Update memory management and collection structures
Added `AllocationHandler` struct for memory allocation management. Added `UnsafeArrayPool` class for pooling `UnsafeArray<T>` instances. Added new `External` option to `Allocator` enum. Added default constructors for `UnsafeList`, `UnsafeQueue`, and `UnsafeStack` using `Persistent` allocator. Changed namespace in `AllocationManager` to `Misaki.HighPerformance.Unsafe.Buffer`. Changed `MemoryLeakException` to use `MemoryLeakExceptionInfo` for better debugging. Changed constructor behavior in `UnsafeArray` to clarify memory management responsibilities. Changed `MemoryUtilities` to include null checks in `Free` and `AlignedFree` methods. Removed unused using directive in `CollectionBenchmark.cs`. Removed initialization of `AllocationManager` in `Program.cs`.
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@@ -1,6 +1,6 @@
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using Misaki.HighPerformance.Unsafe.Collections.Contracts;
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using Misaki.HighPerformance.Unsafe.Buffer;
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using Misaki.HighPerformance.Unsafe.Collections.Contracts;
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using Misaki.HighPerformance.Unsafe.Helpers;
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using Misaki.HighPerformance.Unsafe.Services;
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using System.Collections;
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using System.Runtime.CompilerServices;
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@@ -86,12 +86,18 @@ public unsafe struct UnsafeArray<T> : IUnsafeCollection<T>
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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/// <summary>
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/// Initializes a new instance of UnsafeArray with a specified number of elements and an allocation type. It
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/// allocates memory and optionally clears it.
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/// Constructs an UnsafeArray with a default size of 1 and uses the Persistent allocator.
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/// </summary>
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public UnsafeArray() : this(1, Allocator.Persistent)
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{
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}
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/// <summary>
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/// Initializes a new instance of UnsafeArray with a specified number of elements and an allocation type.
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/// </summary>
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/// <param name="count">Specifies the number of elements to allocate in the array, which must be greater than zero.</param>
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/// <param name="allocator">Specifies the allocator to use for memory allocation, which determines the memory management strategy.</param>
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/// <param name="allocationOption">Determines how the allocated memory should be initialized, either uninitialized or cleared.</param>
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/// <param name="allocationOption">Determines how the memory should be allocated.</param>
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/// <exception cref="ArgumentOutOfRangeException">Thrown when the specified number of elements is less than or equal to zero.</exception>
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public UnsafeArray(int count, Allocator allocator, AllocationOption allocationOption = AllocationOption.None)
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{
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@@ -103,22 +109,23 @@ public unsafe struct UnsafeArray<T> : IUnsafeCollection<T>
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_buffer = AllocationManager.Allocate<T>((uint)count, (uint)AlignOf<T>(), allocator, allocationOption);
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_count = count;
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_allocator = allocator;
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if (allocationOption == AllocationOption.Clear)
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{
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Clear();
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}
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}
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/// <summary>
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/// Initializes an UnsafeArray with a pointer to a buffer and a count of elements.
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/// Initializes an UnsafeArray with a pointer to a buffer and a count of elements. This does not copy the data.
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/// </summary>
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/// <param name="buffer">A pointer to the memory location that holds the elements of the array.</param>
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/// <param name="count">The total size of the data.</param>
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/// <remarks>
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/// When using this constructor, the user is responsible for managing the memory pointed to by the buffer.
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/// Disposing of the UnsafeArray does not free the memory and only release the reference. The memory should be freed manually when no longer needed.
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/// Use <see cref="UnsafeArray(int, Allocator, AllocationOption)"/> constructor and <see cref="MemCpy(void*, void*, nuint)"/> if you are not sure what you are doing.
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/// </remarks>
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public UnsafeArray(void* buffer, int count)
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{
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_buffer = (T*)buffer;
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_count = count;
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_allocator = Allocator.External;
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}
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public void Resize(int newSize)
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@@ -128,7 +135,7 @@ public unsafe struct UnsafeArray<T> : IUnsafeCollection<T>
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return;
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}
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_buffer = AllocationManager.Realloc<T>(_buffer, (uint)newSize, (uint)AlignOf<T>(), _allocator);
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_buffer = AllocationManager.Realloc(_buffer, (uint)newSize, (uint)AlignOf<T>(), _allocator);
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_count = newSize;
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}
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