Enhance noise generation and memory management
Added new noise generation methods in `ParallelNoiseBenchmark`, including `Frac`, `Lerp`, and `GradientNoiseDirect`, and updated the `GradientNoise` method to utilize them. Changed constants to use `_LENGTH` for consistency. Changed `Arena` and `DynamicArena` classes to use `uint` instead of `ulong` for size fields, improving memory usage. Updated memory allocation to use `NativeMemory` for better performance and safety. Updated `UnsafeArray<T>` and `UnsafeList<T>` classes to replace `Marshal` methods with `NativeMemory`, enhancing performance and safety. Modified `Dispose` methods to use `NativeMemory.AlignedFree`. Added `MemoryUtilities` class with new methods for memory management, including `MemClear`, `MemSet`, `MemCpy`, `SizeOf`, and `AlignOf`, utilizing `NativeMemory`. Fixed minor cleanup in the `ObjectPool` class's `Dispose` method.
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@@ -14,6 +14,43 @@ public class ParallelNoiseBenchmark
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public UnsafeArray<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 float Frac(float x)
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{
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return x - MathF.Truncate(x);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static float Lerp(float a, float b, float t)
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{
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return a + t * (b - a);
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}
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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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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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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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var fp = new Vector2(Frac(uv.X), Frac(uv.Y));
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var d00 = Vector2.Dot(GradientNoiseDirect(ip), fp);
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var d01 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(0, 1)), fp - new Vector2(0, 1));
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var d10 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 0)), fp - new Vector2(1, 0));
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var d11 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 1)), fp - new Vector2(1, 1));
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fp = fp * fp * fp * (fp * (fp * new Vector2(6.0f) - new Vector2(15.0f)) + new Vector2(10.0f));
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return Lerp(Lerp(d00, d10, fp.Y), Lerp(d01, d11, fp.Y), fp.X);
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}
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public void Execute(int index)
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{
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var x = index % width;
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@@ -27,46 +64,10 @@ public class ParallelNoiseBenchmark
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private const int _HEIGHT = 512;
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private const int _LENGTH = _WIDTH * _HEIGHT;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static float Frac(float x)
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{
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return x - MathF.Truncate(x);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static float Lerp(float a, float b, float t)
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{
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return a + t * (b - a);
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}
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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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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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private 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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var fp = new Vector2(Frac(uv.X), Frac(uv.Y));
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var d00 = Vector2.Dot(GradientNoiseDirect(ip), fp);
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var d01 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(0, 1)), fp - new Vector2(0, 1));
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var d10 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 0)), fp - new Vector2(1, 0));
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var d11 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 1)), fp - new Vector2(1, 1));
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fp = fp * fp * fp * (fp * (fp * new Vector2(6.0f) - new Vector2(15.0f)) + new Vector2(10.0f));
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return Lerp(Lerp(d00, d10, fp.Y), Lerp(d01, d11, fp.Y), fp.X);
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}
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[Benchmark]
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public void JobSystem()
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{
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using var buffers = new UnsafeArray<float>(_WIDTH * _HEIGHT, AllocationType.UnInitialized);
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using var buffers = new UnsafeArray<float>(_LENGTH, AllocationType.UnInitialized);
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var job = new NoiseJob()
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{
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buffers = buffers,
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@@ -81,14 +82,14 @@ public class ParallelNoiseBenchmark
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[Benchmark]
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public void ParallelFor()
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{
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using var buffers = new UnsafeArray<float>(_WIDTH * _HEIGHT, AllocationType.UnInitialized);
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using var buffers = new UnsafeArray<float>(_LENGTH, AllocationType.UnInitialized);
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Parallel.For(0, _LENGTH, 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);
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buffers[i] = GradientNoise(uv);
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buffers[i] = NoiseJob.GradientNoise(uv);
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});
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}
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}
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