using System;
namespace Unity.Collections
{
///
///
///
[Obsolete("Use GenerateTestsForBurstCompatibility (UnityUpgradable) -> GenerateTestsForBurstCompatibilityAttribute", true)]
public class BurstCompatibleAttribute : Attribute
{
}
///
/// Documents and enforces (via generated tests) that the tagged method or property has to stay burst compatible.
///
/// This attribute cannot be used with private methods or properties.
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Property | AttributeTargets.Constructor, AllowMultiple = true)]
public class GenerateTestsForBurstCompatibilityAttribute : Attribute
{
///
/// Burst compatible compile target.
///
public enum BurstCompatibleCompileTarget
{
///
/// Player.
///
Player,
///
/// Editor.
///
Editor,
///
/// Player and editor.
///
PlayerAndEditor
}
///
/// Types to be used for the declared generic type or method.
///
///
/// The generic type arguments are tracked separately for types and methods. Say a generic type also contains
/// a generic method, like in the case of Foo<T>.Bar<U>(T baz, U blah). You must specify
/// GenericTypeArguments for Foo and also for Bar to establish the concrete types for T and U. When code
/// generation occurs for the Burst compatibility tests, any time T appears (in the definition of Foo)
/// it will be replaced with the generic type argument you specified for Foo and whenever U appears
/// (in method Bar's body) it will be replaced by whatever generic type argument you specified for the method
/// Bar.
///
public Type[] GenericTypeArguments { get; set; }
///
/// Specifies the symbol that must be defined in order for the method to be tested for Burst compatibility.
///
public string RequiredUnityDefine = null;
///
/// Specifies whether code should be Burst compiled for the player, editor, or both.
///
///
/// When set to BurstCompatibleCompileTarget.Editor, the generated Burst compatibility code will be
/// surrounded by #if UNITY_EDITOR to ensure that the Burst compatibility test will only be executed in the
/// editor. The code will be compiled with Burst function pointers. If you have a non-null RequiredUnityDefine,
/// an #if with the RequiredUnityDefine will also be emitted.
///
/// When set to BurstCompatibilityCompileTarget.Player, the generated Burst compatibility code will
/// only be surrounded by an #if containing the RequiredUnityDefine (or nothing if RequiredUnityDefine is null).
/// Instead of compiling with Burst function pointers, a player build is started where the Burst AOT compiler
/// will verify the Burst compatibility. This is done to speed up Burst compilation for the compatibility tests
/// since Burst function pointer compilation is not done in parallel.
///
/// When set to BurstCompatibilityCompileTarget.PlayerAndEditor, the generated Burst compatibility code will
/// only be surrounded by an #if containing the RequiredUnityDefine (or nothing if RequiredUnityDefine is null).
/// The code will be compiled both by the editor (using Burst function pointers) and with a player build (using
/// Burst AOT).
///
/// For best performance of the Burst compatibility tests, prefer to use BurstCompatibilityCompileTarget.Player
/// as much as possible.
///
public BurstCompatibleCompileTarget CompileTarget = BurstCompatibleCompileTarget.Player;
}
///
/// Attribute to exclude a method from burst compatibility testing even though the containing type is.
///
[AttributeUsage(AttributeTargets.Method | AttributeTargets.Property | AttributeTargets.Constructor)]
public class ExcludeFromBurstCompatTestingAttribute : Attribute
{
///
/// Reason for excluding a method from being included in generated Burst compilation tests
///
public string Reason { get; set; }
///
/// Create this attribute with the reason to exclude from burst compatibility testing.
///
/// Reason target is not burst compatible.
public ExcludeFromBurstCompatTestingAttribute(string _reason)
{
Reason = _reason;
}
}
}