
{
// IL Post Processing compiles are the only thing set to low priority.
AddOption(flagsBuilderOut, GetOption(OptionJitCompilationPriority, CompilationPriority.ILPP));
}
if (attr != null)
{
if (attr.FloatMode != FloatMode.Default)
{
AddOption(flagsBuilderOut, GetOption(OptionFloatMode, attr.FloatMode));
}
if (attr.FloatPrecision != FloatPrecision.Standard)
{
AddOption(flagsBuilderOut, GetOption(OptionFloatPrecision, attr.FloatPrecision));
}
// We disable safety checks for jobs with `[BurstCompile(DisableSafetyChecks = true)]`.
if (attr.DisableSafetyChecks)
{
AddOption(flagsBuilderOut, GetOption(OptionDisableSafetyChecks));
}
if (attr.Options != null)
{
foreach (var option in attr.Options)
{
if (!string.IsNullOrEmpty(option))
{
AddOption(flagsBuilderOut, option);
}
}
}
switch (attr.OptimizeFor)
{
case OptimizeFor.Default:
case OptimizeFor.Balanced:
AddOption(flagsBuilderOut, GetOption(OptionOptLevel, 2));
break;
case OptimizeFor.Performance:
AddOption(flagsBuilderOut, GetOption(OptionOptLevel, 3));
break;
case OptimizeFor.Size:
AddOption(flagsBuilderOut, GetOption(OptionOptForSize));
AddOption(flagsBuilderOut, GetOption(OptionOptLevel, 3));
break;
case OptimizeFor.FastCompilation:
AddOption(flagsBuilderOut, GetOption(OptionOptLevel, 1));
break;
}
}
if (ForceEnableBurstSafetyChecks)
{
AddOption(flagsBuilderOut, GetOption(OptionGlobalSafetyChecksSetting, GlobalSafetyChecksSettingKind.ForceOn));
}
else if (EnableBurstSafetyChecks)
{
AddOption(flagsBuilderOut, GetOption(OptionGlobalSafetyChecksSetting, GlobalSafetyChecksSettingKind.On));
}
else
{
AddOption(flagsBuilderOut, GetOption(OptionGlobalSafetyChecksSetting, GlobalSafetyChecksSettingKind.Off));
}
if (isJit && EnableBurstTimings)
{
AddOption(flagsBuilderOut, GetOption(OptionLogTimings));
}
if (EnableBurstDebug || (attr?.Debug ?? false))
{
AddOption(flagsBuilderOut, GetOption(OptionDebugMode));
}
#if UNITY_EDITOR
if (BackendNameOverride != null)
{
AddOption(flagsBuilderOut, GetOption(OptionBackend, BackendNameOverride));
}
#endif
AddOption(flagsBuilderOut, GetOption(OptionTempDirectory, Path.Combine(Environment.CurrentDirectory, "Temp", "Burst")));
return flagsBuilderOut.ToString();
}
private static void AddOption(StringBuilder builder, string option)
{
if (builder.Length != 0)
builder.Append('\n'); // Use \n to separate options
builder.Append(option);
}
internal static string GetOption(string optionName, object value = null)
{
if (optionName == null) throw new ArgumentNullException(nameof(optionName));
return "--" + optionName + (value ?? String.Empty);
}
private void OnOptionsChanged()
{
OptionsChanged?.Invoke();
}
private void MaybeTriggerRecompilation()
{
#if UNITY_EDITOR
if (IsGlobal && IsEnabled && !IsInitializing)
{
UnityEditor.EditorUtility.DisplayProgressBar("Burst", "Waiting for compilation to finish", -1);
try
{
BurstCompiler.TriggerRecompilation();
}
finally
{
UnityEditor.EditorUtility.ClearProgressBar();
}
}
#endif
}
#if !UNITY_DOTSPLAYER && !NET_DOTS
/// <summary>
/// Static initializer based on command line arguments
/// </summary>
static BurstCompilerOptions()
{
foreach (var arg in Environment.GetCommandLineArgs())
{
switch (arg)
{
case DisableCompilationArg:
ForceDisableBurstCompilation = true;
break;
case ForceSynchronousCompilationArg:
ForceBurstCompilationSynchronously = true;
break;
}
}
if (CheckIsSecondaryUnityProcess())
{
ForceDisableBurstCompilation = true;
IsSecondaryUnityProcess = true;
}
}
private static bool CheckIsSecondaryUnityProcess()
{
#if UNITY_EDITOR
#if UNITY_2021_1_OR_NEWER
if (UnityEditor.MPE.ProcessService.level == UnityEditor.MPE.ProcessLevel.Secondary
