UnityGame/Library/PackageCache/com.unity.burst/Documentation~/optimization-assumerange.md
2024-10-27 10:53:47 +03:00

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# AssumeRange attribute
Use the [`AssumeRange`](xref:Unity.Burst.CompilerServices.AssumeRangeAttribute) attribute to tell Burst that a given scalar-integer lies within a certain constrained range. If Burst has this information, it can improve the performance of your application. The following code is an example of this:
```c#
[return:AssumeRange(0u, 13u)]
static uint WithConstrainedRange([AssumeRange(0, 26)] int x)
{
return (uint)x / 2u;
}
```
This example tells Burst the following:
* The variable `x` is in the closed-interval range `[0..26]`, or more plainly that `x >= 0 && x <= 26`.
* The return value from `WithConstrainedRange` is in the closed-interval range `[0..13]`, or more plainly that `x >= 0 && x <= 13`.
Burst uses these assumptions to create better code generation. However, there are some restrictions:
* You can only place these on scalar-integer (signed or unsigned) types.
* The type of the range arguments must match the type being attributed.
Burst has deductions for the `.Length` property of `NativeArray` and `NativeSlice` which indicates that these always return non-negative integers:
```c#
static bool IsLengthNegative(NativeArray<float> na)
{
// Burst always replaces this with the constant false
return na.Length < 0;
}
```
For example, if you have a container like the following:
```c#
struct MyContainer
{
public int Length;
// Some other data...
}
```
The following example shows how to tell Burst that `Length` is always a positive integer:
```c#
struct MyContainer
{
private int _length;
[return: AssumeRange(0, int.MaxValue)]
private int LengthGetter()
{
return _length;
}
public int Length
{
get => LengthGetter();
set => _length = value;
}
// Some other data...
}
```