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:
@@ -1,152 +0,0 @@
|
||||
|
||||
using System.Collections;
|
||||
|
||||
namespace Misaki.HighPerformance.LowLevel.Collections;
|
||||
|
||||
public class SlotMap<T> : IEnumerable<T>
|
||||
{
|
||||
public struct Enumerator : IEnumerator<T>
|
||||
{
|
||||
private readonly SlotMap<T> _slotMap;
|
||||
private int _currentIndex;
|
||||
|
||||
public Enumerator(SlotMap<T> slotMap)
|
||||
{
|
||||
_slotMap = slotMap;
|
||||
_currentIndex = -1;
|
||||
}
|
||||
|
||||
public readonly T Current => _slotMap._data[_currentIndex].value;
|
||||
readonly object? IEnumerator.Current => Current;
|
||||
|
||||
public bool MoveNext()
|
||||
{
|
||||
while (++_currentIndex < _slotMap._capacity)
|
||||
{
|
||||
if (_slotMap._data[_currentIndex].isValid)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Reset() => _currentIndex = -1;
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private struct SlotData
|
||||
{
|
||||
public T value;
|
||||
public bool isValid;
|
||||
}
|
||||
|
||||
private SlotData[] _data;
|
||||
private readonly Queue<int> _freeSlots;
|
||||
|
||||
private int _count;
|
||||
private int _capacity;
|
||||
|
||||
public int Count => _count;
|
||||
public int Capacity => _capacity;
|
||||
|
||||
public ref T this[int slotIndex]
|
||||
{
|
||||
get
|
||||
{
|
||||
if (slotIndex < 0 || slotIndex >= _capacity)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(slotIndex), "Slot index is out of range.");
|
||||
}
|
||||
|
||||
ref var slot = ref _data[slotIndex];
|
||||
if (!slot.isValid)
|
||||
{
|
||||
throw new InvalidOperationException($"Slot {slotIndex} is not occupied.");
|
||||
}
|
||||
|
||||
return ref slot.value;
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator<T> GetEnumerator() => new Enumerator(this);
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
||||
|
||||
public SlotMap(int initialCapacity = 16)
|
||||
{
|
||||
_capacity = initialCapacity;
|
||||
|
||||
_data = new SlotData[initialCapacity];
|
||||
_freeSlots = new Queue<int>(initialCapacity);
|
||||
}
|
||||
|
||||
private void Resize()
|
||||
{
|
||||
var newCapacity = _capacity * 2;
|
||||
|
||||
Array.Resize(ref _data, newCapacity);
|
||||
_freeSlots.EnsureCapacity(newCapacity);
|
||||
|
||||
_capacity = newCapacity;
|
||||
}
|
||||
|
||||
public int Add(T item)
|
||||
{
|
||||
if (_count >= _capacity)
|
||||
{
|
||||
Resize();
|
||||
}
|
||||
|
||||
int slotIndex;
|
||||
if (_freeSlots.Count == 0)
|
||||
{
|
||||
slotIndex = _count;
|
||||
}
|
||||
else
|
||||
{
|
||||
slotIndex = _freeSlots.Dequeue();
|
||||
}
|
||||
|
||||
ref var slot = ref _data[slotIndex];
|
||||
slot.value = item;
|
||||
slot.isValid = true;
|
||||
|
||||
_count++;
|
||||
|
||||
return slotIndex;
|
||||
}
|
||||
|
||||
public bool Remove(int slotIndex)
|
||||
{
|
||||
if (slotIndex < 0 || slotIndex >= _capacity)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ref var slot = ref _data[slotIndex];
|
||||
if (!slot.isValid)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
slot.isValid = false;
|
||||
|
||||
_freeSlots.Enqueue(slotIndex);
|
||||
_count--;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
_count = 0;
|
||||
|
||||
_data.AsSpan().Clear();
|
||||
_freeSlots.Clear();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user