Files
Misaki.HighPerformance/Misaki.HighPerformance.Unsafe/Buffer/DynamicArena.cs
Misaki da64e07c6f Refactor allocation types and improve memory management
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.
2025-04-03 12:06:25 +09:00

129 lines
3.5 KiB
C#

using Misaki.HighPerformance.Unsafe.Collections;
namespace Misaki.HighPerformance.Unsafe.Buffer;
/// <summary>
/// A dynamic memory management structure that automatically grows by creating linked arenas
/// when more space is needed.
/// </summary>
public unsafe struct DynamicArena : IDisposable
{
private struct ArenaNode
{
public Arena arena;
public ArenaNode* next;
}
private ArenaNode* _root;
private ArenaNode* _current;
private readonly uint _initialSize;
private bool _disposed;
/// <summary>
/// Initializes a new instance of DynamicArena with the specified initial size.
/// </summary>
/// <param name="initialSize">The initial size in bytes for the first arena block.</param>
public DynamicArena(uint initialSize)
{
_initialSize = initialSize;
_root = (ArenaNode*)Malloc(SizeOf<ArenaNode>());
_root->arena = new Arena(initialSize);
_root->next = null;
_current = _root;
}
private bool CreateNewNode(uint size)
{
try
{
var newNode = (ArenaNode*)Malloc(SizeOf<ArenaNode>());
newNode->arena = new Arena(size);
newNode->next = null;
_current->next = newNode;
_current = newNode;
return true;
}
catch
{
return false;
}
}
/// <summary>
/// Allocates a block of memory with specified size and alignment. Creates a new arena if current one is full.
/// </summary>
/// <param name="size">Size of the memory block to allocate in bytes.</param>
/// <param name="alignSize">Alignment requirement for the memory block.</param>
/// <returns>Pointer to the allocated memory block.</returns>
/// <exception cref="ObjectDisposedException">Thrown if the arena has been disposed.</exception>
public void* Allocate(uint size, uint alignSize, AllocationOption allocationType)
{
ObjectDisposedException.ThrowIf(_disposed, this);
void* result = null;
var current = _current;
while (current != null)
{
result = current->arena.Allocate(size, alignSize, allocationType);
if (result != null)
{
return result;
}
if (current->next == null && !CreateNewNode(Math.Max(size, _initialSize)))
{
return null;
}
current = current->next;
}
_current = current;
return result;
}
/// <summary>
/// Resets all arenas in the chain, optionally clearing their memory.
/// </summary>
/// <param name="clear">If true, memory will be cleared during reset.</param>
/// <exception cref="ObjectDisposedException">Thrown if the arena has been disposed.</exception>
public void Reset(bool clear = false)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var current = _root;
while (current != null)
{
current->arena.Reset(clear);
current = current->next;
}
_current = _root;
}
/// <summary>
/// Disposes all arenas and frees associated memory.
/// </summary>
public void Dispose()
{
if (_disposed)
{
return;
}
var current = _root;
while (current != null)
{
var next = current->next;
current->arena.Dispose();
Free(current);
current = next;
}
_root = null;
_current = null;
_disposed = true;
}
}