Files
Misaki.HighPerformance/Misaki.HighPerformance.Test/Jobs/NoiseJob.cs
Misaki 07c99b8a5a Refactor job system and update project configuration
Added:
- Added `JobExecutor.cs` for job execution management.
- Added `JobInfo.cs` to hold job execution information.
- Added `TestJobSystem.cs` for unit tests of the job system.
- Added `TestJobs.cs` for additional job implementation tests.
- Added `WorkerThread.cs` to manage worker threads for jobs.

Changed:
- Changed `AssemblyInfo.cs.cs` to include a global using directive for `unsafe JobExecuteFunc`.
- Changed `IJob.cs` to include an overload of the `Execute` method with a `threadIndex` parameter.
- Changed `JobHandle.cs` to include an `IsValid` property and updated internal structure.
- Changed `JobScheduler.cs` to improve job scheduling and management.
- Changed `JobsUtility.cs` to enhance job management functions.
- Changed `MemoryBlock.cs` to reference the heap from which memory was allocated.
- Changed `ParallelNoiseBenchmark.cs` to include benchmarks for the job system.
- Changed `Program.cs` to execute benchmarks instead of previous test code.

Removed:
- Removed `.gitignore` entries for default ignored files.
- Removed `JobBase.cs` to shift from structs to classes for jobs.
- Removed `JobExtensions.cs` indicating a change in job scheduling.
- Removed `JobStruct.cs` indicating a change in job structure.
- Removed `encodings.xml`, `indexLayout.xml`, and `vcs.xml` files to simplify project configuration.
- Removed fields from `JobData.cs` to simplify the job data structure.
- Removed `TestJobSystem.csproj` entries related to old project structure.
2025-09-08 23:17:22 +09:00

51 lines
1.8 KiB
C#

using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Misaki.HighPerformance.Test.Jobs;
internal struct NoiseJob : IJobParallelFor
{
public UnsafeArray<float> buffers;
public int width;
public int height;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static float Frac(float x)
{
return x - MathF.Truncate(x);
}
private static Vector2 GradientNoiseDirect(Vector2 uv)
{
uv.X %= 289;
uv.Y %= 289;
var x = (34 * uv.X + 1) * uv.X % 289 + uv.Y;
x = (34 * x + 1) * x % 289;
x = Frac(x / 41) * 2 - 1;
return Vector2.Normalize(new Vector2(x - MathF.Floor(x + 0.5f), MathF.Abs(x) - 0.5f));
}
public static float GradientNoise(Vector2 uv)
{
var ip = new Vector2(MathF.Floor(uv.X), MathF.Floor(uv.Y));
var fp = new Vector2(Frac(uv.X), Frac(uv.Y));
var d00 = Vector2.Dot(GradientNoiseDirect(ip), fp);
var d01 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(0, 1)), fp - new Vector2(0, 1));
var d10 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 0)), fp - new Vector2(1, 0));
var d11 = Vector2.Dot(GradientNoiseDirect(ip + new Vector2(1, 1)), fp - new Vector2(1, 1));
fp = fp * fp * fp * (fp * (fp * new Vector2(6.0f) - new Vector2(15.0f)) + new Vector2(10.0f));
return float.Lerp(float.Lerp(d00, d10, fp.Y), float.Lerp(d01, d11, fp.Y), fp.X);
}
public void Execute(int loopIndex, int threadIndex)
{
var x = loopIndex % width;
var y = loopIndex / height;
var uv = new Vector2(x, y) / new Vector2(width, height);
buffers[loopIndex] = GradientNoise(uv);
}
}