Changed the `CollectionBenchmark` class to use unsafe code for improved memory operations and added benchmarks for stack-allocated arrays. Changed the `ParallelNoiseBenchmark` class to remove the internal `NoiseJob` struct, promoting better organization. Changed the `AllocationManager` class to remove the lock mechanism for thread safety and simplified the `Reset` method. Changed the `Arena` and `DynamicArena` structs to include `Initialize` methods for better initialization control. Changed the `UnsafeArray<T>`, `UnsafeHashSet<T>`, and `UnsafeList<T>` structs to improve element access and management. Updated the `UnsafeCollectionExtensions` class to enhance usability with new methods for copying and converting collections. Updated the `MemoryLeakException` class to provide more detailed stack trace information for better debugging. Removed the usage of `UnsafeHashMap` in `Program.cs` and directly ran the `CollectionBenchmark`. Added a new `NoiseJob` struct in `NoiseJob.cs` for generating gradient noise using `UnsafeArray<float>`. Fixed minor typos and improved method signatures throughout the codebase for clarity.
57 lines
1.5 KiB
C#
57 lines
1.5 KiB
C#
using BenchmarkDotNet.Attributes;
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using Misaki.HighPerformance.Jobs;
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using Misaki.HighPerformance.Test.Jobs;
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using Misaki.HighPerformance.Unsafe.Collections;
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using System.Numerics;
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namespace Misaki.HighPerformance.Test;
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[MemoryDiagnoser]
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public class ParallelNoiseBenchmark
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{
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private const int _WIDTH = 512;
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private const int _HEIGHT = 512;
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private const int _LENGTH = _WIDTH * _HEIGHT;
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[Benchmark]
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public static void JobSystem()
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{
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using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
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var job = new NoiseJob()
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{
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buffers = buffers,
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width = _WIDTH,
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height = _HEIGHT
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};
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using var handle = job.Schedule(_LENGTH, 64);
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handle.WaitComplete();
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}
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[Benchmark]
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public static void ParallelFor()
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{
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using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
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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] = NoiseJob.GradientNoise(uv);
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});
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}
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[Benchmark]
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public static void For()
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{
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using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
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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] = NoiseJob.GradientNoise(uv);
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}
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}
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} |