Ejemplo n.º 1
0
        static BurstLoader()
        {
            // Un-comment the following to log compilation steps to log.txt in the .Runtime folder
            // Environment.SetEnvironmentVariable("UNITY_BURST_DEBUG", "1");

            // Try to load the runtime through an environment variable
            RuntimePath = Environment.GetEnvironmentVariable("UNITY_BURST_RUNTIME_PATH");

            // Otherwise try to load it from the package itself
            if (!Directory.Exists(RuntimePath))
            {
                RuntimePath = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }
            BurstCompilerService.Initialize(RuntimePath, BurstReflection.ExtractBurstCompilerOptions);
        }
        static BurstLoader()
        {
            // This can be setup to get more diagnostics
            var debuggingStr = Environment.GetEnvironmentVariable("UNITY_BURST_DEBUG");

            IsDebugging = debuggingStr != null;
            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Extra debugging is turned on.");
                int debuggingLevel;
                int.TryParse(debuggingStr, out debuggingLevel);
                if (debuggingLevel <= 0)
                {
                    debuggingLevel = 1;
                }
                DebuggingLevel = debuggingLevel;
            }

            // Try to load the runtime through an environment variable
            RuntimePath = Environment.GetEnvironmentVariable("UNITY_BURST_RUNTIME_PATH");

            // Otherwise try to load it from the package itself
            if (!Directory.Exists(RuntimePath))
            {
                RuntimePath = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }

            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning($"[com.unity.burst] Runtime directory set to {RuntimePath}");
            }

            BurstEditorOptions.EnsureSynchronized();

            if (DebuggingLevel > 2)
            {
                UnityEngine.Debug.Log("Burst - Domain Reload");
            }

            BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMember);

            EditorApplication.quitting += BurstCompiler.Shutdown;

            CompilationPipeline.assemblyCompilationStarted  += OnAssemblyCompilationStarted;
            CompilationPipeline.assemblyCompilationFinished += OnAssemblyCompilationFinished;
            EditorApplication.playModeStateChanged          += EditorApplicationOnPlayModeStateChanged;
        }
Ejemplo n.º 3
0
        static BurstLoader()
        {
            // This can be setup to get more diagnostics
            IsDebugging = Environment.GetEnvironmentVariable("UNITY_BURST_DEBUG") != null;

            // Try to load the runtime through an environment variable
            RuntimePath = Environment.GetEnvironmentVariable("UNITY_BURST_RUNTIME_PATH");

            // Otherwise try to load it from the package itself
            if (!Directory.Exists(RuntimePath))
            {
                RuntimePath = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }

            BurstEditorOptions.EnsureSynchronized();

            BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMember);

            EditorApplication.quitting += BurstCompiler.Shutdown;
        }
Ejemplo n.º 4
0
        static BurstLoader()
        {
            if (BurstCompilerOptions.ForceDisableBurstCompilation)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Burst is disabled entirely from the command line");
                return;
            }

            // This can be setup to get more diagnostics
            var debuggingStr = Environment.GetEnvironmentVariable("UNITY_BURST_DEBUG");

            IsDebugging = debuggingStr != null;
            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Extra debugging is turned on.");
                int debuggingLevel;
                int.TryParse(debuggingStr, out debuggingLevel);
                if (debuggingLevel <= 0)
                {
                    debuggingLevel = 1;
                }
                DebuggingLevel = debuggingLevel;
            }

            // Try to load the runtime through an environment variable
            RuntimePath = Environment.GetEnvironmentVariable("UNITY_BURST_RUNTIME_PATH");

            // Otherwise try to load it from the package itself
            if (!Directory.Exists(RuntimePath))
            {
                RuntimePath = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }

            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning($"[com.unity.burst] Runtime directory set to {RuntimePath}");
            }

            BurstEditorOptions.EnsureSynchronized();

            BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMemberDelegate);

            EditorApplication.quitting += BurstCompiler.Shutdown;

            CompilationPipeline.assemblyCompilationStarted  += OnAssemblyCompilationStarted;
            CompilationPipeline.assemblyCompilationFinished += OnAssemblyCompilationFinished;
            EditorApplication.playModeStateChanged          += EditorApplicationOnPlayModeStateChanged;

            VersionUpdateCheck();

            // Workaround to update the list of assembly folders as soon as possible
            // in order for the JitCompilerService to not fail with AssemblyResolveExceptions.
            try
            {
                var assemblyList    = BurstReflection.GetAssemblyList(AssembliesType.Editor);
                var assemblyFolders = new HashSet <string>();
                foreach (var assembly in assemblyList)
                {
                    try
                    {
                        var fullPath       = Path.GetFullPath(assembly.Location);
                        var assemblyFolder = Path.GetDirectoryName(fullPath);
                        if (!string.IsNullOrEmpty(assemblyFolder))
                        {
                            assemblyFolders.Add(assemblyFolder);
                        }
                    }
                    catch
                    {
                        // ignore
                    }
                }

                // Notify the compiler
                var assemblyFolderList = assemblyFolders.ToList();
                if (IsDebugging)
                {
                    UnityEngine.Debug.Log($"Burst - Change of list of assembly folders:\n{string.Join("\n", assemblyFolderList)}");
                }
                BurstCompiler.UpdateAssemblerFolders(assemblyFolderList);
            }
            catch
            {
                // ignore
            }

