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.
114 lines
2.6 KiB
C#
114 lines
2.6 KiB
C#
using BenchmarkDotNet.Attributes;
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using Misaki.HighPerformance.LowLevel.Collections;
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namespace Misaki.HighPerformance.Test;
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public class HashMapBenchmark
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{
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private UnsafeHashMap<int, float> _unsafeHashMap;
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private Dictionary<int, float> _dictionary = null!;
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[Params(10, 100, 1000)]
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public int count;
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[IterationSetup]
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public void Setup()
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{
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//_unsafeHashMap = new UnsafeHashMap<int, float>(count, Allocator.Persistent);
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_dictionary = new Dictionary<int, float>(count);
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for (var i = 0; i < count; i++)
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{
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//_unsafeHashMap.Add(i, i);
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_dictionary.Add(i, i);
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}
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}
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[Benchmark]
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public void UnsafeHashMapAdd()
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{
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for (var i = 0; i < count; i++)
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{
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_unsafeHashMap.Add(count + i, i);
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}
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}
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[Benchmark(Baseline = true)]
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public void DictionaryAdd()
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{
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for (var i = 0; i < count; i++)
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{
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_dictionary.Add(count + i, i);
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}
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}
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public void UnsafeHashMapRemove()
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{
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for (var i = 0; i < count; i++)
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{
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_unsafeHashMap.Remove(i);
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}
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}
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public void DictionaryRemove()
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{
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for (var i = 0; i < count; i++)
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{
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_dictionary.Remove(i);
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}
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}
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public void UnsafeHashMapRandomRead()
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{
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for (var i = 0; i < count; i++)
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{
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var value = Random.Shared.Next(0, count);
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if (_unsafeHashMap.TryGetValue(value, out var result))
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{
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var r2 = result + result;
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}
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}
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}
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public void DictionaryRandomRead()
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{
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for (var i = 0; i < count; i++)
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{
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var value = Random.Shared.Next(0, count);
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if (_dictionary.TryGetValue(value, out var result))
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{
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var r2 = result + result;
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}
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}
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}
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public void UnsafeHashMapRandomWrite()
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{
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for (var i = 0; i < count; i++)
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{
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var value = Random.Shared.Next(0, count);
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if (_unsafeHashMap.TryGetValue(value, out var result))
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{
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_unsafeHashMap[value] = result + 1;
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}
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}
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}
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public void DictionaryRandomWrite()
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{
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for (var i = 0; i < count; i++)
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{
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var value = Random.Shared.Next(0, count);
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if (_dictionary.TryGetValue(value, out var result))
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{
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_dictionary[value] = result + 1;
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}
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}
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}
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[IterationCleanup]
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public void Cleanup()
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{
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//_unsafeHashMap.Dispose();
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}
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} |