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

@@ -1,184 +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;
}
}

View File

@@ -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);
}
}