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

@@ -34,7 +34,7 @@ public unsafe class CollectionBenchmark
array[i] = i;
}
((ArenaAllocator*)AllocationManager.TempHandle.Allocator)->Reset();
AllocationManager.ResetTempAllocator();
}
[Benchmark]

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@@ -1,4 +1,5 @@
using BenchmarkDotNet.Attributes;
using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Test.Jobs;
@@ -9,61 +10,62 @@ namespace Misaki.HighPerformance.Test.Benchmark;
[MemoryDiagnoser]
public class ParallelNoiseBenchmark
{
private const int _WIDTH = 512;
private const int _HEIGHT = 512;
private const int _WIDTH = 64;
private const int _HEIGHT = 64;
private const int _LENGTH = _WIDTH * _HEIGHT;
//[GlobalSetup]
//public void Setup()
//{
// JobScheduler.Initialize();
//}
internal JobScheduler _jobScheduler = null!;
private UnsafeArray<float> _buffers;
//[GlobalCleanup]
//public void Cleanup()
//{
// JobScheduler.Shutdown();
//}
[GlobalSetup]
public void Setup()
{
_jobScheduler = new JobScheduler(Environment.ProcessorCount - 1);
_buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent);
}
//[Benchmark]
//public void JobSystem()
//{
// using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
// var job = new NoiseJob()
// {
// buffers = buffers,
// width = _WIDTH,
// height = _HEIGHT
// };
[GlobalCleanup]
public void Cleanup()
{
_jobScheduler.Dispose();
_buffers.Dispose();
}
// var handle = job.Schedule(_LENGTH, 64);
// handle.Complete();
//}
[Benchmark]
public void JobSystem()
{
var job = new NoiseJob()
{
buffers = _buffers,
width = _WIDTH,
height = _HEIGHT
};
var handle = _jobScheduler.ScheduleParallel(ref job, _LENGTH, 64, -1);
_jobScheduler.WaitComplete(handle);
}
[Benchmark]
public void ParallelFor()
{
using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
Parallel.For(0, _LENGTH, i =>
{
var x = i % _WIDTH;
var y = i / _HEIGHT;
var uv = new Vector2(x, y);
buffers[i] = NoiseJob.GradientNoise(uv);
_buffers[i] = NoiseJob.GradientNoise(uv);
});
}
[Benchmark(Baseline = true)]
public void For()
{
using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
for (var i = 0; i < _LENGTH; i++)
{
var x = i % _WIDTH;
var y = i / _HEIGHT;
var uv = new Vector2(x, y);
buffers[i] = NoiseJob.GradientNoise(uv);
_buffers[i] = NoiseJob.GradientNoise(uv);
}
}
}

