Files
Misaki.HighPerformance/Misaki.HighPerformance.LowLevel/Collections/UnsafeSlotMap.cs
Misaki 13802ca6c8 Job system priorities, async waits, parallel map/queue
Major refactor:
- Add job priority tiers and async wait APIs to IJobScheduler
- Implement priority-based job queues and scheduling logic
- Introduce UnsafeParallelHashMap and refactor UnsafeParallelQueue
- Refactor UnsafeSlotMap to chunked storage for scalability
- Update SlotMap/ConcurrentSlotMap for consistency and perf
- Add new benchmarks and unit tests for parallel collections
- Misc: add MemoryUtility.AlignUp, version bumps, test improvements, bug fixes
2026-04-18 11:26:08 +09:00

442 lines
16 KiB
C#

using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections.Contracts;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.CompilerServices;
namespace Misaki.HighPerformance.LowLevel.Collections;
internal class UnsafeSlotMapDebugView<T>
where T : unmanaged
{
private readonly UnsafeSlotMap<T> _slotMap;
public UnsafeSlotMapDebugView(UnsafeSlotMap<T> slotMap)
{
_slotMap = slotMap;
}
[DebuggerBrowsable(DebuggerBrowsableState.RootHidden)]
public T[] Items
{
get
{
var items = new List<T>(_slotMap.Count);
var enumerator = _slotMap.GetEnumerator();
while (enumerator.MoveNext())
{
items.Add(enumerator.Current);
}
return items.ToArray();
}
}
}
/// <summary>
/// Provides an unsafe, high-performance slot map for storing and managing unmanaged values, supporting fast insertion,
/// removal, and lookup by slot index and Generation.
/// </summary>
/// <typeparam name="T">The type of value to store in the slot map. Must be unmanaged.</typeparam>
[DebuggerTypeProxy(typeof(UnsafeSlotMapDebugView<>))]
public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
where T : unmanaged
{
private struct SlotEntry
{
public T value;
public int generation;
}
private const int _CHUNK_SHIFT = 8;
private const int _CHUNK_SIZE = 1 << _CHUNK_SHIFT;
private const int _CHUNK_MASK = _CHUNK_SIZE - 1;
public ref struct Enumerator
{
private ref UnsafeSlotMap<T> _collection;
private int _currentIndex;
public Enumerator(ref UnsafeSlotMap<T> collection)
{
_collection = ref collection;
_currentIndex = -1;
}
public readonly ref T Current
{
get
{
var chunks = _collection._chunks;
var chunkIdx = _currentIndex >> _CHUNK_SHIFT;
var localIdx = _currentIndex & _CHUNK_MASK;
return ref chunks[chunkIdx][localIdx].value;
}
}
public bool MoveNext()
{
_currentIndex = _collection._validBits.NextSetBit(_currentIndex + 1);
return _currentIndex != -1;
}
public void Reset()
{
_currentIndex = -1;
}
}
private UnsafeArray<UnsafeArray<SlotEntry>> _chunks;
private UnsafeQueue<int> _freeSlots;
private UnsafeBitSet _validBits;
private AllocationHandle _handle;
private AllocationOption _allocationOption;
private int _count;
private int _capacity;
private int _nextSlotIndex;
public readonly int Count => _count;
public readonly int Capacity => _capacity;
public readonly bool IsCreated => _chunks.IsCreated && _freeSlots.IsCreated && _validBits.IsCreated;
/// <summary>
/// Initializes a new instance of UnsafeSlotMap with a default size of 1 and a persistent allocation handle.
/// </summary>
public UnsafeSlotMap()
: this(1, AllocationHandle.Persistent)
{
}
/// <summary>
/// Initializes a new instance of the UnsafeSlotMap class with the specified capacity, allocation handle, and
/// allocation options.
/// </summary>
/// <param name="capacity">The number of slots to allocate for the map. Must be greater than zero.</param>
/// <param name="handle">A reference to the allocation handle used to manage memory for the slot map.</param>
/// <param name="allocationOption">The allocation options to use when creating internal data structures. The default is AllocationOption.None.</param>
/// <exception cref="ArgumentOutOfRangeException">Thrown when capacity is less than or equal to zero.</exception>
public UnsafeSlotMap(int capacity, AllocationHandle handle, AllocationOption allocationOption = AllocationOption.None)
{
if (capacity <= 0)
{
throw new ArgumentOutOfRangeException(nameof(capacity), "Capacity must be greater than zero.");
}
_handle = handle;
_allocationOption = allocationOption;
var initialChunks = (capacity + _CHUNK_MASK) / _CHUNK_SIZE;
if (initialChunks == 0)
initialChunks = 1;
_capacity = initialChunks * _CHUNK_SIZE;
_chunks = new UnsafeArray<UnsafeArray<SlotEntry>>(initialChunks, handle, allocationOption);
for (var i = 0; i < initialChunks; i++)
{
_chunks[i] = new UnsafeArray<SlotEntry>(_CHUNK_SIZE, handle, allocationOption);
if (!allocationOption.HasFlag(AllocationOption.Clear))
{
_chunks[i].AsSpan().Clear();
}
}
_freeSlots = new UnsafeQueue<int>(capacity, handle, allocationOption);
_validBits = new UnsafeBitSet(_capacity, handle, allocationOption);
if (!allocationOption.HasFlag(AllocationOption.Clear))
{
_validBits.ClearAll();
}
_count = 0;
_nextSlotIndex = 0;
}
/// <summary>
/// Initializes a new instance of the UnsafeSlotMap class with the specified capacity, allocator, and allocation
/// options.
