using System;
namespace Unity.Burst.Intrinsics
{
///
/// Common intrinsics that are exposed across all Burst targets.
///
public static class Common
{
///
/// 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.
///
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,
}
///
/// Prefetch a pointer.
///
/// The pointer to prefetch.
/// Whether the pointer will be used for reading or writing.
/// The cache locality of the pointer.
public static unsafe void Prefetch(void* v, ReadWrite rw, Locality locality = Locality.HighTemporalLocality) { }
#endif
///
/// Return the low half of the multiplication of two numbers, and the high part as an out parameter.
///
/// A value to multiply.
/// A value to multiply.
/// The high-half of the multiplication result.
/// The low-half of the multiplication result.
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;
}
}