Initial upload;

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2025-03-25 00:55:48 +09:00
commit aa1e9e6b1d
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<PublishAot>True</PublishAot>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BenchmarkDotNet" Version="0.14.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Misaki.HighPerformance.Unsafe\Misaki.HighPerformance.Unsafe.csproj" />
<ProjectReference Include="..\Misaki.HighPerformance\Misaki.HighPerformance.csproj" />
</ItemGroup>
</Project>

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using BenchmarkDotNet.Attributes;
using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.Unsafe.Collections;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Misaki.HighPerformance.Test;
[MemoryDiagnoser]
public class ParallelNoiseBenchmark
{
private struct NoiseJob : IJobParallelFor
{
public UnsafeArray<float> buffers;
public int width;
public int height;
public void Execute(int index)
{
var x = index % width;
var y = index / height;
var uv = new Vector2(x, y);
buffers[index] = GradientNoise(uv);
}
}
private const int _WIDTH = 512;
private const int _HEIGHT = 512;
private const int _LENGTH = _WIDTH * _HEIGHT;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static float Frac(float x)
{
return x - MathF.Truncate(x);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static float Lerp(float a, float b, float t)
{
return a + t * (b - a);
}
private static Vector2 GradientNoiseDirect(Vector2 uv)
{
uv.X %= 289;
uv.Y %= 289;
var x = (34 * uv.X + 1) * uv.X % 289 + uv.Y;
x = (34 * x + 1) * x % 289;
x = Frac(x / 41) * 2 - 1;
return Vector2.Normalize(new Vector2(x - MathF.Floor(x + 0.5f), MathF.Abs(x) - 0.5f));
}
private static float GradientNoise(Vector2 uv)
{
var ip = new Vector2(MathF.Floor(uv.X), MathF.Floor(uv.Y));
var fp = new Vector2(Frac(uv.X), Frac(uv.Y));
var d00 = Vector2.Dot(GradientNoiseDirect(ip), fp);
var d01 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(0, 1)), fp - new Vector2(0, 1));
var d10 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 0)), fp - new Vector2(1, 0));
var d11 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 1)), fp - new Vector2(1, 1));
fp = fp * fp * fp * (fp * (fp * new Vector2(6.0f) - new Vector2(15.0f)) + new Vector2(10.0f));
return Lerp(Lerp(d00, d10, fp.Y), Lerp(d01, d11, fp.Y), fp.X);
}
[Benchmark]
public void JobSystem()
{
using var buffers = new UnsafeArray<float>(_WIDTH * _HEIGHT, AllocationType.UnInitialized);
var job = new NoiseJob()
{
buffers = buffers,
width = _WIDTH,
height = _HEIGHT
};
using var handle = job.Schedule(_LENGTH, 64);
handle.WaitComplete();
}
[Benchmark]
public void ParallelFor()
{
using var buffers = new UnsafeArray<float>(_WIDTH * _HEIGHT, AllocationType.UnInitialized);
Parallel.For(0, _LENGTH, i =>
{
var x = i % _WIDTH;
var y = i / _HEIGHT;
var uv = new Vector2(x, y);
buffers[i] = GradientNoise(uv);
});
}
}

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using BenchmarkDotNet.Running;
using Misaki.HighPerformance.Test;
BenchmarkRunner.Run<ParallelNoiseBenchmark>();