/// </summary>
/// <param name="capacity">The initial number of slots to allocate for the map. Must be greater than zero.</param>
/// <param name="allocator">The allocator to use for memory management of the slot map.</param>
/// <param name="allocationOption">The allocation option that determines how memory is allocated. The default is AllocationOption.None.</param>
[Obsolete("Use AllocationHandle instead.")]
public UnsafeSlotMap(int capacity, Allocator allocator, AllocationOption allocationOption = AllocationOption.None)
: this(capacity, AllocationManager.GetAllocationHandle(allocator), allocationOption)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
[UnscopedRef]
public Enumerator GetEnumerator()
{
return new Enumerator(ref this);
}
[MethodImpl(MethodImplOptions.NoInlining)]
private void EnsureChunkExists(int requiredChunkIndex)
{
if (requiredChunkIndex < _chunks.Length)
return;
var newChunkCount = _chunks.Length;
while (newChunkCount <= requiredChunkIndex)
{
newChunkCount *= 2;
}
_chunks.Resize(newChunkCount, _allocationOption);
for (var i = _capacity / _CHUNK_SIZE; i < newChunkCount; i++)
{
_chunks[i] = new UnsafeArray<SlotEntry>(_CHUNK_SIZE, _handle, _allocationOption);
if (!_allocationOption.HasFlag(AllocationOption.Clear))
{
_chunks[i].AsSpan().Clear();
}
}
_capacity = newChunkCount * _CHUNK_SIZE;
_validBits.Resize(_capacity, _allocationOption);
}
/// <summary>
/// Adds the specified item to the collection and returns the index of the slot where it was stored.
/// </summary>
/// <param name="item">The item to add to the collection.</param>
/// <param name="generation">When this method returns, contains the Generation number associated with the slot where the item was stored.</param>
/// <returns>The index of the slot in which the item was stored.</returns>
public int Add(T item, out int generation)
{
if (_freeSlots.Count > 0)
{
var slotIndex = _freeSlots.Dequeue();
var chunkIdx = slotIndex >> _CHUNK_SHIFT;
var localIdx = slotIndex & _CHUNK_MASK;
ref var slot = ref _chunks[chunkIdx][localIdx];
generation = slot.generation;
slot.value = item;
_validBits.SetBit(slotIndex);
_count++;
return slotIndex;
}
var newSlotIndex = _nextSlotIndex++;
var newChunkIdx = newSlotIndex >> _CHUNK_SHIFT;
var newLocalIdx = newSlotIndex & _CHUNK_MASK;
if (newChunkIdx >= _chunks.Length)
{
EnsureChunkExists(newChunkIdx);
}
ref var newSlot = ref _chunks[newChunkIdx][newLocalIdx];
newSlot.value = item;
newSlot.generation = 0;
_validBits.SetBit(newSlotIndex);
generation = 0;
_count++;
return newSlotIndex;
}
/// <summary>
/// Attempts to remove the item at the specified slot index and Generation from the collection.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot to remove. Must be within the valid range of slot indices.</param>
/// <param name="generation">The Generation value associated with the slot. Removal succeeds only if this matches the current Generation of the slot.</param>
/// <param name="item">When this method returns, contains the item that was removed if the removal was successful; otherwise, the default value for type <typeparamref name="T"/>.</param>
/// <returns>true if the item was successfully removed; otherwise, false.</returns>
public bool Remove(int slotIndex, int generation, out T item)
{
item = default;
if (slotIndex < 0)
{
return false;
}
var chunkIdx = slotIndex >> _CHUNK_SHIFT;
var localIdx = slotIndex & _CHUNK_MASK;
if (chunkIdx >= _chunks.Length)
{
return false;
}
ref var slot = ref _chunks[chunkIdx][localIdx];
if (!_validBits.IsSet(slotIndex) || slot.generation != generation)
{
return false;
}
slot.generation++;
_validBits.ClearBit(slotIndex);
item = slot.value;
slot.value = default;
_freeSlots.Enqueue(slotIndex);
_count--;
return true;
}
/// <summary>
/// Attempts to remove the item at the specified slot index and Generation from the collection.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot to remove. Must be within the valid range of slot indices.</param>
/// <param name="generation">The Generation value associated with the slot. Removal succeeds only if this matches the current Generation of
/// the slot.</param>
/// <returns>true if the item was successfully removed; otherwise, false.</returns>
public bool Remove(int slotIndex, int generation)
{
return Remove(slotIndex, generation, out _);
}
/// <summary>
/// Determines whether the specified slot index contains a valid entry with the given Generation.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot to check. Must be greater than or equal to 0 and less than the current capacity.</param>
