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.
138 lines
3.4 KiB
C#
138 lines
3.4 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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/// 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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} |