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@@ -1,184 +0,0 @@
using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Misaki.HighPerformance.Test.Jobs;
/// <summary>
/// Simple job that adds a value to each element in an array.
/// </summary>
public unsafe class AddValueJob : IJobParallelFor
{
public float* Data;
public float Value;
public void Execute(int index)
{
Data[index] += Value;
}
}
/// <summary>
/// Simple job that multiplies each element in an array by a value.
/// </summary>
public unsafe class MultiplyJob : IJobParallelFor
{
public float* Data;
public float Multiplier;
public void Execute(int index)
{
Data[index] *= Multiplier;
}
}
/// <summary>
/// Simple job that computes the sum of an array (single-threaded).
/// </summary>
/// <remarks>
/// This job uses the Kahan summation algorithm to reduce numerical error.
/// </remarks>
public unsafe class KahanSumJob : IJob
{
public float* Data;
public int Length;
public float* Result;
public void Execute()
{
var sum = 0f;
var c = 0f; // Compensation for lost low-order bits
for (var i = 0; i < Length; i++)
{
var y = Data[i] - c; // So far, so good: c is zero
var t = sum + y; // Alas, sum is big, y small, so low-order digits of y are lost
c = (t - sum) - y; // (t - sum) cancels the high-order part of y; subtracting y recovers negative (low part of y)
sum = t; // Algebraically, c should always be zero. Beware overly-clever compilers!
}
*Result = sum;
}
}
/// <summary>
/// Example program demonstrating the job system with dependencies.
/// </summary>
public static class JobSystemExample
{
public static unsafe void RunExample()
{
Console.WriteLine("=== Job System Example ===");
const int arraySize = 10000;
// Create test data
using var array = new UnsafeArray<float>(arraySize, Allocator.Persistent);
// Initialize with values 1, 2, 3, ...
for (var i = 0; i < arraySize; i++)
{
array[i] = i + 1;
}
Console.WriteLine($"Initial sum: {ComputeSum((float*)array.GetUnsafePtr(), arraySize)}");
// Job 1: Add 10 to each element
var addJob = new AddValueJob
{
Data = (float*)array.GetUnsafePtr(),
Value = 10f
};
// Job 2: Multiply each element by 2 (depends on addJob)
var multiplyJob = new MultiplyJob
{
Data = (float*)array.GetUnsafePtr(),
Multiplier = 2f
};
// Job 3: Compute final sum (depends on multiplyJob)
var result = stackalloc float[1];
var sumJob = new KahanSumJob
{
Data = (float*)array.GetUnsafePtr(),
Length = arraySize,
Result = result
};
Console.WriteLine("Scheduling jobs with dependencies...");
// Schedule jobs with dependencies
var addHandle = addJob.ScheduleParallel(arraySize, 64);
var multiplyHandle = multiplyJob.ScheduleParallel(arraySize, 64, addHandle);
var sumHandle = sumJob.Schedule(multiplyHandle);
// Wait for all jobs to complete
sumHandle.Complete();
Console.WriteLine($"Final sum: {*result}");
Console.WriteLine($"Expected sum: {ComputeExpectedSum(arraySize)}");
Console.WriteLine("Jobs completed successfully!");
// Test dependency combination
Console.WriteLine("\n=== Testing Dependency Combination ===");
// Reset array
for (var i = 0; i < arraySize; i++)
{
array[i] = 1f;
}
// Create multiple independent jobs
var basePtr = (float*)array.GetUnsafePtr();
var job1 = new AddValueJob { Data = basePtr, Value = 1f };
var job2 = new AddValueJob { Data = basePtr + arraySize / 2, Value = 2f };
var job3 = new AddValueJob { Data = basePtr + arraySize / 4, Value = 3f };
var handle1 = job1.ScheduleParallel(arraySize / 2, 32);
var handle2 = job2.ScheduleParallel(arraySize / 2, 32);
var handle3 = job3.ScheduleParallel(arraySize / 4, 32);
// Combine dependencies
var combinedHandle = JobHandle.CombineDependencies(handle1, handle2, handle3);
// Final job that depends on all previous jobs
var finalSum = stackalloc float[1];
var finalSumJob = new KahanSumJob
{
Data = (float*)array.GetUnsafePtr(),
Length = arraySize,
Result = finalSum
};
var finalHandle = finalSumJob.Schedule(combinedHandle);
finalHandle.Complete();
Console.WriteLine($"Final sum after combined dependencies: {*finalSum}");
Console.WriteLine("Dependency combination test completed!");
}
private static unsafe float ComputeSum(float* data, int length)
{
var sum = 0f;
for (var i = 0; i < length; i++)
{
sum += data[i];
}
return sum;
}
private static float ComputeExpectedSum(int arraySize)
{
// Original sum: 1 + 2 + 3 + ... + n = n(n+1)/2
var originalSum = arraySize * (arraySize + 1) / 2f;
// After adding 10: each element increases by 10, so total increases by 10 * n
var afterAdd = originalSum + (10f * arraySize);
// After multiplying by 2: everything doubles
var afterMultiply = afterAdd * 2f;
return afterMultiply;
}
}

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@@ -5,7 +5,7 @@ using System.Runtime.CompilerServices;
namespace Misaki.HighPerformance.Test.Jobs;
internal unsafe struct NoiseJob : IJobParallelFor
internal struct NoiseJob : IJobParallelFor
{
public UnsafeArray<float> buffers;
public int width;
@@ -41,11 +41,11 @@ internal unsafe struct NoiseJob : IJobParallelFor
return float.Lerp(float.Lerp(d00, d10, fp.Y), float.Lerp(d01, d11, fp.Y), fp.X);
}
public void Execute(int index)
public void Execute(int loopIndex, int threadIndex)
{
var x = index % width;
var y = index / height;
var uv = new Vector2(x, y);
buffers[index] = float.Clamp(GradientNoise(uv), 0.0f, 1.0f);
var x = loopIndex % width;
var y = loopIndex / height;
var uv = new Vector2(x, y) / new Vector2(width, height);
buffers[loopIndex] = GradientNoise(uv);
}
}

