Update memory allocation practices and clean up code

Changed the `ParallelNoiseBenchmark` class to use `AllocationOption.None` for `UnsafeArray<float>` instances.
Changed the `AllocationOption` enum to replace `UnInitialized` with `None` and clarified the `UnTracked` option.
Changed constructors for `UnsafeArray<T>`, `UnsafeList<T>`, `UnsafeQueue<T>`, and `UnsafeStack<T>` to use `AllocationOption.None`.
Changed the `HashMapHelper<TKey>` constructor to accept an `AllocationOption` parameter for improved flexibility.
Changed the `Allocate` method documentation in `Arena.cs` to clarify memory management.
Improved the `AllocationManager` class with a default arena size and updated allocation logic to handle new `AllocationOption` flags.
Removed the import statement for `BenchmarkDotNet.Running` in `Program.cs` and added new imports for `Misaki.HighPerformance.Unsafe.Collections` and `Misaki.HighPerformance.Unsafe.Services`.
Added a new `UnsafeArray<int>` in `Program.cs` and called `AllocationManager.Dispose()` to clean up resources.
This commit is contained in:
2025-04-03 16:59:32 +09:00
parent 1e00f4eb25
commit 3c555a9489
10 changed files with 72 additions and 52 deletions

View File

@@ -1,5 +1,4 @@
using Misaki.HighPerformance.Unsafe.Collections;
using System.Runtime.InteropServices;
namespace Misaki.HighPerformance.Unsafe.Buffer;
@@ -24,13 +23,14 @@ public unsafe struct Arena : IDisposable
/// <summary>
/// Allocates a block of memory of a specified size with a given alignment. Returns a pointer to the allocated
/// memory or null if allocation fails.
/// Must use <see cref="NativeMemory.AlignedFree"/> to free the memory.
/// You don't need to free the memory manually, it will be freed when the arena is disposed.
/// </summary>
/// <param name="size">Specifies the amount of memory to allocate in bytes.</param>
/// <param name="alignSize">Defines the alignment requirement for the allocated memory.</param>
/// <param name="allocationOption">The option when allocating memory.</param>
/// <returns>A pointer to the allocated memory block or null if the allocation cannot be fulfilled.</returns>
/// <exception cref="ObjectDisposedException">Thrown if the arena has been disposed.</exception>
public void* Allocate(uint size, uint alignSize, AllocationOption allocationType)
public void* Allocate(uint size, uint alignSize, AllocationOption allocationOption)
{
ObjectDisposedException.ThrowIf(_disposed, this);
@@ -43,7 +43,7 @@ public unsafe struct Arena : IDisposable
_offset = offset + size;
var ptr = _buffer + offset;
if (allocationType == AllocationOption.Clear)
if (allocationOption.HasFlag(AllocationOption.Clear))
{
MemClear(ptr, size);
}