Files
Misaki.HighPerformance/Misaki.HighPerformance.Test/ParallelNoiseBenchmark.cs
Misaki 3c555a9489 Update memory allocation practices and clean up code
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.
2025-04-03 16:59:32 +09:00

102 lines
3.2 KiB
C#

using BenchmarkDotNet.Attributes;
using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.Unsafe.Collections;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Misaki.HighPerformance.Test;
[MemoryDiagnoser]
public class ParallelNoiseBenchmark
{
private struct NoiseJob : IJobParallelFor
{
public UnsafeArray<float> buffers;
public int width;
public int height;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static float Frac(float x)
{
return x - MathF.Truncate(x);
}
private static Vector2 GradientNoiseDirect(Vector2 uv)
{
uv.X %= 289;
uv.Y %= 289;
var x = (34 * uv.X + 1) * uv.X % 289 + uv.Y;
x = (34 * x + 1) * x % 289;
x = Frac(x / 41) * 2 - 1;
return Vector2.Normalize(new Vector2(x - MathF.Floor(x + 0.5f), MathF.Abs(x) - 0.5f));
}
public static float GradientNoise(Vector2 uv)
{
var ip = new Vector2(MathF.Floor(uv.X), MathF.Floor(uv.Y));
var fp = new Vector2(Frac(uv.X), Frac(uv.Y));
var d00 = Vector2.Dot(GradientNoiseDirect(ip), fp);
var d01 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(0, 1)), fp - new Vector2(0, 1));
var d10 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 0)), fp - new Vector2(1, 0));
var d11 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 1)), fp - new Vector2(1, 1));
fp = fp * fp * fp * (fp * (fp * new Vector2(6.0f) - new Vector2(15.0f)) + new Vector2(10.0f));
return float.Lerp(float.Lerp(d00, d10, fp.Y), float.Lerp(d01, d11, fp.Y), fp.X);
}
public void Execute(int index)
{
var x = index % width;
var y = index / height;
var uv = new Vector2(x, y);
buffers[index] = GradientNoise(uv);
}
}
private const int _WIDTH = 512;
private const int _HEIGHT = 512;
private const int _LENGTH = _WIDTH * _HEIGHT;
[Benchmark]
public static void JobSystem()
{
using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
var job = new NoiseJob()
{
buffers = buffers,
width = _WIDTH,
height = _HEIGHT
};
using var handle = job.Schedule(_LENGTH, 64);
handle.WaitComplete();
}
[Benchmark]
public static void ParallelFor()
{
using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
Parallel.For(0, _LENGTH, i =>
{
var x = i % _WIDTH;
var y = i / _HEIGHT;
var uv = new Vector2(x, y);
buffers[i] = NoiseJob.GradientNoise(uv);
});
}
[Benchmark]
public static void For()
{
using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
for (var i = 0; i < _LENGTH; i++)
{
var x = i % _WIDTH;
var y = i / _HEIGHT;
var uv = new Vector2(x, y);
buffers[i] = NoiseJob.GradientNoise(uv);
}
}
}