Files
Misaki.HighPerformance/Misaki.HighPerformance.LowLevel/Buffer/Arena.cs
Misaki 69b054e81d feat(lowlevel): add VirtualStack, update allocators, docs
Introduce VirtualStack allocator, refactor memory management to use virtual memory stacks, and update documentation.

Added VirtualStack as a new stack allocator using virtual memory, replaced Stack with VirtualStack in allocation manager and related APIs, and updated TempJobAllocator to use VirtualArena. Introduced AllocationManagerInitOpts for allocator configuration. Replaced ENABLE_COLLECTION_CHECKS with ENABLE_SAFETY_CHECKS for safety checks. Removed Result.cs and updated project files and examples. Added comprehensive README files for all major packages and improved root documentation.

BREAKING CHANGE: Stack allocator replaced by VirtualStack; TempJobAllocator and AllocationManager initialization signatures changed; Result types removed.
2026-03-19 15:38:23 +09:00

122 lines
3.1 KiB
C#

using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Misaki.HighPerformance.LowLevel.Buffer;
/// <summary>
/// A memory management structure that allocates and resets memory blocks with specified alignment.
/// </summary>
[StructLayout(LayoutKind.Explicit, Size = 64)] // Cache line aligned to prevent false sharing
public unsafe struct Arena : IMemoryAllocator<Arena, Arena.CreationOptions>
{
public struct CreationOptions
{
public nuint size;
}
public static Arena Create(in CreationOptions opts)
{
return new Arena(opts.size);
}
[FieldOffset(0)]
private byte* _buffer;
[FieldOffset(8)]
private nuint _size;
[FieldOffset(16)]
private nuint _offset;
public Arena(nuint size)
{
ArgumentOutOfRangeException.ThrowIfNegative(size);
if (_buffer != null)
{
return;
}
_buffer = (byte*)Malloc(size);
_size = size;
_offset = 0;
}
/// <summary>
/// Allocates a block of memory of a specified size with a given alignment.
/// </summary>
/// <remarks>
/// This is thread safe.
/// </remarks>
/// <param name="size">Specifies the amount of memory to allocate in bytes.</param>
/// <param name="alignment">Defines the alignment requirement for the allocated memory.</param>
/// <param name="allocationOption">The option when allocating memory.</param>
/// <returns>A pointer to the allocated memory block or null if the allocation cannot be fulfilled.</returns>
/// <exception cref="ObjectDisposedException">Thrown if the arena has been disposed.</exception>
public void* Allocate(nuint size, nuint alignment, AllocationOption allocationOption)
{
if (_buffer == null)
{
throw new ObjectDisposedException(nameof(Arena));
}
if (size == 0)
{
return null;
}
if ((alignment & (alignment - 1)) != 0)
{
throw new ArgumentException("Alignment must be a power of two.", nameof(alignment));
}
nuint currentOffset, newOffset, alignedOffset;
do
{
currentOffset = _offset;
alignedOffset = (currentOffset + alignment - 1) & ~(alignment - 1);
newOffset = alignedOffset + size;
if (newOffset > _size)
{
return null;
}
} while (Interlocked.CompareExchange(ref _offset, newOffset, currentOffset) != currentOffset);
var ptr = _buffer + alignedOffset;
if (allocationOption.HasFlag(AllocationOption.Clear))
{
MemClear(ptr, size);
}
return ptr;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void Free(void* ptr)
{
}
/// <summary>
/// Resets the arena.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Reset()
{
_offset = 0;
}
public void Dispose()
{
if (_buffer == null)
{
return;
}
Free(_buffer);
_buffer = null;
_size = 0;
_offset = 0;
}
}