Add image processing and memory management features
Added new namespace `Misaki.HighPerformance.Image` for image processing, including classes for animated GIF handling and memory management. Added `AnimatedFrameResult` class for individual frames in animated images. Added `AnimatedGifEnumerator` class for enumerating frames in animated GIFs. Added `ColorComponents` enum for different color formats. Added `ImageInfo` struct for image dimensions and color components. Added `CRuntime` class for low-level memory management functions. Added `MemoryStats` class to track memory allocation statistics. Added utility functions for creating multi-dimensional arrays. Added new structures for fixed-size UTF-8 encoded strings. Added benchmarking classes to test new memory management features. Changed `StbImage.cs` to include new namespaces and functionality for image data manipulation. Changed project files to target .NET 9.0 and enable new features. Changed `Arena.cs` and `DynamicArena.cs` to use `nuint` for size parameters. Changed `BitSet.cs` to enhance bit manipulation methods. Changed `Program.cs` to run `FunctionPtrBenchmark` for performance testing. Removed memory tracking code from `AllocationManager.cs`, including the `_allocated` dictionary and related logic. Removed `Free` method from `IAllocator.cs` interface. Removed `UNSAFE_COLLECTION_CHECK` preprocessor directive from the codebase. Refactored various files to improve organization, moving from `Unsafe` to `LowLevel` namespace. Refactored `MemoryUtilities` class to include new memory operation methods. Refactored `UnsafeUtilities.cs` to support new collection structures.
This commit is contained in:
186
Misaki.HighPerformance.Image/Runtime/CRuntime.cs
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186
Misaki.HighPerformance.Image/Runtime/CRuntime.cs
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using System;
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using System.Runtime.InteropServices;
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namespace Misaki.HighPerformance.Image.Runtime
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{
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internal static unsafe class CRuntime
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{
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private static readonly string numbers = "0123456789";
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public static void* malloc(ulong size)
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{
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return malloc((long)size);
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}
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public static void* malloc(long size)
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{
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var ptr = NativeMemory.Alloc((nuint)size);
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MemoryStats.Allocated();
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return ptr;
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}
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public static void free(void* ptr)
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{
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if (ptr == null)
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return;
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NativeMemory.Free(ptr);
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MemoryStats.Freed();
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}
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public static void memcpy(void* a, void* b, long size)
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{
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NativeMemory.Copy(b, a, (nuint)size);
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}
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public static void memcpy(void* a, void* b, ulong size)
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{
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memcpy(a, b, (long)size);
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}
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public static void memmove(void* a, void* b, long size)
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{
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void* temp = null;
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try
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{
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temp = malloc(size);
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memcpy(temp, b, size);
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memcpy(a, temp, size);
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}
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finally
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{
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if (temp != null)
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free(temp);
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}
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}
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public static int memcmp(void* a, void* b, long size)
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{
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var result = 0;
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var ap = (byte*)a;
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var bp = (byte*)b;
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for (long i = 0; i < size; ++i)
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{
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if (*ap != *bp)
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result += 1;
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ap++;
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bp++;
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}
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return result;
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}
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public static void memset(void* ptr, int value, long size)
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{
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NativeMemory.Fill(ptr, (nuint)size, (byte)value);
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}
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public static void memset(void* ptr, int value, ulong size)
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{
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memset(ptr, value, (long)size);
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}
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public static uint _lrotl(uint x, int y)
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{
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return x << y | x >> 32 - y;
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}
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public static void* realloc(void* ptr, long newSize)
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{
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if (ptr == null)
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return malloc(newSize);
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var result = NativeMemory.Realloc(ptr, (nuint)newSize);
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return result;
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}
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public static void* realloc(void* a, ulong newSize)
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{
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return realloc(a, (long)newSize);
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}
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public static int abs(int v)
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{
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return Math.Abs(v);
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}
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public static double pow(double a, double b)
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{
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return Math.Pow(a, b);
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}
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public static double ldexp(double number, int exponent)
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{
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return number * Math.Pow(2, exponent);
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}
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public static int strcmp(sbyte* src, string token)
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{
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var result = 0;
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for (var i = 0; i < token.Length; ++i)
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{
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if (src[i] != token[i])
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{
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++result;
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}
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}
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return result;
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}
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public static int strncmp(sbyte* src, string token, ulong size)
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{
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var result = 0;
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for (var i = 0; i < Math.Min(token.Length, (int)size); ++i)
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{
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if (src[i] != token[i])
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{
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++result;
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}
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}
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return result;
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}
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public static long strtol(sbyte* start, sbyte** end, int radix)
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{
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// First step - determine length
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var length = 0;
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var ptr = start;
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while (numbers.IndexOf((char)*ptr) != -1)
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{
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++ptr;
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++length;
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}
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long result = 0;
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// Now build up the number
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ptr = start;
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while (length > 0)
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{
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long num = numbers.IndexOf((char)*ptr);
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var pow = (long)Math.Pow(10, length - 1);
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result += num * pow;
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++ptr;
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--length;
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}
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if (end != null)
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{
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*end = ptr;
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}
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return result;
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}
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}
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}
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