/// <param name="generation">The Generation value to compare against the slot's Generation.</param>
/// <returns>true if the slot at the specified index is valid and its Generation matches the specified value; otherwise, false.</returns>
public readonly bool Contains(int slotIndex, int generation)
{
GetElementReferenceAt(slotIndex, generation, out var exist);
return exist;
}
/// <summary>
/// Attempts to retrieve the element at the specified slot index and Generation.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot to retrieve. Must be within the valid range of slots.</param>
/// <param name="generation">The Generation identifier associated with the slot. Used to verify that the slot has not been replaced or
/// invalidated.</param>
/// <param name="value">When this method returns, contains the element at the specified slot and Generation if found; otherwise, the
/// default value for type <typeparamref name="T"/>.</param>
/// <returns>true if the element at the specified slot index and Generation is found; otherwise, false.</returns>
public readonly bool TryGetElementAt(int slotIndex, int generation, out T value)
{
ref var val = ref GetElementReferenceAt(slotIndex, generation, out var exist);
if (exist)
{
value = val;
return true;
}
else
{
value = default;
return false;
}
}
/// <summary>
/// Retrieves the element stored at the specified slot index and Generation.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot from which to retrieve the element. Must be within the valid range of allocated slots.</param>
/// <param name="generation">The Generation identifier associated with the slot. Used to ensure the element has not been replaced or removed since allocation.</param>
/// <returns>The element of type <see cref="T"/> stored at the specified slot and Generation.</returns>
/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="slotIndex"/> is less than zero or greater than or equal to the capacity.</exception>
/// <exception cref="InvalidOperationException">Thrown when the specified slot is not occupied or the Generation does not match.</exception>
public readonly T GetElementAt(int slotIndex, int generation)
{
if (!TryGetElementAt(slotIndex, generation, out var value))
{
throw new InvalidOperationException("The specified slot is not occupied or the generation does not match.");
}
return value;
}
/// <summary>
/// Returns a reference to the element at the specified slot index and Generation, if it exists; otherwise, returns
/// a null reference.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot to retrieve. Must be within the valid range of allocated slots.</param>
/// <param name="generation">The expected Generation value for the slot. Used to verify that the slot has not been recycled or replaced.</param>
/// <param name="exist">When this method returns, contains <see langword="true"/> if a valid element exists at the specified slot and Generation; otherwise, <see langword="false"/>.</param>
/// <returns>A reference to the element of type <typeparamref name="T"/> at the specified slot and Generation if it exists; otherwise, a null reference.</returns>
public readonly ref T GetElementReferenceAt(int slotIndex, int generation, out bool exist)
{
if (slotIndex < 0)
{
exist = false;
return ref Unsafe.NullRef<T>();
}
var chunkIdx = slotIndex >> _CHUNK_SHIFT;
var localIdx = slotIndex & _CHUNK_MASK;
if (chunkIdx >= _chunks.Length)
{
exist = false;
return ref Unsafe.NullRef<T>();
}
ref var slot = ref _chunks[chunkIdx][localIdx];
if (_validBits.IsSet(slotIndex) && slot.generation == generation)
{
exist = true;
return ref slot.value;
}
exist = false;
return ref Unsafe.NullRef<T>();
}
public void Resize(int newSize, AllocationOption option = AllocationOption.None)
{
var requiredChunkIndex = (newSize + _CHUNK_MASK) / _CHUNK_SIZE - 1;
EnsureChunkExists(requiredChunkIndex);
_freeSlots.Resize(newSize, option);
_validBits.Resize(newSize, option);
}
public void Clear()
{
for (var i = 0; i < _chunks.Length; i++)
{
if (_chunks[i].IsCreated)
{
var chunk = _chunks[i];
for (var slot = 0; slot < _CHUNK_SIZE; slot++)
{
chunk[slot].generation = 0;
chunk[slot].value = default;
}
}
}
_freeSlots.Clear();
_validBits.ClearAll();
_count = 0;
_nextSlotIndex = 0;
}
public readonly void* GetUnsafePtr()
{
return null;
}
public void Dispose()
{
for (var i = 0; i < _chunks.Length; i++)
{
if (_chunks[i].IsCreated)
{
_chunks[i].Dispose();
}
}
_chunks.Dispose();
_freeSlots.Dispose();
_validBits.Dispose();
_count = 0;
_capacity = 0;
_nextSlotIndex = 0;
}
}