            // Notify the compiler about a domain reload
            if (IsDebugging)
            {
                UnityEngine.Debug.Log("Burst - Domain Reload");
            }

            // Notify the JitCompilerService about a domain reload
            BurstCompiler.DomainReload();

            // Make sure that the X86 CSR function pointers are compiled
            Intrinsics.X86.CompileManagedCsrAccessors();

            // Make sure BurstRuntime is initialized
            BurstRuntime.Initialize();
        }
Ejemplo n.º 5
0
        static BurstLoader()
        {
            if (BurstCompilerOptions.ForceDisableBurstCompilation)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Burst is disabled entirely from the command line");
                return;
            }

            // This can be setup to get more diagnostics
            var debuggingStr = Environment.GetEnvironmentVariable("UNITY_BURST_DEBUG");

            IsDebugging = debuggingStr != null;
            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning("[com.unity.burst] Extra debugging is turned on.");
                int debuggingLevel;
                int.TryParse(debuggingStr, out debuggingLevel);
                if (debuggingLevel <= 0)
                {
                    debuggingLevel = 1;
                }
                DebuggingLevel = debuggingLevel;
            }

            // Try to load the runtime through an environment variable
            if (!UnityBurstRuntimePathOverwritten(out var path))
            {
                // Otherwise try to load it from the package itself
                path = Path.GetFullPath("Packages/com.unity.burst/.Runtime");
            }

            RuntimePath = path;

            if (IsDebugging)
            {
                UnityEngine.Debug.LogWarning($"[com.unity.burst] Runtime directory set to {RuntimePath}");
            }

            BurstCompilerService.Initialize(RuntimePath, TryGetOptionsFromMemberDelegate);

            // It's important that this call comes *after* BurstCompilerService.Initialize,
            // otherwise any calls from within EnsureSynchronized to BurstCompilerService,
            // such as BurstCompiler.Disable(), will silently fail.
            BurstEditorOptions.EnsureSynchronized();

            EditorApplication.quitting += OnEditorApplicationQuitting;

#if UNITY_2019_1_OR_NEWER
            CompilationPipeline.compilationStarted += OnCompilationStarted;
#endif

            CompilationPipeline.assemblyCompilationStarted  += OnAssemblyCompilationStarted;
            CompilationPipeline.assemblyCompilationFinished += OnAssemblyCompilationFinished;
            EditorApplication.playModeStateChanged          += EditorApplicationOnPlayModeStateChanged;
            AppDomain.CurrentDomain.DomainUnload            += OnDomainUnload;

            VersionUpdateCheck();

            BurstReflection.EnsureInitialized();

#if !UNITY_2019_3_OR_NEWER
            // Workaround to update the list of assembly folders as soon as possible
            // in order for the JitCompilerService to not fail with AssemblyResolveExceptions.
            // This workaround is only necessary for editors prior to 2019.3 (i.e. 2018.4),
            // because 2019.3+ include a fix on the Unity side.
            try
            {
                var assemblyList    = BurstReflection.AllEditorAssemblies;
                var assemblyFolders = new HashSet <string>();
                foreach (var assembly in assemblyList)
                {
                    try
                    {
                        var fullPath       = Path.GetFullPath(assembly.Location);
                        var assemblyFolder = Path.GetDirectoryName(fullPath);
                        if (!string.IsNullOrEmpty(assemblyFolder))
                        {
                            assemblyFolders.Add(assemblyFolder);
                        }
                    }
                    catch
                    {
                        // ignore
                    }
                }

                // Notify the compiler
                var assemblyFolderList = assemblyFolders.ToList();
                if (IsDebugging)
                {
                    UnityEngine.Debug.Log($"Burst - Change of list of assembly folders:\n{string.Join("\n", assemblyFolderList)}");
                }
                BurstCompiler.UpdateAssemblerFolders(assemblyFolderList);
            }
            catch
            {
                // ignore
            }
#endif

            // Notify the compiler about a domain reload
            if (IsDebugging)
            {
                UnityEngine.Debug.Log("Burst - Domain Reload");
            }

            // Notify the JitCompilerService about a domain reload
            BurstCompiler.DomainReload();

#if UNITY_2020_1_OR_NEWER
            BurstCompiler.OnProgress += OnProgress;
            BurstCompiler.SetProgressCallback();
#endif

#if !BURST_INTERNAL && !UNITY_DOTSPLAYER
            // Make sure that the X86 CSR function pointers are compiled
            Intrinsics.X86.CompileManagedCsrAccessors();
#endif

            // Make sure BurstRuntime is initialized
            BurstRuntime.Initialize();

            // Schedule upfront compilation of all methods in all assemblies,
            // with the goal of having as many methods as possible Burst-compiled
            // by the time the user enters PlayMode.
            if (!EditorApplication.isPlayingOrWillChangePlaymode)
            {
                MaybeTriggerEagerCompilation();
            }

#if UNITY_2020_1_OR_NEWER
            // Can't call Menu.AddMenuItem immediately, presumably because the menu controller isn't initialized yet.
            EditorApplication.CallDelayed(() => CreateDynamicMenuItems());
#endif
        }