Update Package structure
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118
Misaki.HighPerformance.Jobs/TempJobAllocator.cs
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118
Misaki.HighPerformance.Jobs/TempJobAllocator.cs
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using System.Runtime.CompilerServices;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Utilities;
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namespace Misaki.HighPerformance.Jobs;
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public unsafe struct TempJobAllocator : IAllocator, IDisposable
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{
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private const int _FRAME_LATENCY = 4;
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private const uint _ARENA_SIZE = 1024 * 1024; // 1 MB
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private const int _MAGIC_ID = -559038737;
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private DynamicArena* _pArena;
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private int _currentFrameCount;
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private int _currentFrameIndex;
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private fixed int _allocationsPerFrame[_FRAME_LATENCY];
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private MemoryHandle _memoryHandle;
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private AllocationHandle _handle;
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public readonly AllocationHandle Handle => _handle;
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internal void Init()
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{
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var memoryHandle = default(MemoryHandle);
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_pArena = (DynamicArena*)AllocationManager.HeapAlloc((nuint)(sizeof(DynamicArena) * _FRAME_LATENCY), MemoryUtility.AlignOf<DynamicArena>(), AllocationOption.Clear, &memoryHandle);
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_currentFrameCount = 0;
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_currentFrameIndex = 0;
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_memoryHandle = memoryHandle;
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for (int i = 0; i < _FRAME_LATENCY; i++)
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{
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_pArena[i].Initialize(_ARENA_SIZE);
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_allocationsPerFrame[i] = 0;
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}
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_handle = new AllocationHandle
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{
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State = Unsafe.AsPointer(ref this),
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Alloc = &Allocate,
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Realloc = &Reallocate,
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Free = &Free,
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IsValid = &IsValid,
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};
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}
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private static void* Allocate(void* instance, nuint size, nuint alignment, AllocationOption allocationOption, MemoryHandle* pHandle)
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{
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var pSelf = (TempJobAllocator*)instance;
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var pCurrentArena = pSelf->_pArena + pSelf->_currentFrameIndex;
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var ptr = pCurrentArena->Allocate(size, alignment, allocationOption);
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if (ptr == null)
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{
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*pHandle = MemoryHandle.Invalid;
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return null;
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}
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Interlocked.Increment(ref pSelf->_allocationsPerFrame[pSelf->_currentFrameIndex]);
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*pHandle = new MemoryHandle(_MAGIC_ID, pSelf->_currentFrameCount);
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return ptr;
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}
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private static void* Reallocate(void* instance, void* ptr, nuint oldSize, nuint newSize, nuint alignment, AllocationOption allocationOption, MemoryHandle* pHandle)
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{
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if (ptr == null)
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{
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return Allocate(instance, newSize, alignment, allocationOption, pHandle);
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}
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var pSelf = (TempJobAllocator*)instance;
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var pCurrentArena = pSelf->_pArena + pSelf->_currentFrameIndex;
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var newPtr = pCurrentArena->Allocate(newSize, alignment, allocationOption);
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if (newPtr == null)
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{
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return null;
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}
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MemoryUtility.MemCpy(ptr, newPtr,Math.Min(oldSize, newSize));
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return newPtr;
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}
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private static void Free(void* instance, void* ptr, MemoryHandle handle)
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{
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// The arena allocator does not free individual blocks, as it manages memory in chunks.
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var pSelf = (TempJobAllocator*)instance;
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Interlocked.Decrement(ref pSelf->_allocationsPerFrame[pSelf->_currentFrameIndex]);
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}
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private static bool IsValid(void* instance, MemoryHandle handle)
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{
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var pSelf = (TempJobAllocator*)instance;
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return handle.id == _MAGIC_ID && handle.generation > pSelf->_currentFrameCount - _FRAME_LATENCY;
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}
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public int AdvanceFrame()
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{
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var allocations = Interlocked.Exchange(ref _allocationsPerFrame[_currentFrameIndex], 0);
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_currentFrameCount++;
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_currentFrameIndex = _currentFrameCount % _FRAME_LATENCY;
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(_pArena + _currentFrameIndex)->Reset();
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return allocations;
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}
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public void Dispose()
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{
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for (int i = 0; i < _FRAME_LATENCY; i++)
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{
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_pArena[i].Dispose();
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}
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AllocationManager.HeapFree(_pArena, _memoryHandle);
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}
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}
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