View File

@@ -22,8 +22,4 @@
<ProjectReference Include="..\Misaki.HighPerformance\Misaki.HighPerformance.csproj" />
</ItemGroup>
<ItemGroup>
<Folder Include="UnitTest\" />
</ItemGroup>
</Project>

View File

@@ -1,12 +1,46 @@
using Misaki.HighPerformance.Test.Benchmark;
using Misaki.HighPerformance.Test.Jobs;
//var threadCount = 8;
//var map = new ConcurrentSlotMap<int>();
// Test the job system
JobSystemExample.RunExample();
//var barrier = new Barrier(threadCount);
Console.WriteLine("\nPress any key to run benchmarks...");
Console.ReadKey();
//Parallel.For(0, threadCount, threadIndex =>
//{
// barrier.SignalAndWait();
// for (var i = 0; i < 1000; i++)
// {
// var id = map.Add(i + threadIndex * 1000, out var gen);
// if (i % 100 == 0)
// {
// map.Remove(id, gen);
// }
// }
//});
BenchmarkDotNet.Running.BenchmarkRunner.Run<MathematicsBenchmark>();
//var b = new MathematicsBenchmark();
//b.Vector2Add();
//Console.WriteLine($"Count should be {threadCount * 990}, actual: {map.Count}");
using Misaki.HighPerformance.Test.Benchmark;
//BenchmarkDotNet.Running.BenchmarkRunner.Run<ParallelNoiseBenchmark>();
var benchmark = new ParallelNoiseBenchmark();
var sw = new System.Diagnostics.Stopwatch();
benchmark.Setup();
for (var i = 0; i < 1024; i++)
{
benchmark.JobSystem();
}
sw.Start();
for (var i = 0; i < 1024; i++)
{
benchmark.JobSystem();
}
sw.Stop();
benchmark.Cleanup();
Console.WriteLine($"JobSystem: {sw.Elapsed.TotalMilliseconds / 1024.0} ms");

