时间:2022-11-28 10:29:53 | 栏目:.NET代码 | 点击:次
在C#里,有时候我需要能够申请一个很大的数组、使用之、然后立即释放其占用的内存。
Sometimes I need to allocate a large array, use it and then release its memory space immediately.
由于在C#里提供的 int[] array = new int[1000000]; 这样的数组,其内存释放很难由程序员完全控制,在申请一个大数组后,程序可能会变得很慢。
If I use something like int[] array = new int[1000000]; , it will be difficult to release its memory space by programmer and the app probably runs slower and slower.
特别是在C#+OpenGL编程中,我在使用VAO/VBO时十分需要设计一个非托管的数组,比如在glBufferData时我希望可以使用下面的glBufferData:
Specially in C#+OpenGL routines when I'm using VAO/VBO, I need an unmanaged array for glBufferData:
/// <summary> /// 设置当前VBO的数据。 /// </summary> /// <param name="target"></param> /// <param name="data"></param> /// <param name="usage"></param> public static void glBufferData(uint target, UnmanagedArrayBase data, uint usage) { GetDelegateFor<glBufferData>()((uint)target, data.ByteLength, // 使用非托管数组 data.Header, // 使用非托管数组 (uint)usage); } // ... // glBufferData的声明 private delegate void glBufferData(uint target, int size, IntPtr data, uint usage);
而在指定VBO的数据时,可能是float、vec3等等类型:
And the content in VBO can be float, vec3 and any other structs.
/// <summary> /// 金字塔的posotion array. /// </summary> static vec3[] positions = new vec3[] { new vec3(0.0f, 1.0f, 0.0f), new vec3(-1.0f, -1.0f, 1.0f), // ... new vec3(-1.0f, -1.0f, 1.0f), }; // Create a vertex buffer for the vertex data. { uint[] ids = new uint[1]; GL.GenBuffers(1, ids); GL.BindBuffer(GL.GL_ARRAY_BUFFER, ids[0]); // 使用vec3作为泛型的非托管数组的参数 UnmanagedArray<vec3> positionArray = new UnmanagedArray<vec3>(positions.Length); for (int i = 0; i < positions.Length; i++) { // 使用this[i]这样的索引方式来读写非托管数组的元素 positionArray[i] = positions[i]; } GL.BufferData(BufferDataTarget.ArrayBuffer, positionArray, BufferDataUsage.StaticDraw); GL.VertexAttribPointer(positionLocation, 3, GL.GL_FLOAT, false, 0, IntPtr.Zero); GL.EnableVertexAttribArray(positionLocation); }
所以我设计了这样一个非托管的数组类型:无unsafe,可接收任何struct类型作为泛型参数,可随时释放内存。
So I designed this UnmangedArray<T> : no 'unsafe' keyword, takes any struct as generic parameter, can be released anytime you want.
