Update Job
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@@ -1,5 +1,4 @@
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using Misaki.HighPerformance.Jobs;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using Misaki.HighPerformance.Mathematics;
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using Misaki.HighPerformance.Mathematics.SPMD;
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using System.Numerics;
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@@ -8,7 +7,22 @@ using System.Runtime.Intrinsics;
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namespace Misaki.HighPerformance.Test.Jobs;
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internal unsafe struct NoiseJobVector : IJobParallelFor
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internal unsafe struct NoiseJobVectorFor : IJobParallelFor
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{
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public float* buffers;
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public int width;
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public int height;
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public void Execute(int loopIndex, int threadIndex)
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{
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var x = loopIndex % width;
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var y = loopIndex / height;
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var uv = new Vector2(x, y) / new Vector2(width, height);
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buffers[loopIndex] = NoiseJobVector.GradientNoise(uv);
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}
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}
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internal unsafe struct NoiseJobVector : IJobParallel
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{
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public float* buffers;
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public int width;
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@@ -20,16 +34,23 @@ internal unsafe struct NoiseJobVector : IJobParallelFor
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return x - MathF.Floor(x);
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}
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private static float Mod289(float x)
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{
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return x - MathF.Floor(x / 289) * 289;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static Vector2 GradientNoiseDirect(Vector2 uv)
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{
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uv.X %= 289;
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uv.Y %= 289;
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var x = (34 * uv.X + 1) * uv.X % 289 + uv.Y;
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x = (34 * x + 1) * x % 289;
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uv.X = Mod289(uv.X);
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uv.Y = Mod289(uv.Y);
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var x = (34 * uv.X + 1) * Mod289(uv.X) + uv.Y;
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x = (34 * x + 1) * Mod289(x);
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x = Frac(x / 41) * 2 - 1;
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return Vector2.Normalize(new Vector2(x - MathF.Floor(x + 0.5f), MathF.Abs(x) - 0.5f));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float GradientNoise(Vector2 uv)
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{
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var ip = new Vector2(MathF.Floor(uv.X), MathF.Floor(uv.Y));
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@@ -44,30 +65,35 @@ internal unsafe struct NoiseJobVector : IJobParallelFor
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return float.Lerp(float.Lerp(d00, d10, fp.Y), float.Lerp(d01, d11, fp.Y), fp.X);
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}
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public void Execute(int loopIndex, int threadIndex)
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public void Execute(int startIndex, int endIndex, int threadIndex)
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{
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var x = loopIndex % width;
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var y = loopIndex / height;
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var uv = new Vector2(x, y) / new Vector2(width, height);
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buffers[loopIndex] = GradientNoise(uv);
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for (int i = startIndex; i < endIndex; i++)
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{
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var x = i % width;
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var y = i / height;
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var uv = new Vector2(x, y) / new Vector2(width, height);
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buffers[i] = GradientNoise(uv);
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}
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}
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}
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internal unsafe struct NoiseJobMath : IJobParallelFor
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internal unsafe struct NoiseJobMath : IJobParallel
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{
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public float* buffers;
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public int width;
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public int height;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static float2 GradientNoiseDirect(float2 uv)
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{
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uv %= 289;
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var x = (34 * uv.x + 1) * uv.x % 289 + uv.y;
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x = (34 * x + 1) * x % 289;
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uv = noise.mod289(uv);
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var x = (34 * uv.x + 1) * noise.mod289(uv.x) + uv.y;
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x = (34 * x + 1) * noise.mod289(x);
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x = math.frac(x / 41) * 2 - 1;
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return math.normalize(new float2(x - math.floor(x + 0.5f), math.abs(x) - 0.5f));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float GradientNoise(float2 uv)
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{
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var ip = new float2(math.floor(uv.x), math.floor(uv.y));
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@@ -82,6 +108,7 @@ internal unsafe struct NoiseJobMath : IJobParallelFor
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return float.Lerp(float.Lerp(d00, d10, fp.y), float.Lerp(d01, d11, fp.y), fp.x);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Execute(int loopIndex, int threadIndex)
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{
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var x = loopIndex % width;
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@@ -89,9 +116,21 @@ internal unsafe struct NoiseJobMath : IJobParallelFor
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var uv = new float2(x, y) / new float2(width, height);
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buffers[loopIndex] = GradientNoise(uv);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Execute(int startIndex, int endIndex, int threadIndex)
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{
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for (var i = startIndex; i < endIndex; i++)
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{
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var x = i % width;
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var y = i / height;
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var uv = new float2(x, y) / new float2(width, height);
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buffers[i] = GradientNoise(uv);
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}
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}
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}
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internal unsafe struct NoiseJobMathV : IJobParallelFor
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internal unsafe struct NoiseJobMathV : IJobParallel
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{
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public float* buffers;
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public int width;
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@@ -160,35 +199,35 @@ internal unsafe struct NoiseJobMathV : IJobParallelFor
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return lerpY1 + (lerpY2 - lerpY1) * uX;
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}
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public void Execute(int loopIndex, int threadIndex)
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public void Execute(int startIndex, int endIndex, int threadIndex)
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{
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// ---------------------------------------------------------
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// IMPORTANT: Loop Stride is now 8!
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// ---------------------------------------------------------
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var baseIndex = loopIndex * 8;
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// Safety check
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if (baseIndex + 7 >= width * height)
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for (int i = startIndex; i < endIndex; i++)
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{
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return;
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var baseIndex = i * 8;
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// Safety check
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if (baseIndex + 7 >= width * height)
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{
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return;
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}
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// Calculate Coords
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var y = baseIndex / width;
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var x = baseIndex % width;
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// Sequence: 0, 1, 2, 3, 4, 5, 6, 7
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var vSeqX = Vector256.Create(0f, 1f, 2f, 3f, 4f, 5f, 6f, 7f);
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var vBaseX = Vector256.Create((float)x) + vSeqX;
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var vBaseY = Vector256.Create((float)y);
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var vWidth = Vector256.Create((float)width);
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var vHeight = Vector256.Create((float)height);
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var result = GradientNoiseAVX(vBaseX / vWidth, vBaseY / vHeight);
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// Store 8 floats (32 bytes)
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result.Store(buffers + baseIndex);
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}
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// Calculate Coords
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var y = baseIndex / width;
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var x = baseIndex % width;
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// Sequence: 0, 1, 2, 3, 4, 5, 6, 7
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var vSeqX = Vector256.Create(0f, 1f, 2f, 3f, 4f, 5f, 6f, 7f);
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var vBaseX = Vector256.Create((float)x) + vSeqX;
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var vBaseY = Vector256.Create((float)y);
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var vWidth = Vector256.Create((float)width);
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var vHeight = Vector256.Create((float)height);
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var result = GradientNoiseAVX(vBaseX / vWidth, vBaseY / vHeight);
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// Store 8 floats (32 bytes)
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result.Store(buffers + baseIndex);
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}
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}
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