- Make image result/info structs readonly; improve error handling and memory safety in image library - Introduce IJobScheduler interface; move job scheduling docs to interface - Remove "index 0 invalid" convention from slot/sparse maps; fix Count logic - Add Owner<T> for disposable value types in low-level utilities - Improve ObjectPool<T> thread safety and logic - Change List<T>.RemoveAndSwapBack to return bool - Remove unsafe methods from generated math types; add debug range checks - Update benchmarks and enable collection checks in tests - Improve documentation, comments, and error messages - Bump assembly versions across all projects
71 lines
1.8 KiB
C#
71 lines
1.8 KiB
C#
using BenchmarkDotNet.Attributes;
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using Misaki.HighPerformance.Jobs;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.Test.Jobs;
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using System.Numerics;
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namespace Misaki.HighPerformance.Test.Benchmark;
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[MemoryDiagnoser]
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public class ParallelNoiseBenchmark
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{
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private const int _WIDTH = 64;
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private const int _HEIGHT = 64;
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private const int _LENGTH = _WIDTH * _HEIGHT;
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internal JobScheduler _jobScheduler = null!;
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private UnsafeArray<float> _buffers;
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[GlobalSetup]
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public void Setup()
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{
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_jobScheduler = new JobScheduler(Environment.ProcessorCount - 1);
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_buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent);
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}
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[GlobalCleanup]
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public void Cleanup()
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{
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_jobScheduler.Dispose();
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_buffers.Dispose();
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}
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[Benchmark]
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public unsafe void JobSystem()
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{
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var job = new NoiseJobVector()
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{
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buffers = (float*)_buffers.GetUnsafePtr(),
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width = _WIDTH,
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height = _HEIGHT
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};
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var handle = _jobScheduler.ScheduleParallel(ref job, _LENGTH, 64, -1, JobHandle.Invalid);
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_jobScheduler.WaitComplete(handle);
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}
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[Benchmark]
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public void ParallelFor()
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{
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Parallel.For(0, _LENGTH, i =>
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{
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var x = i % _WIDTH;
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var y = i / _HEIGHT;
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var uv = new Vector2(x, y);
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_buffers[i] = NoiseJobVector.GradientNoise(uv);
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});
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}
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[Benchmark(Baseline = true)]
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public void For()
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{
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for (var i = 0; i < _LENGTH; i++)
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{
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var x = i % _WIDTH;
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var y = i / _HEIGHT;
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var uv = new Vector2(x, y);
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_buffers[i] = NoiseJobVector.GradientNoise(uv);
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}
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}
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} |