1 /// <summary> 2 /// 元素类型为sbyte, byte, char, short, ushort, int, uint, long, ulong, float, double, decimal, bool或其它struct的非托管数组。 3 /// <para>不能使用enum类型作为T。</para> 4 /// </summary> 5 /// <typeparam name="T">sbyte, byte, char, short, ushort, int, uint, long, ulong, float, double, decimal, bool或其它struct, 不能使用enum类型作为T。</typeparam> 6 public class UnmanagedArray<T> : UnmanagedArrayBase where T : struct 7 { 8 9 /// <summary> 10 ///元素类型为sbyte, byte, char, short, ushort, int, uint, long, ulong, float, double, decimal, bool或其它struct的非托管数组。 11 /// </summary> 12 /// <param name="count"></param> 13 [MethodImpl(MethodImplOptions.Synchronized)] 14 public UnmanagedArray(int count) 15 : base(count, Marshal.SizeOf(typeof(T))) 16 { 17 } 18 19 /// <summary> 20 /// 获取或设置索引为<paramref name="index"/>的元素。 21 /// </summary> 22 /// <param name="index"></param> 23 /// <returns></returns> 24 public T this[int index] 25 { 26 get 27 { 28 if (index < 0 || index >= this.Count) 29 throw new IndexOutOfRangeException("index of UnmanagedArray is out of range"); 30 31 var pItem = this.Header + (index * elementSize); 32 //var obj = Marshal.PtrToStructure(pItem, typeof(T)); 33 //T result = (T)obj; 34 T result = Marshal.PtrToStructure<T>(pItem);// works in .net 4.5.1 35 return result; 36 } 37 set 38 { 39 if (index < 0 || index >= this.Count) 40 throw new IndexOutOfRangeException("index of UnmanagedArray is out of range"); 41 42 var pItem = this.Header + (index * elementSize); 43 //Marshal.StructureToPtr(value, pItem, true); 44 Marshal.StructureToPtr<T>(value, pItem, true);// works in .net 4.5.1 45 } 46 } 47 48 /// <summary> 49 /// 按索引顺序依次获取各个元素。 50 /// </summary> 51 /// <returns></returns> 52 public IEnumerable<T> GetElements() 53 { 54 if (!this.disposed) 55 { 56 for (int i = 0; i < this.Count; i++) 57 { 58 yield return this[i]; 59 } 60 } 61 } 62 } 63 64 /// <summary> 65 /// 非托管数组的基类。 66 /// </summary> 67 public abstract class UnmanagedArrayBase : IDisposable 68 { 69 70 /// <summary> 71 /// 数组指针。 72 /// </summary> 73 public IntPtr Header { get; private set; } 74 75 /// <summary> 76 /// 元素数目。 77 /// </summary> 78 public int Count { get; private set; } 79 80 /// <summary> 81 /// 单个元素的字节数。 82 /// </summary> 83 protected int elementSize; 84 85 /// <summary> 86 /// 申请到的字节数。(元素数目 * 单个元素的字节数)。 87 /// </summary> 88 public int ByteLength 89 { 90 get { return this.Count * this.elementSize; } 91 } 92 93 94 /// <summary> 95 /// 非托管数组。 96 /// </summary> 97 /// <param name="elementCount">元素数目。</param> 98 /// <param name="elementSize">单个元素的字节数。</param> 99 [MethodImpl(MethodImplOptions.Synchronized)] 100 protected UnmanagedArrayBase(int elementCount, int elementSize) 101 { 102 this.Count = elementCount; 103 this.elementSize = elementSize; 104 105 int memSize = elementCount * elementSize; 106 this.Header = Marshal.AllocHGlobal(memSize); 107 108 allocatedArrays.Add(this); 109 } 110 111 private static readonly List<IDisposable> allocatedArrays = new List<IDisposable>(); 112 113 /// <summary> 114 /// 立即释放所有<see cref="UnmanagedArray"/>。 115 /// </summary> 116 [MethodImpl(MethodImplOptions.Synchronized)] 117 public static void FreeAll() 118 { 119 foreach (var item in allocatedArrays) 120 { 121 item.Dispose(); 122 } 123 allocatedArrays.Clear(); 124 } 125 126 ~UnmanagedArrayBase() 127 { 128 Dispose(); 129 } 130 131 #region IDisposable Members 132 133 /// <summary> 134 /// Internal variable which checks if Dispose has already been called 135 /// </summary> 136 protected Boolean disposed; 137 138 /// <summary> 139 /// Releases unmanaged and - optionally - managed resources 140 /// </summary> 