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@@ -0,0 +1,201 @@
using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Helpers;
namespace Misaki.HighPerformance.Test.UnitTest.Jobs;
[TestClass]
public unsafe class TestJobSystem
{
private JobScheduler _jobScheduler = null!;
[TestInitialize]
public void Initialize()
{
_jobScheduler = new JobScheduler(Environment.ProcessorCount);
}
[TestCleanup]
public void Cleanup()
{
_jobScheduler.Dispose();
}
[TestMethod]
public void SingleJob()
{
var result = stackalloc float[1];
var job = new TwoSumJob
{
value1 = 1.5f,
value2 = 2.5f,
result = result
};
var handle = _jobScheduler.Schedule(ref job, -1);
_jobScheduler.WaitComplete(handle);
Assert.AreEqual(4.0f, *result);
}
[TestMethod]
public void JobDependency()
{
var result = stackalloc float[1];
var job1 = new TwoSumJob
{
value1 = 1.5f,
value2 = 2.5f,
result = result
};
var handle1 = _jobScheduler.Schedule(ref job1, -1);
var job2 = new AddJob
{
value = 4.0f,
result = result
};
var handle2 = _jobScheduler.Schedule(ref job2, -1, handle1);
_jobScheduler.WaitComplete(handle2);
Assert.AreEqual(8.0f, *result);
}
[TestMethod]
public void CompletedDependency()
{
var result = stackalloc float[1];
var job1 = new TwoSumJob
{
value1 = 1.5f,
value2 = 2.5f,
result = result
};
var handle1 = _jobScheduler.Schedule(ref job1, -1);
_jobScheduler.WaitComplete(handle1);
var job2 = new AddJob
{
value = 4.0f,
result = result
};
var handle2 = _jobScheduler.Schedule(ref job2, -1, handle1);
_jobScheduler.WaitComplete(handle2);
Assert.AreEqual(8.0f, *result);
}
[TestMethod]
public void CombineDependencies()
{
var result = stackalloc float[1];
var job1 = new TwoSumJob
{
value1 = 2.5f,
value2 = 2.5f,
result = result
};
var handle1 = _jobScheduler.Schedule(ref job1, -1);
var job2 = new AddJob
{
value = 4.0f,
result = result
};
var handle2 = _jobScheduler.Schedule(ref job2, -1, handle1);
var job3 = new AddJob
{
value = 10.0f,
result = result
};
var combinedHandle = _jobScheduler.CombineDependencies(handle1, handle2);
var handle3 = _jobScheduler.Schedule(ref job3, -1, combinedHandle);
_jobScheduler.WaitComplete(handle3);
Assert.AreEqual(19.0f, *result);
}
[TestMethod]
public void SingleParallelJob()
{
const int size = 1000;
var result = stackalloc float[size];
MemoryUtilities.MemSet(result, 0, sizeof(float) * size);
var job = new ParallelAddJob
{
value = 1.0f,
inout = result
};
var handle = _jobScheduler.ScheduleParallel(ref job, size, 64, -1, JobHandle.Invalid);
_jobScheduler.WaitComplete(handle);
Assert.AreEqual(1.0f, result[500]);
}
private static float ComputeExpectedSum(int arraySize)
{
// Original sum: 1 + 2 + 3 + ... + n = n(n+1)/2
var originalSum = arraySize * (arraySize + 1) / 2f;
// After adding 10: each element increases by 10, so total increases by 10 * n
var afterAdd = originalSum + (10f * arraySize);
// After multiplying by 2: everything doubles
var afterMultiply = afterAdd * 2f;
return afterMultiply;
}
[TestMethod]
public void ChainJob()
{
const int arraySize = 10000;
using var array = new UnsafeArray<float>(arraySize, Allocator.Persistent);
for (var i = 0; i < arraySize; i++)
{
array[i] = i + 1;
}
var addJob = new ParallelAddJob
{
value = 10f,
inout = (float*)array.GetUnsafePtr()
};
var multiplyJob = new ParallelMultiplyJob
{
multiplier = 2f,
inout = (float*)array.GetUnsafePtr()
};
var result = stackalloc float[1];
var sumJob = new KahanSumJob
{
input = (float*)array.GetUnsafePtr(),
length = arraySize,
output = result
};
var handle1 = _jobScheduler.ScheduleParallel(ref addJob, arraySize, 64, -1, JobHandle.Invalid);
var handle2 = _jobScheduler.ScheduleParallel(ref multiplyJob, arraySize, 64, -1, handle1);
var handle3 = _jobScheduler.Schedule(ref sumJob, -1, handle2);
_jobScheduler.WaitComplete(handle3);
var expected = ComputeExpectedSum(arraySize);
Assert.AreEqual(expected, *result, 0.01f);
}
}

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@@ -0,0 +1,73 @@
using Misaki.HighPerformance.Jobs;
namespace Misaki.HighPerformance.Test.UnitTest.Jobs;
internal unsafe struct TwoSumJob : IJob
{
public float value1;
public float value2;
public float* result;
public void Execute(int threadIndex)
{
*result = value1 + value2;
}
}
internal unsafe struct AddJob : IJob
{
public float value;
public float* result;
public void Execute(int threadIndex)
{
*result += value;
}
}
internal unsafe struct KahanSumJob : IJob
{
public float* input;
public int length;
public float* output;
public void Execute(int threadIndex)
{
var sum = 0f;
var c = 0f; // Compensation for lost low-order bits
for (var i = 0; i < length; i++)
{
var y = input[i] - c; // So far, so good: c is zero
var t = sum + y; // Alas, sum is big, y small, so low-order digits of y are lost
c = (t - sum) - y; // (t - sum) cancels the high-order part of y; subtracting y recovers negative (low part of y)
sum = t; // Algebraically, c should always be zero. Beware overly-clever compilers!
}
*output = sum;
}
}
internal unsafe struct ParallelAddJob : IJobParallelFor
{
public float value;
public float* inout;
public void Execute(int loopIndex, int threadIndex)
{
inout[loopIndex] += value;
}
}
internal unsafe struct ParallelMultiplyJob : IJobParallelFor
{
public float multiplier;
public float* inout;
public void Execute(int loopIndex, int threadIndex)
{
inout[loopIndex] *= multiplier;
}
}