Added new namespace `Misaki.HighPerformance.Image` for image processing, including classes for animated GIF handling and memory management. Added `AnimatedFrameResult` class for individual frames in animated images. Added `AnimatedGifEnumerator` class for enumerating frames in animated GIFs. Added `ColorComponents` enum for different color formats. Added `ImageInfo` struct for image dimensions and color components. Added `CRuntime` class for low-level memory management functions. Added `MemoryStats` class to track memory allocation statistics. Added utility functions for creating multi-dimensional arrays. Added new structures for fixed-size UTF-8 encoded strings. Added benchmarking classes to test new memory management features. Changed `StbImage.cs` to include new namespaces and functionality for image data manipulation. Changed project files to target .NET 9.0 and enable new features. Changed `Arena.cs` and `DynamicArena.cs` to use `nuint` for size parameters. Changed `BitSet.cs` to enhance bit manipulation methods. Changed `Program.cs` to run `FunctionPtrBenchmark` for performance testing. Removed memory tracking code from `AllocationManager.cs`, including the `_allocated` dictionary and related logic. Removed `Free` method from `IAllocator.cs` interface. Removed `UNSAFE_COLLECTION_CHECK` preprocessor directive from the codebase. Refactored various files to improve organization, moving from `Unsafe` to `LowLevel` namespace. Refactored `MemoryUtilities` class to include new memory operation methods. Refactored `UnsafeUtilities.cs` to support new collection structures.
92 lines
2.6 KiB
C#
92 lines
2.6 KiB
C#
using Misaki.HighPerformance.LowLevel.Collections;
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namespace Misaki.HighPerformance.LowLevel.Buffer;
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/// <summary>
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/// A memory management structure that allocates and resets memory blocks with specified alignment.
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/// </summary>
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public unsafe struct Arena : IDisposable
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{
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private byte* _buffer;
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private nuint _size;
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private nuint _offset;
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private bool _disposed;
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public Arena(nuint size)
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{
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Initialize(size);
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}
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public void Initialize(nuint size)
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{
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if (_buffer != null)
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{
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return;
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}
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_buffer = (byte*)Malloc(size);
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_size = size;
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_offset = 0;
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}
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/// <summary>
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/// Allocates a block of memory of a specified size with a given alignment. Returns a pointer to the allocated
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/// memory or null if allocation fails.
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/// You don't need to free the memory manually, it will be freed when the arena is disposed.
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/// </summary>
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/// <param name="size">Specifies the amount of memory to allocate in bytes.</param>
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/// <param name="alignment">Defines the alignment requirement for the allocated memory.</param>
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/// <param name="allocationOption">The option when allocating memory.</param>
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/// <returns>A pointer to the allocated memory block or null if the allocation cannot be fulfilled.</returns>
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/// <exception cref="ObjectDisposedException">Thrown if the arena has been disposed.</exception>
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public void* Allocate(nuint size, nuint alignment, AllocationOption allocationOption)
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{
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if (_disposed)
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{
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throw new ObjectDisposedException(nameof(DynamicArena));
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}
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var offset = _offset + alignment - 1 & ~(alignment - 1);
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if (offset + size > _size)
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{
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return null;
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}
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_offset = offset + size;
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var ptr = _buffer + offset;
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if (allocationOption.HasFlag(AllocationOption.Clear))
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{
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MemClear(ptr, size);
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}
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return ptr;
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}
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/// <summary>
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/// Resets the arena, optionally clearing the allocated memory.
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/// </summary>
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/// <param name="clear">If true, the allocated memory will be cleared; otherwise, it will not be cleared.</param>
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/// <exception cref="ObjectDisposedException">Thrown if the arena has been disposed.</exception>
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public void Reset()
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{
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if (_disposed)
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{
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throw new ObjectDisposedException(nameof(DynamicArena));
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}
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_offset = 0;
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}
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public void Dispose()
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{
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Free(_buffer);
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_buffer = null;
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_size = 0;
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_offset = 0;
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_disposed = true;
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}
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} |