74 lines
5.0 KiB
Markdown
74 lines
5.0 KiB
Markdown
# Marking code for Burst compilation
|
|
|
|
Apply the [`[BurstCompile]`](xref:Unity.Burst.BurstCompileAttribute) attribute to the parts of your code you want Burst to compile. You can apply the `[BurstCompile]` attribute to the following:
|
|
|
|
* **Jobs**: When you apply `[BurstCompile]` to a job definition, Burst compiles everything within the job. For more information on jobs, refer to [Job system](xref:um-job-system) in the Unity Manual.
|
|
* **Classes**: Apply `[BurstCompile]` to a class definition if the class contains static methods that are also marked with `[BurstCompile]`. Burst can't compile the class itself but only its member methods.
|
|
* **Structs**: Apply `[BurstCompile]` to a regular (non-job) struct definition if the struct contains static methods that are also marked with `[BurstCompile]`.
|
|
* **Static methods**: Apply `[BurstCompile]` to the method and its parent type. To work with dynamic functions that process data based on other data states, refer to [Function pointers](csharp-function-pointers.md).
|
|
* **Assemblies**: Apply `[BurstCompile]` to an assembly to set options for all Burst jobs and function-pointers within the assembly. For more information, refer to [Defining Burst options for an assembly](compilation-burstcompile-assembly.md).
|
|
|
|
> [!IMPORTANT]
|
|
>You don't always need to mark a method with the `[BurstCompile]` attribute for Burst to compile it. Any method where the program execution switches from managed to Burst-compiled code is referred to as a Burst entry point. If a static entry point method is marked with `[BurstCompile]`, Burst also compiles any methods it calls into, even if they're not marked `[BurstCompile]`.
|
|
|
|
## Configure Burst compilation with parameters
|
|
|
|
You can supply parameters to the [`[BurstCompile]`](xref:Unity.Burst.BurstCompileAttribute) attribute to modify aspects of compilation and improve Burst's performance. You can use attribute parameters to:
|
|
|
|
* Use a different accuracy for math functions (for example, sin, cos).
|
|
* Relax the order of math computations so that Burst can rearrange the floating point calculations.
|
|
* Force a synchronous compilation of a job (only for [just-in-time compilation](compilation.md)).
|
|
|
|
For example, you can use the `[BurstCompile]` attribute to change the [floating precision](xref:Unity.Burst.FloatPrecision) and [float mode](xref:Unity.Burst.FloatMode) of Burst like so:
|
|
|
|
[BurstCompile(FloatPrecision.Medium, FloatMode.Fast)]
|
|
|
|
## FloatPrecision
|
|
|
|
Use the [`FloatPrecision`](xref:Unity.Burst.FloatPrecision) enumeration to define Burst's floating precision accuracy.
|
|
|
|
Float precision is measured in ulp (unit in the last place or unit of least precision). This is the space between floating-point numbers: the value the least significant digit represents if it's 1. `Unity.Burst.FloatPrecision` provides the following accuracy:
|
|
|
|
* `FloatPrecision.Standard`: Default value, which is the same as `FloatPrecision.Medium`. This provides an accuracy of 3.5 ulp.
|
|
* `FloatPrecision.High`: Provides an accuracy of 1.0 ulp.
|
|
* `FloatPrecision.Medium`: Provides an accuracy of 3.5 ulp.
|
|
* `FloatPrecision.Low`: Has an accuracy defined per function, and functions might specify a restricted range of valid inputs.
|
|
|
|
**Note:** In previous versions of the Burst API, the `FloatPrecision` enum was named `Accuracy`.
|
|
|
|
### FloatPrecision.Low
|
|
|
|
If you use the [`FloatPrecision.Low`](xref:Unity.Burst.FloatPrecision) mode, the following functions have a precision of 350.0 ulp. All other functions inherit the ulp from `FloatPrecision.Medium`.
|
|
|
|
* `Unity.Mathematics.math.sin(x)`
|
|
* `Unity.Mathematics.math.cos(x)`
|
|
* `Unity.Mathematics.math.exp(x)`
|
|
* `Unity.Mathematics.math.exp2(x)`
|
|
* `Unity.Mathematics.math.exp10(x)`
|
|
* `Unity.Mathematics.math.log(x)`
|
|
* `Unity.Mathematics.math.log2(x)`
|
|
* `Unity.Mathematics.math.log10(x)`
|
|
* `Unity.Mathematics.math.pow(x, y)`
|
|
* Negative `x` to the power of a fractional `y` aren't supported.
|
|
* `Unity.Mathematics.math.fmod(x, y)`
|
|
|
|
## FloatMode
|
|
|
|
Use the [`FloatMode`](xref:Unity.Burst.FloatMode) enumeration to define Burst's floating point math mode. It provides the following modes:
|
|
|
|
|
|
* `FloatMode.Default`: Defaults to `FloatMode.Strict` mode.
|
|
* `FloatMode.Strict`: Burst doesn't perform any re-arrangement of the calculation and respects special floating point values (such as denormals, NaN). This is the default value.
|
|
* `FloatMode.Fast`: Burst can perform instruction re-arrangement and use dedicated or less precise hardware SIMD instructions.
|
|
* `FloatMode.Deterministic`: Unsupported. Deterministic mode is reserved for a future iteration of Burst.
|
|
|
|
For hardware that can support Multiply and Add (e.g mad `a * b + c`) into a single instruction, you can use `FloatMode.Fast` to enable this optimization. However, the reordering of these instructions might lead to a lower accuracy.
|
|
|
|
Use `FloatMode.Fast` for scenarios where the exact order of the calculation and the uniform handling of NaN values aren't required.
|
|
|
|
## Additional resources
|
|
|
|
* [`[BurstCompile]` attribute API reference](xref:Unity.Burst.BurstCompileAttribute)
|
|
* [Defining Burst options for an assembly](compilation-burstcompile-assembly.md)
|
|
|