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- using System;
-
- namespace Unity.Burst.Intrinsics
- {
- /// <summary>
- /// Common intrinsics that are exposed across all Burst targets.
- /// </summary>
- public static class Common
- {
- /// <summary>
- /// Hint that the current thread should pause.
- ///
- /// In Burst compiled code this will map to platform specific
- /// ways to hint that the current thread should be paused as
- /// it is performing a calculation that would benefit from
- /// not contending with other threads. Atomic operations in
- /// tight loops (like spin-locks) can benefit from use of this
- /// intrinsic.
- ///
- /// - On x86 systems this maps to the `pause` instruction.
- /// - On ARM systems this maps to the `yield` instruction.
- ///
- /// Note that this is not an operating system level thread yield,
- /// it only provides a hint to the CPU that the current thread can
- /// afford to pause its execution temporarily.
- /// </summary>
- public static void Pause() { }
-
- #if UNITY_BURST_EXPERIMENTAL_PREFETCH_INTRINSIC
- public enum ReadWrite : int
- {
- Read = 0,
- Write = 1,
- }
-
- public enum Locality : int
- {
- NoTemporalLocality = 0,
- LowTemporalLocality = 1,
- ModerateTemporalLocality = 2,
- HighTemporalLocality = 3,
- }
-
- /// <summary>
- /// Prefetch a pointer.
- /// </summary>
- /// <param name="v">The pointer to prefetch.</param>
- /// <param name="rw">Whether the pointer will be used for reading or writing.</param>
- /// <param name="locality">The cache locality of the pointer.</param>
- public static unsafe void Prefetch(void* v, ReadWrite rw, Locality locality = Locality.HighTemporalLocality) { }
- #endif
-
- /// <summary>
- /// Return the low half of the multiplication of two numbers, and the high part as an out parameter.
- /// </summary>
- /// <param name="x">A value to multiply.</param>
- /// <param name="y">A value to multiply.</param>
- /// <param name="high">The high-half of the multiplication result.</param>
- /// <returns>The low-half of the multiplication result.</returns>
- public static ulong umul128(ulong x, ulong y, out ulong high)
- {
- // Split the inputs into high/low sections.
- ulong xLo = (uint)x;
- ulong xHi = x >> 32;
- ulong yLo = (uint)y;
- ulong yHi = y >> 32;
-
- // We have to use 4 multiples to compute the full range of the result.
- ulong hi = xHi * yHi;
- ulong m1 = xHi * yLo;
- ulong m2 = yHi * xLo;
- ulong lo = xLo * yLo;
-
- ulong m1Lo = (uint)m1;
- ulong loHi = lo >> 32;
- ulong m1Hi = m1 >> 32;
-
- high = hi + m1Hi + ((loHi + m1Lo + m2) >> 32);
- return x * y;
- }
- }
-
- [AttributeUsage(AttributeTargets.Method, Inherited = false)]
- // expose the type to btests via Unity.Burst.dll
- #if BURST_INTERNAL
- public
- #else
- internal
- #endif
- sealed class BurstTargetCpuAttribute : Attribute
- {
- public BurstTargetCpuAttribute(BurstTargetCpu TargetCpu)
- {
- this.TargetCpu = TargetCpu;
- }
-
- public readonly BurstTargetCpu TargetCpu;
- }
- }
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