240 lines
8.6 KiB
C#
240 lines
8.6 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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// Make internals visible for BurstGlobalCompilerOptions
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[assembly: InternalsVisibleTo("Unity.Burst.CodeGen")]
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[assembly: InternalsVisibleTo("Unity.Burst.Editor")]
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// Make internals visible to Unity burst tests
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[assembly: InternalsVisibleTo("Unity.Burst.Tests.UnitTests")]
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[assembly: InternalsVisibleTo("Unity.Burst.Editor.Tests")]
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[assembly: InternalsVisibleTo("Unity.Burst.Benchmarks")]
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namespace Unity.Burst
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{
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/// <summary>
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/// How the code should be optimized.
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/// </summary>
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public enum OptimizeFor
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{
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/// <summary>
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/// The default optimization mode - uses <see cref="OptimizeFor.Balanced"/>.
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/// </summary>
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Default = 0,
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/// <summary>
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/// Optimize for performance - the compiler should make the most optimal binary possible.
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/// </summary>
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Performance = 1,
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/// <summary>
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/// Optimize for size - the compiler should make the smallest binary possible.
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/// </summary>
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Size = 2,
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/// <summary>
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/// Optimize for fast compilation - the compiler should perform some optimization, but take as little time as possible to do it.
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/// </summary>
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FastCompilation = 3,
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/// <summary>
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/// Optimize for balanced compilation - ensuring that good performance is obtained while keeping compile time as low as possible.
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/// </summary>
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Balanced = 4,
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}
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#if !BURST_COMPILER_SHARED
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// FloatMode and FloatPrecision must be kept in sync with burst.h / Burst.Backend
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/// <summary>
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/// Represents the floating point optimization mode for compilation.
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/// </summary>
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public enum FloatMode
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{
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/// <summary>
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/// Use the default target floating point mode - <see cref="FloatMode.Strict"/>.
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/// </summary>
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Default = 0,
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/// <summary>
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/// No floating point optimizations are performed.
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/// </summary>
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Strict = 1,
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/// <summary>
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/// Reserved for future.
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/// </summary>
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Deterministic = 2,
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/// <summary>
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/// Allows algebraically equivalent optimizations (which can alter the results of calculations), it implies :
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/// <para/> optimizations can assume results and arguments contain no NaNs or +/- Infinity and treat sign of zero as insignificant.
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/// <para/> optimizations can use reciprocals - 1/x * y , instead of y/x.
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/// <para/> optimizations can use fused instructions, e.g. madd.
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/// </summary>
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Fast = 3,
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}
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/// <summary>
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/// Represents the floating point precision used for certain builtin operations e.g. sin/cos.
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/// </summary>
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public enum FloatPrecision
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{
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/// <summary>
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/// Use the default target floating point precision - <see cref="FloatPrecision.Medium"/>.
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/// </summary>
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Standard = 0,
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/// <summary>
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/// Compute with an accuracy of 1 ULP - highly accurate, but increased runtime as a result, should not be required for most purposes.
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/// </summary>
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High = 1,
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/// <summary>
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/// Compute with an accuracy of 3.5 ULP - considered acceptable accuracy for most tasks.
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/// </summary>
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Medium = 2,
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/// <summary>
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/// Compute with an accuracy lower than or equal to <see cref="FloatPrecision.Medium"/>, with some range restrictions (defined per function).
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/// </summary>
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Low = 3,
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}
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/// <summary>
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/// This attribute is used to tag jobs or function-pointers as being Burst compiled, and optionally set compilation parameters.
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/// </summary>
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[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Assembly)]
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public class BurstCompileAttribute : System.Attribute
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{
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/// <summary>
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/// Gets or sets the float mode of operation for this Burst compilation.
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/// </summary>
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/// <value>
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/// The default is <see cref="FloatMode.Default"/>.
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/// </value>
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public FloatMode FloatMode { get; set; }
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/// <summary>
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/// Gets or sets the floating point precision to use for this Burst compilation.
