Replaced the deprecated Allocator API with the new AllocationHandle API across the codebase. Updated constructors, methods, and tests to use AllocationHandle for memory management. Marked Allocator-based methods as [Obsolete] and provided alternatives. Added OwnershipTransferAnalyzer to detect ownership transfer issues and introduced OwnershipTransferAttribute for marking parameters. Enhanced DefensiveCopyAnalyzer with additional checks for readonly and ValueType instances. Refactored internal memory management in AllocationManager and updated benchmarks, utilities, and documentation to reflect the changes. BREAKING CHANGE: Deprecated Allocator API in favor of AllocationHandle. Updated constructors and methods to use AllocationHandle. Users must migrate to the new API.
158 lines
4.5 KiB
C#
158 lines
4.5 KiB
C#
using System.Diagnostics.CodeAnalysis;
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namespace Misaki.HighPerformance.LowLevel.Buffer;
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public readonly struct MemoryHandle : IDisposable, IEquatable<MemoryHandle>
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{
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public readonly int ID
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{
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get => field - 1;
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}
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public readonly int Generation
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{
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get => field - 1;
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}
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public static readonly MemoryHandle Invalid = default;
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public bool IsValid => AllocationManager.ContainsAllocation(this);
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public bool IsInvalid => !IsValid;
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public MemoryHandle(int id, int generation)
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{
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ID = id + 1;
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Generation = generation + 1;
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}
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public unsafe static MemoryHandle Create(void* address, nuint size)
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{
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return AllocationManager.AddAllocation(address, size);
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}
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public unsafe void Update(void* newAddress, nuint newSize)
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{
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AllocationManager.UpdateAllocation(this, newAddress, newSize);
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}
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public bool Equals(MemoryHandle other)
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{
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return ID == other.ID && Generation == other.Generation;
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}
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public override bool Equals([NotNullWhen(true)] object? obj)
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{
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return obj is MemoryHandle other && Equals(other);
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}
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public override int GetHashCode()
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{
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return ID ^ Generation;
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}
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public override string? ToString()
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{
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return $"MemoryHandle(Id: {ID}, Generation: {Generation})";
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}
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public void Dispose()
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{
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AllocationManager.RemoveAllocation(this);
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}
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public static bool operator ==(MemoryHandle left, MemoryHandle right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(MemoryHandle left, MemoryHandle right)
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{
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return !(left == right);
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}
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}
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/// <summary>
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/// A structure that encapsulates function pointers for memory allocation operations.
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/// </summary>
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public readonly unsafe struct AllocationHandle
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{
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/// <summary>
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/// The invalid allocator. This value is reserved and should not be used for actual memory allocations. It can be used to indicate an uninitialized or invalid state in allocation scenarios.
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/// </summary>
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public static readonly AllocationHandle Invalid = default;
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/// <summary>
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/// Allocator for temporary allocations. Allocations are automatically released after use automatically.
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/// </summary>
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public static readonly AllocationHandle Temp = AllocationManager.s_arenaAllocator.AllocationHandle;
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/// <summary>
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/// Allocator for persistent allocations. Allocations are not automatically released after use.
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/// </summary>
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public static readonly AllocationHandle FreeList = AllocationManager.s_freeListAllocator.AllocationHandle;
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/// <summary>
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/// Allocator for persistent allocations using a free list. Allocations are not automatically released after use, but can be reused to reduce fragmentation, system call and improve performance.
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/// </summary>
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public static readonly AllocationHandle Persistent = AllocationManager.s_pHeapAllocator->Handle;
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/// <summary>
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/// Gets a pointer to the state instance associated with this allocation handle.
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/// </summary>
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public required void* State
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{
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get; init;
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}
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/// <summary>
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/// Gets a function pointer for allocating memory.
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/// </summary>
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public required AllocFunc Alloc
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{
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get; init;
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}
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/// <summary>
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/// Gets a function pointer for reallocating memory.
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/// </summary>
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public required ReallocFunc Realloc
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{
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get; init;
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}
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/// <summary>
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/// Gets a function pointer for freeing allocated memory.
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/// </summary>
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public required FreeFunc Free
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{
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get; init;
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}
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}
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/// <summary>
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/// Represents an state interface for managing memory allocations.
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/// </summary>
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/// <remarks>
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/// The state must be pined to a specific memory region.
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/// Otherwise the reference of the <see cref="AllocationHandle.State"/>, may become invalid and lead to undefined behavior.
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/// </remarks>
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public interface IAllocator
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{
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/// <summary>
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/// Gets a reference to the allocation handle associated with this state.
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/// </summary>
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AllocationHandle Handle
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{
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get;
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}
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}
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public unsafe interface IMemoryAllocator<TSelf, TOpts> : IDisposable
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where TSelf : unmanaged, IMemoryAllocator<TSelf, TOpts>
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{
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static abstract TSelf Create(in TOpts opts);
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void* Allocate(nuint size, nuint alignment, AllocationOption option = AllocationOption.None);
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void* Reallocate(void* ptr, nuint oldSize, nuint newSize, nuint alignment, AllocationOption allocationOption = AllocationOption.None);
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void Free(void* ptr);
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} |