Changed the `ParallelNoiseBenchmark` class to use `AllocationOption.None` for `UnsafeArray<float>` instances. Changed the `AllocationOption` enum to replace `UnInitialized` with `None` and clarified the `UnTracked` option. Changed constructors for `UnsafeArray<T>`, `UnsafeList<T>`, `UnsafeQueue<T>`, and `UnsafeStack<T>` to use `AllocationOption.None`. Changed the `HashMapHelper<TKey>` constructor to accept an `AllocationOption` parameter for improved flexibility. Changed the `Allocate` method documentation in `Arena.cs` to clarify memory management. Improved the `AllocationManager` class with a default arena size and updated allocation logic to handle new `AllocationOption` flags. Removed the import statement for `BenchmarkDotNet.Running` in `Program.cs` and added new imports for `Misaki.HighPerformance.Unsafe.Collections` and `Misaki.HighPerformance.Unsafe.Services`. Added a new `UnsafeArray<int>` in `Program.cs` and called `AllocationManager.Dispose()` to clean up resources.
81 lines
2.4 KiB
C#
81 lines
2.4 KiB
C#
using Misaki.HighPerformance.Unsafe.Collections;
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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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/// You don't need to free the memory manually, it will be freed when the arena is disposed.
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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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/// <param name="allocationOption">The option when allocating 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 allocationOption)
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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 (allocationOption.HasFlag(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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} |