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