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/// Allows you to trade accuracy for speed of computation, useful when you don't require much precision.
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/// </summary>
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/// <value>
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/// The default is <see cref="FloatPrecision.Standard"/>.
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/// </value>
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public FloatPrecision FloatPrecision { get; set; }
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internal bool? _compileSynchronously;
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/// <summary>
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/// Gets or sets whether or not to Burst compile the code immediately on first use, or in the background over time.
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/// </summary>
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/// <value>The default is <c>false</c>, <c>true</c> will force this code to be compiled synchronously on first invocation.</value>
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public bool CompileSynchronously
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{
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get => _compileSynchronously.HasValue ? _compileSynchronously.Value : false;
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set => _compileSynchronously = value;
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}
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internal bool? _debug;
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/// <summary>
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/// Gets or sets whether to compile the code in a way that allows it to be debugged.
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/// If this is set to <c>true</c>, the current implementation disables optimisations on this method
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/// allowing it to be debugged using a Native debugger.
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/// </summary>
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/// <value>
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/// The default is <c>false</c>.
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/// </value>
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public bool Debug
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{
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get => _debug.HasValue ? _debug.Value : false;
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set => _debug = value;
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}
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internal bool? _disableSafetyChecks;
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/// <summary>
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/// Gets or sets whether to disable safety checks for the current job or function pointer.
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/// If this is set to <c>true</c>, the current job or function pointer will be compiled
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/// with safety checks disabled unless the global 'Safety Checks/Force On' option is active.
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/// </summary>
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/// <value>
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/// The default is <c>false</c>.
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/// </value>
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public bool DisableSafetyChecks
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{
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get => _disableSafetyChecks.HasValue ? _disableSafetyChecks.Value : false;
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set => _disableSafetyChecks = value;
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}
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internal bool? _disableDirectCall;
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/// <summary>
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/// Gets or sets a boolean to disable the translation of a static method call as direct call to
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/// the generated native method. By default, when compiling static methods with Burst and calling
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/// them from C#, they will be translated to a direct call to the Burst generated method.
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/// code.
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/// </summary>
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/// <value>
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/// The default is <c>false</c>.
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/// </value>
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public bool DisableDirectCall
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{
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get => _disableDirectCall.HasValue ? _disableDirectCall.Value : false;
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set => _disableDirectCall = value;
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}
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/// <summary>
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/// How should this entry-point be optimized.
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/// </summary>
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/// <value>
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/// The default is <see cref="OptimizeFor.Default"/>.
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/// </value>
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public OptimizeFor OptimizeFor { get; set; }
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internal string[] Options { get; set; }
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/// <summary>
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/// Tags a struct/method/class as being Burst compiled, with the default <see cref="FloatPrecision"/>, <see cref="FloatMode"/> and <see cref="CompileSynchronously"/>.
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/// </summary>
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/// <example>
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/// <code>
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/// [BurstCompile]
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/// struct MyMethodsAreCompiledByBurstUsingTheDefaultSettings
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/// {
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/// //....
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/// }
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///</code>
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/// </example>
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public BurstCompileAttribute()
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{
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}
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/// <summary>
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/// Tags a struct/method/class as being Burst compiled, with the specified <see cref="FloatPrecision"/> and <see cref="FloatMode"/>.
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/// </summary>
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/// <example>
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/// <code>
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/// [BurstCompile(FloatPrecision.Low, FloatMode.Fast)]
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/// struct MyMethodsAreCompiledByBurstWithLowPrecisionAndFastFloatingPointMode
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/// {
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/// //....
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/// }
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///</code>
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///</example>
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/// <param name="floatPrecision">Specify the required floating point precision.</param>
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/// <param name="floatMode">Specify the required floating point mode.</param>
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public BurstCompileAttribute(FloatPrecision floatPrecision, FloatMode floatMode)
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{
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FloatMode = floatMode;
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FloatPrecision = floatPrecision;
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}
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internal BurstCompileAttribute(string[] options)
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{
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Options = options;
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}
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}
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#endif
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}
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