UnityGame/Library/PackageCache/com.unity.burst/Documentation~/optimization-constant.md

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2024-10-27 10:53:47 +03:00
# Constant intrinsic
Use the [`IsConstantExpression`](xref:Unity.Burst.CompilerServices.Constant.IsConstantExpression*) intrinsic to check if a given expression is constant at compile-time:
```c#
using static Unity.Burst.CompilerServices.Constant;
var somethingWhichWillBeConstantFolded = math.pow(42.0f, 42.0f);
if (IsConstantExpression(somethingWhichWillBeConstantFolded))
{
// Burst knows that somethingWhichWillBeConstantFolded is a compile-time constant
}
```
This is useful to check if a complex expression is always constant folded. You can use it for optimizations for a known constant value. For example, if you want to implement a `pow`-like function for integer powers:
```c#
using static Unity.Burst.CompilerServices.Constant;
public static float MyAwesomePow(float f, int i)
{
if (IsConstantExpression(i) && (2 == i))
{
return f * f;
}
else
{
return math.pow(f, (float)i);
}
}
```
The `IsConstantExpression` check means that Burst always removes the branch if `i` isn't constant, because the if condition is false. This means that if `i` is constant and is equal to 2, you can use a more optimal simple multiply instead.
The result of `IsConstantExpression` intentionally depends on the result of the optimizations being run. Therefore the result can change based on whether
a function gets inlined or not. For example in the case above: `IsConstantExpression(i)` is false on its own, because `i` is a function
argument which is obivously not constant. However, if `MyAwesomePow` gets inlined with a constant value for `i`, then it will evaluate to true.
But if `MyAwesomePow` ends up not being inlined for whatever reason, then `IsConstantExpression(i)` will remain false.
>[!NOTE]
> Constant folding only takes place during optimizations. If you've disabled optimizations, the intrinsic returns false.