|| UnityEditor.AssetDatabase.IsAssetImportWorkerProcess())
{
return true;
}
#else
if (UnityEditor.MPE.ProcessService.level == UnityEditor.MPE.ProcessLevel.Slave
|| UnityEditor.AssetDatabase.IsAssetImportWorkerProcess())
{
return true;
}
#endif
#endif
return false;
}
#endif
#endif // !BURST_COMPILER_SHARED
}
#if UNITY_EDITOR
// NOTE: This must be synchronized with Backend.TargetPlatform
internal enum TargetPlatform
{
Windows = 0,
macOS = 1,
Linux = 2,
Android = 3,
iOS = 4,
PS4 = 5,
XboxOne_Deprecated = 6,
WASM = 7,
UWP = 8,
Lumin = 9,
Switch = 10,
Stadia_Deprecated = 11,
tvOS = 12,
EmbeddedLinux = 13,
GameCoreXboxOne = 14,
GameCoreXboxSeries = 15,
PS5 = 16,
QNX = 17,
}
#endif
// Need this enum for CPU intrinsics to work, so exposing it to Tiny too
#endif //!UNITY_DOTSPLAYER && !NET_DOTS
// Don't expose the enum in Burst.Compiler.IL, need only in Unity.Burst.dll which is referenced by Burst.Compiler.IL.Tests
#if !BURST_COMPILER_SHARED
// Make the enum public for btests via Unity.Burst.dll; leave it internal in the package
#if BURST_INTERNAL
public
#else
internal
#endif
// NOTE: This must be synchronized with Backend.TargetCpu
enum BurstTargetCpu
{
Auto = 0,
X86_SSE2 = 1,
X86_SSE4 = 2,
X64_SSE2 = 3,
X64_SSE4 = 4,
AVX = 5,
AVX2 = 6,
WASM32 = 7,
ARMV7A_NEON32 = 8,
ARMV8A_AARCH64 = 9,
THUMB2_NEON32 = 10,
ARMV8A_AARCH64_HALFFP = 11,
ARMV9A = 12,
}
#endif
#if !UNITY_DOTSPLAYER && !NET_DOTS
/// <summary>
/// Flags used by <see cref="NativeCompiler.CompileMethod"/> to dump intermediate compiler results.
/// Note please ensure MonoDebuggerHandling/Constants.h is updated if you change this enum
/// </summary>
[Flags]
#if BURST_COMPILER_SHARED
public enum NativeDumpFlags
#else
internal enum NativeDumpFlags
#endif
{
/// <summary>
/// Nothing is selected.
/// </summary>
None = 0,
/// <summary>
/// Dumps the IL of the method being compiled
/// </summary>
IL = 1 << 0,
/// <summary>
/// Unused dump state.
/// </summary>
Unused = 1 << 1,
/// <summary>
/// Dumps the generated module without optimizations
/// </summary>
IR = 1 << 2,
/// <summary>
/// Dumps the generated backend code after optimizations (if enabled)
/// </summary>
IROptimized = 1 << 3,
/// <summary>
/// Dumps the generated ASM code
/// </summary>
Asm = 1 << 4,
/// <summary>
/// Generate the native code
/// </summary>
Function = 1 << 5,
/// <summary>
/// Dumps the result of analysis
/// </summary>
Analysis = 1 << 6,
/// <summary>
/// Dumps the diagnostics from optimisation
/// </summary>
IRPassAnalysis = 1 << 7,
/// <summary>
/// Dumps the IL before all transformation of the method being compiled
/// </summary>
ILPre = 1 << 8,
/// <summary>
/// Dumps the per-entry-point module
/// </summary>
IRPerEntryPoint = 1 << 9,
/// <summary>
/// Dumps all normal output.
/// </summary>
All = IL | ILPre | IR | IROptimized | IRPerEntryPoint | Asm | Function | Analysis | IRPassAnalysis
}
#if BURST_COMPILER_SHARED
public enum CompilationPriority
#else
internal enum CompilationPriority
#endif
{
EagerCompilationSynchronous = 0,
Asynchronous = 1,
ILPP = 2,
EagerCompilationAsynchronous = 3,
}
#if UNITY_EDITOR
/// <summary>
/// Some options cannot be applied until after an Editor restart, in Editor versions prior to 2019.3.
/// This class assists with allowing the relevant settings to be changed via the menu,
/// followed by displaying a message to the user to say a restart is necessary.
/// </summary>
internal static class RequiresRestartUtility
{
[ThreadStatic]
public static bool CalledFromUI;
[ThreadStatic]
public static bool RequiresRestart;
}
#endif
#endif //!UNITY_DOTSPLAYER && !NET_DOTS
}