using Misaki.HighPerformance.LowLevel.Utilities;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Misaki.HighPerformance.LowLevel.Buffer;
///
/// A dynamic memory management structure that automatically grows by creating linked arenas when more space is needed.
///
[StructLayout(LayoutKind.Explicit, Size = 128)]
public unsafe struct DynamicArena : IMemoryAllocator
{
public struct CreationOptions
{
public uint initialSize;
}
public static DynamicArena Create(in CreationOptions options)
{
return new DynamicArena(options.initialSize);
}
[StructLayout(LayoutKind.Sequential)]
private struct ArenaNode
{
public Arena arena;
public ArenaNode* next;
}
[FieldOffset(0)]
private ArenaNode* _root;
[FieldOffset(8)]
private ArenaNode* _current;
[FieldOffset(16)]
private readonly nuint _initialSize;
[FieldOffset(24)]
private volatile int _nodeCreationLock;
///
/// Initializes a new instance of DynamicArena with the specified initial size.
///
/// The initial size in bytes for the first arena block.
public DynamicArena(nuint initialSize)
{
_initialSize = initialSize;
_root = (ArenaNode*)NativeMemory.Alloc((nuint)sizeof(ArenaNode));
_root->arena = new Arena(initialSize);
_root->next = null;
_current = _root;
_nodeCreationLock = 0;
}
private bool TryCreateNewNode(nuint size)
{
System.Threading.SpinWait spinner = default;
while (Interlocked.CompareExchange(ref _nodeCreationLock, 1, 0) != 0)
{
spinner.SpinOnce();
}
try
{
var current = _current;
if (current->next != null)
{
// Another thread created a node while we were waiting
_current = current->next;
return true;
}
var newNode = (ArenaNode*)NativeMemory.Alloc((nuint)sizeof(ArenaNode));
try
{
newNode->arena = new Arena(size);
newNode->next = null;
// Atomically link the new node
current->next = newNode;
// Update current pointer
_current = newNode;
return true;
}
catch
{
NativeMemory.Free(newNode);
return false;
}
}
finally
{
// Release the spinlock
Interlocked.Exchange(ref _nodeCreationLock, 0);
}
}
///
/// Allocates a block of memory with specified size and alignment. Creates a new arena if current one is full.
///
///
/// This is thread safe.
///
/// Size of the memory block to allocate in bytes.
/// Alignment requirement for the memory block.
/// Pointer to the allocated memory block.
/// Thrown if the arena has been disposed.
public void* Allocate(nuint size, nuint alignment, AllocationOption allocationOption)
{
if (_root == null)
{
return null;
}
void* result = null;
var current = _current;
while (current != null)
{
result = current->arena.Allocate(size, alignment, allocationOption);
if (result != null)
{
return result;
}
if (current->next == null && !TryCreateNewNode(Math.Max(size, _initialSize)))
{
return null;
}
current = current->next;
}
_current = current;
return result;
}
public void* Reallocate(void* ptr, nuint oldSize, nuint newSize, nuint alignment, AllocationOption allocationOption)
{
if (ptr == null)
{
return Allocate(newSize, alignment, allocationOption);
}
var newPtr = Allocate(newSize, alignment, allocationOption);
if (newPtr == null)
{
return null;
}
if (newPtr != ptr)
{
MemoryUtility.MemCpy(newPtr, ptr, Math.Min(oldSize, newSize));
}
return newPtr;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void Free(void* ptr)
{
}
///
/// Resets all arenas in the chain.
///
public void Reset()
{
var current = _root;
while (current != null)
{
current->arena.Reset();
current = current->next;
}
_current = _root;
}
public void Dispose()
{
if (_root == null)
{
return;
}
var ptr = _root;
_root = null;
_current = null;
var current = ptr;
while (current != null)
{
var next = current->next;
current->arena.Dispose();
NativeMemory.Free(current);
current = next;
}
}
}