Refactor and enhance math, memory, and utilities
Refactored `sincos` usage in `quaternion` to use tuple-based returns for improved readability. Introduced a `random` struct with methods for generating random values of various types and dimensions, including ranges and directions. Added a `DynamicArray` class for dynamic resizing and manipulation of collections. Enhanced `SlotMap` with new methods for safe access and updates. Updated `uint` vector types with `NumericConvertable` attributes for better type interoperability. Removed the `MathUtilities` class and refactored `adj` and `adjInverse` methods for encapsulation. Improved memory management with `StackAllocator` and `UnsafeArray` enhancements. Added geometry utilities like `AABB`, `OBB`, `Plane`, and `SphereBounds` for 3D operations. Updated project configuration for versioning and NuGet packaging. Performed general code cleanup, improved validation, and aligned with modern C# practices.
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109
Misaki.HighPerformance.LowLevel/Buffer/Arena.cs
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109
Misaki.HighPerformance.LowLevel/Buffer/Arena.cs
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using System.Runtime.InteropServices;
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namespace Misaki.HighPerformance.LowLevel.Buffer;
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/// <summary>
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/// A memory management structure that allocates and resets memory blocks with specified alignment.
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/// </summary>
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[StructLayout(LayoutKind.Explicit, Size = 64)] // Cache line aligned to prevent false sharing
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public unsafe struct Arena : IDisposable
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{
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[FieldOffset(0)]
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private byte* _buffer;
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[FieldOffset(8)]
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private nuint _size;
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[FieldOffset(16)]
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private nuint _offset;
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public Arena(nuint size)
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{
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if (_buffer != null)
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{
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return;
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}
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_buffer = (byte*)Malloc(size);
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_size = size;
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_offset = 0;
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}
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/// <summary>
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/// Allocates a block of memory of a specified size with a given alignment. Returns a pointer to the allocated
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/// memory or null if allocation fails.
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/// You don't need to free the memory manually, it will be freed when the arena is disposed.
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/// </summary>
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/// <param name="size">Specifies the amount of memory to allocate in bytes.</param>
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/// <param name="alignment">Defines the alignment requirement for the allocated memory.</param>
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/// <param name="allocationOption">The option when allocating memory.</param>
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/// <returns>A pointer to the allocated memory block or null if the allocation cannot be fulfilled.</returns>
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/// <exception cref="ObjectDisposedException">Thrown if the arena has been disposed.</exception>
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public void* Allocate(nuint size, nuint alignment, AllocationOption allocationOption)
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{
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if (_buffer == null)
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{
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throw new ObjectDisposedException(nameof(Arena));
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}
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if (size == 0)
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{
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return null;
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}
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if ((alignment & (alignment - 1)) != 0)
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{
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throw new ArgumentException("Alignment must be a power of two.", nameof(alignment));
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}
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nuint currentOffset, newOffset, alignedOffset;
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do
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{
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currentOffset = _offset;
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alignedOffset = (currentOffset + alignment - 1) & ~(alignment - 1);
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newOffset = alignedOffset + size;
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if (newOffset > _size)
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{
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return null;
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}
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} while (Interlocked.CompareExchange(ref _offset, newOffset, currentOffset) != currentOffset);
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var ptr = _buffer + alignedOffset;
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if (allocationOption.HasFlag(AllocationOption.Clear))
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{
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MemClear(ptr, size);
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}
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return ptr;
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}
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/// <summary>
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/// Resets the arena, optionally clearing the allocated memory.
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/// </summary>
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/// <param name="clear">If true, the allocated memory will be cleared; otherwise, it will not be cleared.</param>
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/// <exception cref="ObjectDisposedException">Thrown if the arena has been disposed.</exception>
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public void Reset()
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{
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if (_buffer == null)
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{
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throw new ObjectDisposedException(nameof(DynamicArena));
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}
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_offset = 0;
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}
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public void Dispose()
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{
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if (_buffer == null)
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{
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return;
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}
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Free(_buffer);
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_buffer = null;
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_size = 0;
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_offset = 0;
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}
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}
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