Increase arena node size 24 -> 32
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+13
-10
@@ -4,31 +4,34 @@ using System.Runtime.CompilerServices;
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namespace Craftimizer.Solver;
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// Adapted from https://github.com/dtao/ConcurrentList/blob/4fcf1c76e93021a41af5abb2d61a63caeba2adad/ConcurrentList/ConcurrentList.cs
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public struct ArenaBuffer<T> where T : struct
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public struct ArenaBuffer
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{
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// Technically 25, but it's very unlikely to actually get to there.
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// The benchmark reaches 20 at most, but here we have a little leeway just in case.
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private const int MaxSize = 24;
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internal const int MaxSize = 32;
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private static readonly int BatchSize = Vector<float>.Count;
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private static readonly int BatchSizeBits = int.Log2(BatchSize);
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private static readonly int BatchSizeMask = BatchSize - 1;
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internal static readonly int BatchSize = Vector<float>.Count;
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internal static readonly int BatchSizeBits = int.Log2(BatchSize);
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internal static readonly int BatchSizeMask = BatchSize - 1;
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private static readonly int BatchCount = MaxSize / BatchSize;
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internal static readonly int BatchCount = MaxSize / BatchSize;
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}
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// Adapted from https://github.com/dtao/ConcurrentList/blob/4fcf1c76e93021a41af5abb2d61a63caeba2adad/ConcurrentList/ConcurrentList.cs
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public struct ArenaBuffer<T> where T : struct
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{
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public ArenaNode<T>[][] Data;
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public int Count { get; private set; }
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public void Add(ArenaNode<T> node)
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{
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Data ??= new ArenaNode<T>[BatchCount][];
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Data ??= new ArenaNode<T>[ArenaBuffer.BatchCount][];
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var idx = Count++;
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var (arrayIdx, subIdx) = GetArrayIndex(idx);
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Data[arrayIdx] ??= new ArenaNode<T>[BatchSize];
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Data[arrayIdx] ??= new ArenaNode<T>[ArenaBuffer.BatchSize];
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node.ChildIdx = (arrayIdx, subIdx);
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Data[arrayIdx][subIdx] = node;
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@@ -37,5 +40,5 @@ public struct ArenaBuffer<T> where T : struct
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static (int arrayIdx, int subIdx) GetArrayIndex(int idx) =>
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(idx >> BatchSizeBits, idx & BatchSizeMask);
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(idx >> ArenaBuffer.BatchSizeBits, idx & ArenaBuffer.BatchSizeMask);
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}
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