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.
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
namespace Misaki.HighPerformance.LowLevel.Collections;
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[Flags]
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public enum AllocationOption : byte
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{
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None = 0,
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/// <summary>
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/// Allocator for initialized memory.
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/// </summary>
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Clear = 1 << 0,
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/// <summary>
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/// Allocator for untracked memory. It always allocates memory without using the allocation manager.
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/// Always free it manually even if you use the <see cref="Allocator.Temp"/> allocator.
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/// </summary>
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/// <remarks>
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/// Use this option carefully, as the allocation manager will not track the memory.
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/// No warning will be given if the memory is not freed.
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/// </remarks>
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UnTracked = 1 << 1,
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}
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public enum Allocator : byte
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{
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// Make the first allocator as invalid because we don't want to user create a default collection without passing any parameters
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Invalid,
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/// <summary>
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/// Allocator for temporary allocations. Allocations are cleared after use.
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/// </summary>
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Temp,
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/// <summary>
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/// Allocator for persistent allocations. Allocations are not cleared after use.
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/// </summary>
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Persistent,
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/// <summary>
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/// Allocator for external memory. Allocations are not cleared after use.
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/// </summary>
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External
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} |