Files
Misaki.HighPerformance/Misaki.HighPerformance.LowLevel/Buffer/IAllocator.cs
Misaki d3e497c7d8 Add TLSF allocator and refactor allocation API
- Introduced TLSF allocator with thread-safe wrapper and integrated into AllocationManager.
- Extended AllocationManagerDesc for TLSF config; made properties settable.
- Refactored AllocationHandle to encapsulate function pointers and state, replacing direct field access with methods.
- Updated all memory-related structs to use new AllocationHandle API.
- Added ReplaceIfZeros utility to MemoryUtility.
- Improved IndexOfNullByte performance.
- Minor fix in MemoryLeakException output order.
- FreeList now uses a fixed 64KB refill budget.
- Bumped version to 1.6.21; removed MHP_ENABLE_STACKTRACE from Debug.
- Updated Program.cs to test TLSF allocator and manage allocation lifecycle.
2026-05-05 22:13:58 +09:00

163 lines
5.1 KiB
C#

using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
namespace Misaki.HighPerformance.LowLevel.Buffer;
public readonly struct MemoryHandle : IDisposable, IEquatable<MemoryHandle>
{
public readonly int ID
{
get => field - 1;
}
public readonly int Generation
{
get => field - 1;
}
public static readonly MemoryHandle Invalid = default;
public bool IsValid => AllocationManager.ContainsAllocation(this);
public bool IsInvalid => !IsValid;
public MemoryHandle(int id, int generation)
{
ID = id + 1;
Generation = generation + 1;
}
public unsafe static MemoryHandle Create(void* address, nuint size)
{
return AllocationManager.AddAllocation(address, size);
}
public unsafe void Update(void* newAddress, nuint newSize)
{
AllocationManager.UpdateAllocation(this, newAddress, newSize);
}
public bool Equals(MemoryHandle other)
{
return ID == other.ID && Generation == other.Generation;
}
public override bool Equals([NotNullWhen(true)] object? obj)
{
return obj is MemoryHandle other && Equals(other);
}
public override int GetHashCode()
{
return ID ^ Generation;
}
public override string? ToString()
{
return $"MemoryHandle(Id: {ID}, Generation: {Generation})";
}
public void Dispose()
{
AllocationManager.RemoveAllocation(this);
}
public static bool operator ==(MemoryHandle left, MemoryHandle right)
{
return left.Equals(right);
}
public static bool operator !=(MemoryHandle left, MemoryHandle right)
{
return !(left == right);
}
}
/// <summary>
/// A structure that encapsulates function pointers for memory allocation operations.
/// </summary>
public readonly unsafe struct AllocationHandle
{
/// <summary>
/// The invalid allocator. This value is reserved and should not be used for actual memory allocations. It can be used to indicate an uninitialized or invalid state in allocation scenarios.
/// </summary>
public static readonly AllocationHandle Invalid = default;
/// <summary>
/// Allocator for temporary allocations. Allocations are automatically released after use automatically.
/// </summary>
public static AllocationHandle Temp => AllocationManager.s_arenaAllocator.AllocationHandle;
/// <summary>
/// Allocator for persistent allocations. Allocations are not automatically released after use.
/// </summary>
public static AllocationHandle FreeList => AllocationManager.s_freeListAllocator.AllocationHandle;
/// <summary>
/// Allocator for persistent allocations using a free list. Allocations are not automatically released after use, but can be reused to reduce fragmentation, system call and improve performance.
/// </summary>
public static AllocationHandle Persistent => AllocationManager.s_pHeapAllocator->Handle;
/// <summary>
/// Allocator for persistent allocations using a Two-Level Segregated Fit (TLSF) algorithm. Allocations are not automatically released after use, but can be reused to reduce fragmentation, system call and improve performance.
/// </summary>
public static AllocationHandle TLSF => AllocationManager.s_pTLSFAllocator->Handle;
private readonly void* _state;
private readonly AllocFunc _alloc;
private readonly ReallocFunc _realloc;
private readonly FreeFunc _free;
public AllocationHandle(void* state, AllocFunc alloc, ReallocFunc realloc, FreeFunc free)
{
_state = state;
_alloc = alloc;
_realloc = realloc;
_free = free;
}
public void* Alloc(nuint size, nuint alignment, AllocationOption option = AllocationOption.None)
{
Debug.Assert(_alloc != null);
return _alloc(_state, size, alignment, option);
}
public void* Realloc(void* ptr, nuint oldSize, nuint newSize, nuint alignment, AllocationOption allocationOption = AllocationOption.None)
{
Debug.Assert(_realloc != null);
return _realloc(_state, ptr, oldSize, newSize, alignment, allocationOption);
}
public void Free(void* ptr)
{
Debug.Assert(_free != null);
_free(_state, ptr);
}
}
/// <summary>
/// Represents an state interface for managing memory allocations.
/// </summary>
/// <remarks>
/// The state must be pined to a specific memory region.
/// Otherwise the reference of the <see cref="AllocationHandle.State"/>, may become invalid and lead to undefined behavior.
/// </remarks>
public interface IAllocator
{
/// <summary>
/// Gets a reference to the allocation handle associated with this state.
/// </summary>
AllocationHandle Handle
{
get;
}
}
public unsafe interface IMemoryAllocator<TSelf, TOpts> : IDisposable
where TSelf : unmanaged, IMemoryAllocator<TSelf, TOpts>
{
static abstract TSelf Create(in TOpts opts);
void* Allocate(nuint size, nuint alignment, AllocationOption option = AllocationOption.None);
void* Reallocate(void* ptr, nuint oldSize, nuint newSize, nuint alignment, AllocationOption allocationOption = AllocationOption.None);
void Free(void* ptr);
}