Files
Misaki.HighPerformance/Misaki.HighPerformance.Unsafe/Buffer/DynamicArena.cs
Misaki 48f2dce778 Enhance memory management and performance benchmarks
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.
2025-04-03 09:13:07 +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, AllocationType 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;
}
}