Files
Misaki.HighPerformance/Misaki.HighPerformance.LowLevel/Buffer/IAllocator.cs
Misaki a0deadc363 feat(memory): refactor allocation and add new queue
Refactored memory management by removing safety checks and introducing `MemoryHandle` for centralized tracking. Simplified allocation logic across allocators and enhanced `Dispose` methods for better resource cleanup.

Added `UnsafeChunkedQueue<T>`, a lock-free, dynamically resizing queue with chunk-based memory management, supporting parallel producers and consumers.

Updated unit tests to validate new queue functionality and ensure compatibility with refactored memory logic. Incremented assembly version to 1.6.12.

BREAKING CHANGE: Removed `#if MHP_ENABLE_SAFETY_CHECKS` blocks, altering memory validation behavior.
2026-04-10 14:44:48 +09:00

138 lines
3.4 KiB
C#

using System.Diagnostics.CodeAnalysis;
namespace Misaki.HighPerformance.LowLevel.Buffer;
public readonly struct MemoryHandle : IDisposable, IEquatable<MemoryHandle>
{
public readonly int ID
{
get => field - 1;
}
public readonly int Generation
{
get => field - 1;
}
public static readonly MemoryHandle Invalid = default;
public bool IsValid => AllocationManager.ContainsAllocation(this);
public bool IsInvalid => !IsValid;
public MemoryHandle(int id, int generation)
{
ID = id + 1;
Generation = generation + 1;
}
public unsafe static MemoryHandle Create(void* address, nuint size)
{
return AllocationManager.AddAllocation(address, size);
}
public unsafe void Update(void* newAddress, nuint newSize)
{
AllocationManager.UpdateAllocation(this, newAddress, newSize);
}
public bool Equals(MemoryHandle other)
{
return ID == other.ID && Generation == other.Generation;
}
public override bool Equals([NotNullWhen(true)] object? obj)
{
return obj is MemoryHandle other && Equals(other);
}
public override int GetHashCode()
{
return ID ^ Generation;
}
public override string? ToString()
{
return $"MemoryHandle(Id: {ID}, Generation: {Generation})";
}
public void Dispose()
{
AllocationManager.RemoveAllocation(this);
}
public static bool operator ==(MemoryHandle left, MemoryHandle right)
{
return left.Equals(right);
}
public static bool operator !=(MemoryHandle left, MemoryHandle right)
{
return !(left == right);
}
}
/// <summary>
/// A structure that encapsulates function pointers for memory allocation operations.
/// </summary>
public readonly unsafe struct AllocationHandle
{
/// <summary>
/// Gets a pointer to the state instance associated with this allocation handle.
/// </summary>
public required void* State
{
get; init;
}
/// <summary>
/// Gets a function pointer for allocating memory.
/// </summary>
public required AllocFunc Alloc
{
get; init;
}
/// <summary>
/// Gets a function pointer for reallocating memory.
/// </summary>
public required ReallocFunc Realloc
{
get; init;
}
/// <summary>
/// Gets a function pointer for freeing allocated memory.
/// </summary>
public required FreeFunc Free
{
get; init;
}
}
/// <summary>
/// Represents an state interface for managing memory allocations.
/// </summary>
/// <remarks>
/// The state must be pined to a specific memory region.
/// Otherwise the reference of the <see cref="AllocationHandle.State"/>, may become invalid and lead to undefined behavior.
/// </remarks>
public interface IAllocator
{
/// <summary>
/// Gets a reference to the allocation handle associated with this state.
/// </summary>
AllocationHandle Handle
{
get;
}
}
public unsafe interface IMemoryAllocator<TSelf, TOpts> : IDisposable
where TSelf : unmanaged, IMemoryAllocator<TSelf, TOpts>
{
static abstract TSelf Create(in TOpts opts);
void* Allocate(nuint size, nuint alignment, AllocationOption option = AllocationOption.None);
void* Reallocate(void* ptr, nuint oldSize, nuint newSize, nuint alignment, AllocationOption allocationOption = AllocationOption.None);
void Free(void* ptr);
}