using Misaki.HighPerformance.Unsafe.Collections;
using System.Runtime.InteropServices;
namespace Misaki.HighPerformance.Unsafe.Buffer;
///
/// A memory management structure that allocates and resets memory blocks with specified alignment.
///
public unsafe struct Arena : IDisposable
{
private void* _buffer;
private uint _size;
private uint _offset;
private bool _disposed;
public Arena(uint size)
{
_buffer = NativeMemory.Alloc(size);
_size = size;
_offset = 0;
}
///
/// Allocates a block of memory of a specified size with a given alignment. Returns a pointer to the allocated
/// memory or null if allocation fails.
/// Must use to free the memory.
///
/// Specifies the amount of memory to allocate in bytes.
/// Defines the alignment requirement for the allocated memory.
/// A pointer to the allocated memory block or null if the allocation cannot be fulfilled.
/// Thrown if the arena has been disposed.
public void* Allocate(uint size, uint alignSize, AllocationType allocationType)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var offset = (_offset + alignSize - 1) & ~(alignSize - 1);
if (offset + size > _size)
{
return null;
}
_offset = offset + size;
var ptr = (byte*)_buffer + offset;
if (allocationType == AllocationType.Clear)
{
MemClear(ptr, size);
}
return ptr;
}
///
/// Resets the arena, optionally clearing the allocated memory.
///
/// If true, the allocated memory will be cleared; otherwise, it will not be cleared.
/// Thrown if the arena has been disposed.
public void Reset(bool clear = false)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (clear)
{
MemClear(_buffer, _size);
}
_offset = 0;
}
public void Dispose()
{
NativeMemory.Free(_buffer);
_buffer = null;
_size = 0;
_offset = 0;
_disposed = true;
}
}