Added a new configuration setting in `.editorconfig` to sort system directives last and increased the maximum line length to 400 characters. Added a new static class `MathUtilities` in `MathUtilities.cs` with a method `CeilPow2` for computing powers of two. Added a new benchmark class `CollectionBenchmark` in `CollectionBenchmark.cs` to measure performance of standard versus unsafe arrays. Added a new benchmark class `HashCodeBenchmark` in `HashCodeBenchmark.cs` to evaluate hash code generation performance. Added new utility methods in `UnsafeUtilities.cs` for memory allocation and deallocation, including `Malloc`, `AlignedAlloc`, `Realloc`, and `Free`. Added a new `AllocationType` enum in `AllocationType.cs` to specify memory allocation types. Changed the project file `Misaki.HighPerformance.Mathematics.csproj` to target .NET 9.0 and enable implicit usings and nullable reference types. Changed the `ParallelNoiseBenchmark` class in `ParallelNoiseBenchmark.cs` to improve memory allocation strategies and performance. Changed memory management in `Arena.cs` and `DynamicArena.cs` to use custom `Malloc` and `Free` functions. Changed the `IUnsafeCollection` interface in `IUnsafeCollection.cs` to include new methods for resizing collections and obtaining unsafe pointers. Changed the `UnsafeArray.cs` to improve management of unsafe arrays, including constructor and method updates. Changed the `UnsafeHashMap` and `UnsafeHashSet` classes to enhance performance and memory management. Changed the `UnsafeCollectionExtensions` class to provide additional methods for copying elements and converting collections. Changed the `ObjectPool` class in `ObjectPool.cs` to simplify cleanup and remove auto-cleanup functionality. Changed job scheduling and worker classes in `JobExtensions.cs` and `JobWorker.cs` to improve job scheduling in a thread pool. Removed commented-out code in `Program.cs` related to previous testing methods. Removed auto-cleanup functionality from the `ObjectPool` class.
102 lines
3.2 KiB
C#
102 lines
3.2 KiB
C#
using BenchmarkDotNet.Attributes;
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using Misaki.HighPerformance.Jobs;
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using Misaki.HighPerformance.Unsafe.Collections;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace Misaki.HighPerformance.Test;
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[MemoryDiagnoser]
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public class ParallelNoiseBenchmark
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{
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private struct NoiseJob : IJobParallelFor
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{
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public UnsafeArray<float> buffers;
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public int width;
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public int height;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static float Frac(float x)
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{
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return x - MathF.Truncate(x);
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}
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private static Vector2 GradientNoiseDirect(Vector2 uv)
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{
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uv.X %= 289;
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uv.Y %= 289;
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var x = (34 * uv.X + 1) * uv.X % 289 + uv.Y;
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x = (34 * x + 1) * x % 289;
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x = Frac(x / 41) * 2 - 1;
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return Vector2.Normalize(new Vector2(x - MathF.Floor(x + 0.5f), MathF.Abs(x) - 0.5f));
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}
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public static float GradientNoise(Vector2 uv)
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{
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var ip = new Vector2(MathF.Floor(uv.X), MathF.Floor(uv.Y));
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var fp = new Vector2(Frac(uv.X), Frac(uv.Y));
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var d00 = Vector2.Dot(GradientNoiseDirect(ip), fp);
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var d01 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(0, 1)), fp - new Vector2(0, 1));
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var d10 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 0)), fp - new Vector2(1, 0));
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var d11 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 1)), fp - new Vector2(1, 1));
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fp = fp * fp * fp * (fp * (fp * new Vector2(6.0f) - new Vector2(15.0f)) + new Vector2(10.0f));
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return float.Lerp(float.Lerp(d00, d10, fp.Y), float.Lerp(d01, d11, fp.Y), fp.X);
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}
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public void Execute(int index)
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{
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var x = index % width;
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var y = index / height;
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var uv = new Vector2(x, y);
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buffers[index] = GradientNoise(uv);
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}
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}
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private const int _WIDTH = 512;
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private const int _HEIGHT = 512;
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private const int _LENGTH = _WIDTH * _HEIGHT;
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[Benchmark]
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public static void JobSystem()
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{
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using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationType.UnInitialized);
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var job = new NoiseJob()
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{
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buffers = buffers,
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width = _WIDTH,
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height = _HEIGHT
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};
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using var handle = job.Schedule(_LENGTH, 64);
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handle.WaitComplete();
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}
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[Benchmark]
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public static void ParallelFor()
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{
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using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationType.UnInitialized);
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Parallel.For(0, _LENGTH, i =>
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{
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var x = i % _WIDTH;
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var y = i / _HEIGHT;
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var uv = new Vector2(x, y);
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buffers[i] = NoiseJob.GradientNoise(uv);
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});
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}
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[Benchmark]
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public static void For()
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{
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using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationType.UnInitialized);
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for (var i = 0; i < _LENGTH; i++)
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{
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var x = i % _WIDTH;
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var y = i / _HEIGHT;
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var uv = new Vector2(x, y);
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buffers[i] = NoiseJob.GradientNoise(uv);
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}
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}
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} |