Refactor and enhance math and utility libraries
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Refactored `sincos` usage across `quaternion` and `random` to use `out` parameters for improved performance. Enhanced `random` struct with updated random direction generation methods.

Added new benchmarks in `MathematicsBenchmark` for vector operations, including SIMD-based `f4` struct. Downgraded target framework to `net9.0` for compatibility.

Introduced `ReadOnlyUnsafeCollection` for low-level memory management. Added utility methods in `CollectionUtility` for span creation and optimized list operations.

Renamed `MemoryUtilities` to `MemoryUtility` and updated all references. Enhanced `ObjectPool` with `Rent` and `TryRent` methods. Enabled `AllowUnsafeBlocks` and AOT compatibility in project configuration.

Performed general code cleanup, including removal of unused methods, improved formatting, and alignment with modern coding practices.
This commit is contained in:
2025-11-04 14:53:01 +09:00
parent 081103372f
commit 49e1171781
38 changed files with 5149 additions and 1259 deletions

View File

@@ -3,52 +3,67 @@ using Misaki.HighPerformance.Mathematics;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
namespace Misaki.HighPerformance.Test.Benchmark;
public class MathematicsBenchmark
public unsafe class MathematicsBenchmark
{
[Params(10)]
public int count = 10;
private unsafe static Vector128<float> CreateVector128(float2 value)
public struct f4
{
return Vector128.AsSingle(Sse2.LoadScalarVector128((double*)&value));
private Vector128<float> _vec;
public f4(float x, float y, float z, float w)
{
_vec = Vector128.Create(x, y, z, w);
}
public f4(Vector128<float> vec)
{
_vec = vec;
}
public static f4 operator +(f4 a, f4 b)
{
var result = a._vec + b._vec;
return Unsafe.As<Vector128<float>, f4>(ref result);
}
}
[Params(100)]
public int count;
[Benchmark]
public void Vector2Add()
public Vector2 Vector2Add()
{
var a = new Vector2(1, 2);
var b = new Vector2(5, 6);
var result = new Vector2();
var b = new Vector2(3, 4);
var c = new Vector2(5, 6);
for (var i = 0; i < count; i++)
{
result += a + b;
c += a + b;
}
return c;
}
[Benchmark]
public void Float2Add()
public float2 Float2Add()
{
var a = new float2(1, 2);
var b = new float2(5, 6);
var result = new float2();
//var vr = CreateVector128(result);
//var va = CreateVector128(a);
//var vb = CreateVector128(b);
var b = new float2(3, 4);
var c = new float2(5, 6);
for (var i = 0; i < count; i++)
{
result += a + b;
//vr = Sse.Add(va, vb);
c += a + b;
}
return c;
}
//[Benchmark]
public void Vector4Add()
[Benchmark]
public Vector4 Vector4Add()
{
var a = new Vector4(1, 2, 3, 4);
var b = new Vector4(5, 6, 7, 8);
@@ -58,10 +73,12 @@ public class MathematicsBenchmark
{
result += a + b;
}
return result;
}
//[Benchmark]
public void Float4Add()
[Benchmark]
public float4 Float4Add()
{
var a = new float4(1, 2, 3, 4);
var b = new float4(5, 6, 7, 8);
@@ -71,5 +88,37 @@ public class MathematicsBenchmark
{
result += a + b;
}
return result;
}
[Benchmark]
public f4 f4Add()
{
var a = new f4(1, 2, 3, 4);
var b = new f4(5, 6, 7, 8);
var result = new f4(0, 0, 0, 0);
for (var i = 0; i < count; i++)
{
result += a + b;
}
return result;
}
[Benchmark]
public unsafe Vector128<float> v128Add()
{
var a = Vector128.Create(1f, 2f, 3f, 4f);
var b = Vector128.Create(5f, 6f, 7f, 8f);
var result = Vector128<float>.Zero;
for (var i = 0; i < count; i++)
{
result += a + b;
}
return result;
}
}