Added new noise generation methods in `ParallelNoiseBenchmark`, including `Frac`, `Lerp`, and `GradientNoiseDirect`, and updated the `GradientNoise` method to utilize them. Changed constants to use `_LENGTH` for consistency. Changed `Arena` and `DynamicArena` classes to use `uint` instead of `ulong` for size fields, improving memory usage. Updated memory allocation to use `NativeMemory` for better performance and safety. Updated `UnsafeArray<T>` and `UnsafeList<T>` classes to replace `Marshal` methods with `NativeMemory`, enhancing performance and safety. Modified `Dispose` methods to use `NativeMemory.AlignedFree`. Added `MemoryUtilities` class with new methods for memory management, including `MemClear`, `MemSet`, `MemCpy`, `SizeOf`, and `AlignOf`, utilizing `NativeMemory`. Fixed minor cleanup in the `ObjectPool` class's `Dispose` method.
125 lines
3.6 KiB
C#
125 lines
3.6 KiB
C#
using Misaki.HighPerformance.Unsafe.Collections;
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using System.Runtime.InteropServices;
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namespace Misaki.HighPerformance.Unsafe.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 readonly uint _initialSize;
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private bool _disposed;
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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*)NativeMemory.Alloc(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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_disposed = false;
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}
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private bool CreateNewNode(uint size)
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{
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try
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{
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var newNode = (ArenaNode*)NativeMemory.Alloc(SizeOf<ArenaNode>());
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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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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="alignSize">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(uint size, uint alignSize, AllocationType allocationType)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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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, alignSize, allocationType);
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if (result != null)
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return result;
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if (current->next == null && !CreateNewNode(Math.Max(size, _initialSize)))
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return null;
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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(bool clear = false)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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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(clear);
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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 (_disposed)
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return;
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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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NativeMemory.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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_disposed = true;
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}
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} |