Refactor job system and update project configuration

Added:
- Added `JobExecutor.cs` for job execution management.
- Added `JobInfo.cs` to hold job execution information.
- Added `TestJobSystem.cs` for unit tests of the job system.
- Added `TestJobs.cs` for additional job implementation tests.
- Added `WorkerThread.cs` to manage worker threads for jobs.

Changed:
- Changed `AssemblyInfo.cs.cs` to include a global using directive for `unsafe JobExecuteFunc`.
- Changed `IJob.cs` to include an overload of the `Execute` method with a `threadIndex` parameter.
- Changed `JobHandle.cs` to include an `IsValid` property and updated internal structure.
- Changed `JobScheduler.cs` to improve job scheduling and management.
- Changed `JobsUtility.cs` to enhance job management functions.
- Changed `MemoryBlock.cs` to reference the heap from which memory was allocated.
- Changed `ParallelNoiseBenchmark.cs` to include benchmarks for the job system.
- Changed `Program.cs` to execute benchmarks instead of previous test code.

Removed:
- Removed `.gitignore` entries for default ignored files.
- Removed `JobBase.cs` to shift from structs to classes for jobs.
- Removed `JobExtensions.cs` indicating a change in job scheduling.
- Removed `JobStruct.cs` indicating a change in job structure.
- Removed `encodings.xml`, `indexLayout.xml`, and `vcs.xml` files to simplify project configuration.
- Removed fields from `JobData.cs` to simplify the job data structure.
- Removed `TestJobSystem.csproj` entries related to old project structure.
This commit is contained in:
2025-09-08 23:17:22 +09:00
parent a2a760594e
commit 07c99b8a5a
31 changed files with 1392 additions and 1204 deletions

View File

@@ -1,80 +1,38 @@
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Misaki.HighPerformance.Jobs;
namespace Misaki.HighPerformance.Jobs;
/// <summary>
/// A handle that represents a scheduled job and can be used to manage dependencies and wait for completion.
/// JobHandle is designed to be a lightweight value type to avoid allocations.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public readonly struct JobHandle : IEquatable<JobHandle>
{
internal readonly ulong _id;
internal readonly int _version;
internal readonly int _id;
internal readonly int _generation;
internal JobHandle(ulong id, int version)
public static JobHandle Invalid => new(-1, -1);
public bool IsValid => this != Invalid;
internal JobHandle(int id, int generation)
{
_id = id;
_version = version;
_generation = generation;
}
/// <summary>
/// A completed job handle that can be used as a dependency that is already satisfied.
/// </summary>
public static JobHandle Completed => new(0, 0);
/// <summary>
/// Gets whether this job handle represents a completed job.
/// </summary>
public bool IsCompleted => _id == 0 || JobScheduler.IsCompleted(this);
/// <summary>
/// Blocks the calling thread until the job completes.
/// </summary>
public void Complete()
{
if (_id != 0)
{
JobScheduler.Complete(this);
}
}
/// <summary>
/// Combines multiple job handles into a single dependency.
/// The resulting handle will be complete when all input handles are complete.
/// </summary>
/// <param name="dependencies">The job handles to combine.</param>
/// <returns>A new job handle that depends on all input handles.</returns>
public static JobHandle CombineDependencies(params ReadOnlySpan<JobHandle> dependencies)
{
if (dependencies.Length == 0)
{
return Completed;
}
if (dependencies.Length == 1)
{
return dependencies[0];
}
return JobScheduler.CombineDependencies(dependencies);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(JobHandle other)
{
return _id == other._id && _version == other._version;
return _id == other._id && _generation == other._generation;
}
public override bool Equals(object? obj)
{
return obj is JobHandle other && Equals(other);
return obj is JobHandle handle && Equals(handle);
}
public override int GetHashCode()
{
return HashCode.Combine(_id, _version);
return HashCode.Combine(_id, _generation);
}
public override string ToString()
{
return IsValid ? $"JobHandle({_id}, {_generation})" : "JobHandle(Invalid)";
}
public static bool operator ==(JobHandle left, JobHandle right)
@@ -84,11 +42,6 @@ public readonly struct JobHandle : IEquatable<JobHandle>
public static bool operator !=(JobHandle left, JobHandle right)
{
return !left.Equals(right);
return !(left == right);
}
public override string ToString()
{
return _id == 0 ? "JobHandle(Completed)" : $"JobHandle(ID:{_id}, Version:{_version})";
}
}
}