Files
Misaki.HighPerformance/Misaki.HighPerformance.Test/ParallelNoiseBenchmark.cs
Misaki eeff3313b5 Add image processing and memory management features
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.
2025-07-12 19:48:42 +09:00

57 lines
1.5 KiB
C#

using BenchmarkDotNet.Attributes;
using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Test.Jobs;
using System.Numerics;
namespace Misaki.HighPerformance.Test;
[MemoryDiagnoser]
public class ParallelNoiseBenchmark
{
private const int _WIDTH = 512;
private const int _HEIGHT = 512;
private const int _LENGTH = _WIDTH * _HEIGHT;
[Benchmark]
public static void JobSystem()
{
using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
var job = new NoiseJob()
{
buffers = buffers,
width = _WIDTH,
height = _HEIGHT
};
using var handle = job.Schedule(_LENGTH, 64);
handle.WaitComplete();
}
[Benchmark]
public static void ParallelFor()
{
using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
Parallel.For(0, _LENGTH, i =>
{
var x = i % _WIDTH;
var y = i / _HEIGHT;
var uv = new Vector2(x, y);
buffers[i] = NoiseJob.GradientNoise(uv);
});
}
[Benchmark]
public static void For()
{
using var buffers = new UnsafeArray<float>(_LENGTH, Allocator.Persistent, AllocationOption.None);
for (var i = 0; i < _LENGTH; i++)
{
var x = i % _WIDTH;
var y = i / _HEIGHT;
var uv = new Vector2(x, y);
buffers[i] = NoiseJob.GradientNoise(uv);
}
}
}