This commit renames `AllocationType` to `AllocationOption` across multiple files, enhancing clarity in memory allocation practices. Key updates include: - Modifications to the `UnsafeArray`, `ParallelNoiseBenchmark`, `Arena`, and `DynamicArena` classes to utilize the new `AllocationOption`. - Refactoring of the `AllocationManager` and `HashMapHelper` classes to support the new allocation strategy. - Removal of the `Misaki.HighPerformance.Mathematics` project reference, indicating a restructuring of dependencies. - Introduction of a new `MathUtilities` class for calculating the smallest power of two, aiding memory allocation strategies. These changes collectively improve code maintainability and clarity in memory management.
81 lines
2.4 KiB
C#
81 lines
2.4 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 memory management structure that allocates and resets memory blocks with specified alignment.
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/// </summary>
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public unsafe struct Arena : IDisposable
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{
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private byte* _buffer;
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private uint _size;
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private uint _offset;
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private bool _disposed;
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public Arena(uint size)
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{
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_buffer = (byte*)Malloc(size);
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_size = size;
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_offset = 0;
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}
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/// <summary>
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/// Allocates a block of memory of a specified size with a given alignment. Returns a pointer to the allocated
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/// memory or null if allocation fails.
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/// Must use <see cref="NativeMemory.AlignedFree"/> to free the memory.
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/// </summary>
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/// <param name="size">Specifies the amount of memory to allocate in bytes.</param>
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/// <param name="alignSize">Defines the alignment requirement for the allocated memory.</param>
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/// <returns>A pointer to the allocated memory block or null if the allocation cannot be fulfilled.</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, AllocationOption allocationType)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var offset = (_offset + alignSize - 1) & ~(alignSize - 1);
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if (offset + size > _size)
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{
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return null;
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}
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_offset = offset + size;
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var ptr = _buffer + offset;
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if (allocationType == AllocationOption.Clear)
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{
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MemClear(ptr, size);
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}
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return ptr;
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}
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/// <summary>
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/// Resets the arena, optionally clearing the allocated memory.
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/// </summary>
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/// <param name="clear">If true, the allocated memory will be cleared; otherwise, it will not be cleared.</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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if (clear)
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{
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MemClear(_buffer, _size);
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}
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_offset = 0;
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}
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public void Dispose()
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{
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Free(_buffer);
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_buffer = null;
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_size = 0;
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_offset = 0;
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_disposed = true;
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}
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} |