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.
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143
Misaki.HighPerformance.LowLevel/Buffer/DynamicArena.cs
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143
Misaki.HighPerformance.LowLevel/Buffer/DynamicArena.cs
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using Misaki.HighPerformance.LowLevel.Collections;
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namespace Misaki.HighPerformance.LowLevel.Buffer;
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/// <summary>
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/// A dynamic memory management structure that automatically grows by creating linked arenas
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/// when more space is needed.
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/// </summary>
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public unsafe struct DynamicArena : IDisposable
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{
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private struct ArenaNode
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{
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public Arena arena;
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public ArenaNode* next;
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}
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private ArenaNode* _root;
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private ArenaNode* _current;
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private uint _initialSize;
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/// <summary>
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/// Initializes a new instance of DynamicArena with the specified initial size.
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/// </summary>
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/// <param name="initialSize">The initial size in bytes for the first arena block.</param>
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public DynamicArena(uint initialSize)
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{
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_initialSize = initialSize;
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_root = (ArenaNode*)Malloc(SizeOf<ArenaNode>());
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_root->arena = new Arena(initialSize);
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_root->next = null;
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_current = _root;
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}
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public void Initialize(uint initialSize)
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{
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if (_root != null)
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{
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return;
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}
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_initialSize = initialSize;
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_root = (ArenaNode*)Malloc(SizeOf<ArenaNode>());
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_root->arena = new Arena(initialSize);
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_root->next = null;
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_current = _root;
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}
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private bool CreateNewNode(nuint size)
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{
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var newNode = (ArenaNode*)Malloc(SizeOf<ArenaNode>());
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try
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{
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newNode->arena = new Arena(size);
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newNode->next = null;
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_current->next = newNode;
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_current = newNode;
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return true;
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}
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catch
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{
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Free(newNode);
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return false;
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}
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}
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/// <summary>
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/// Allocates a block of memory with specified size and alignment. Creates a new arena if current one is full.
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/// </summary>
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/// <param name="size">Size of the memory block to allocate in bytes.</param>
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/// <param name="alignment">Alignment requirement for the memory block.</param>
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/// <returns>Pointer to the allocated memory block.</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 (_root == null)
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{
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return null;
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}
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void* result = null;
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var current = _current;
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while (current != null)
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{
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result = current->arena.Allocate(size, alignment, allocationOption);
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if (result != null)
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{
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return result;
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}
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if (current->next == null && !CreateNewNode(Math.Max(size, _initialSize)))
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{
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return null;
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}
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current = current->next;
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}
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_current = current;
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return result;
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}
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/// <summary>
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/// Resets all arenas in the chain, optionally clearing their memory.
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/// </summary>
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/// <param name="clear">If true, memory will be cleared during reset.</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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var current = _root;
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while (current != null)
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{
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current->arena.Reset();
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current = current->next;
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}
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_current = _root;
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}
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/// <summary>
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/// Disposes all arenas and frees associated memory.
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/// </summary>
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public void Dispose()
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{
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if (_root == null)
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{
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return;
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}
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var current = _root;
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while (current != null)
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{
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var next = current->next;
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current->arena.Dispose();
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Free(current);
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current = next;
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}
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_root = null;
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_current = null;
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}
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}
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