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