Files
Misaki.HighPerformance/Misaki.HighPerformance.LowLevel/Buffer/Arena .cs
Misaki 3923682b5e Enhance JobScheduler and related classes
Added XML documentation comments to the `JobScheduler` class and its methods.
Added a new method `GetJobStatus` in the `JobScheduler` class for job status retrieval.
Added a new `CollectionHandle` struct for collection management.
Added a new test class `TestUnsafeSparseSet` with unit tests for `UnsafeSparseSet`.

Changed the `WorkerThread` class to improve job retrieval logic with a new `FindJob` method.
Changed the `DynamicArena` class by removing commented-out code to streamline memory management.

Removed commented-out code in the `WorkerThread` class for improved readability.
Removed the `ArenaAllocator` struct from `AllocationManager` to clean up unused code.
Removed the `ParallelWriter` struct from `UnsafeSparseSet`, indicating a shift in handling sparse sets.
2025-09-10 13:17:17 +09:00

104 lines
3.0 KiB
C#

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 : IDisposable
{
[FieldOffset(0)]
private byte* _buffer;
[FieldOffset(8)]
private nuint _size;
[FieldOffset(16)]
private nuint _offset;
public Arena(nuint size)
{
Initialize(size);
}
public void Initialize(nuint 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. Returns a pointer to the allocated
/// memory or null if allocation fails.
/// You don't need to free the memory manually, it will be freed when the arena is disposed.
/// </summary>
/// <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(DynamicArena));
}
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;
}
/// <summary>
/// Resets the arena, optionally clearing the allocated memory.
/// </summary>
/// <param name="clear">If true, the allocated memory will be cleared; otherwise, it will not be cleared.</param>
/// <exception cref="ObjectDisposedException">Thrown if the arena has been disposed.</exception>
public void Reset()
{
if (_buffer == null)
{
throw new ObjectDisposedException(nameof(DynamicArena));
}
_offset = 0;
}
public void Dispose()
{
if (_buffer == null)
{
return;
}
Free(_buffer);
_buffer = null;
_size = 0;
_offset = 0;
}
}