141 /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> 142 protected void Dispose(Boolean disposing) 143 { 144 if (disposed) 145 { 146 return; 147 } 148 149 if (disposing) 150 { 151 //Managed cleanup code here, while managed refs still valid 152 } 153 //Unmanaged cleanup code here 154 IntPtr ptr = this.Header; 155 156 if (ptr != IntPtr.Zero) 157 { 158 this.Count = 0; 159 this.Header = IntPtr.Zero; 160 Marshal.FreeHGlobal(ptr); 161 } 162 163 disposed = true; 164 } 165 166 /// <summary> 167 /// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. 168 /// </summary> 169 public void Dispose() 170 { 171 this.Dispose(true); 172 GC.SuppressFinalize(this); 173 } 174 175 #endregion 176 177 } UnmanagedArray
UnmanagedArray<T>使用方式十分简单,就像一个普通的数组一样:
Using UnamangedAray<T> is just like a normal array(int[], vec3[], etc.):
internal static void TypicalScene() { const int count = 100; // 测试float类型 var floatArray = new UnmanagedArray<float>(count); for (int i = 0; i < count; i++) { floatArray[i] = i; } for (int i = 0; i < count; i++) { var item = floatArray[i]; if (item != i) { throw new Exception(); } } // 测试int类型 var intArray = new UnmanagedArray<int>(count); for (int i = 0; i < count; i++) { intArray[i] = i; } for (int i = 0; i < count; i++) { var item = intArray[i]; if (item != i) { throw new Exception(); } } // 测试bool类型 var boolArray = new UnmanagedArray<bool>(count); for (int i = 0; i < count; i++) { boolArray[i] = i % 2 == 0; } for (int i = 0; i < count; i++) { var item = boolArray[i]; if (item != (i % 2 == 0)) { throw new Exception(); } } // 测试vec3类型 var vec3Array = new UnmanagedArray<vec3>(count); for (int i = 0; i < count; i++) { vec3Array[i] = new vec3(i * 3 + 0, i * 3 + 1, i * 3 + 2); } for (int i = 0; i < count; i++) { var item = vec3Array[i]; var old = new vec3(i * 3 + 0, i * 3 + 1, i * 3 + 2); if (item.x != old.x || item.y != old.y || item.z != old.z) { throw new Exception(); } } // 测试foreach foreach (var item in vec3Array.GetElements()) { Console.WriteLine(item); } // 释放此数组占用的内存,这之后就不能再使用vec3Array了。 vec3Array.Dispose(); // 立即释放所有非托管数组占用的内存,这之后就不能再使用上面申请的数组了。 UnmanagedArrayBase.FreeAll(); }
由于很多时候需要申请和使用很大的UnmanagedArray<T>,直接使用this[index]索引方式速度会偏慢,所以我添加了几个辅助方法,专门解决快速读写UnmanagedArray<T>的问题。
public static class UnmanagedArrayHelper { ///// <summary> ///// 错误 1 无法获取托管类型(“T”)的地址和大小,或无法声明指向它的指针 ///// </summary> ///// <typeparam name="T"></typeparam> ///// <param name="array"></param> ///// <returns></returns> //public static unsafe T* FirstElement<T>(this UnmanagedArray<T> array) where T : struct //{ // var header = (void*)array.Header; // return (T*)header; //} /// <summary> /// 获取非托管数组的第一个元素的地址。 /// </summary> /// <param name="array"></param> /// <returns></returns> public static unsafe void* FirstElement(this UnmanagedArrayBase array) { var header = (void*)array.Header; return header; } public static unsafe void* LastElement(this UnmanagedArrayBase array) { var last = (void*)(array.Header + (array.ByteLength - array.ByteLength / array.Length)); return last; } /// <summary> /// 获取非托管数组的最后一个元素的地址再向后一个单位的地址。 /// </summary> /// <param name="array"></param> /// <returns></returns> public static unsafe void* TailAddress(this UnmanagedArrayBase array) { var tail = (void*)(array.Header + array.ByteLength); return tail; } }
这个类型实现了3个扩展方法,可以获取UnmanagedArray<T>的第一个元素的位置、最后一个元素的位置、最后一个元素+1的位置。用这种unsafe的方法可以实现C语言一样的读写速度。
下面是一个例子。用unsafe的方式读写UnmanagedArray<T>,速度比this[index]方式快10到70倍。
public static void TypicalScene() { int length = 1000000; UnmanagedArray<int> array = new UnmanagedArray<int>(length); UnmanagedArray<int> array2 = new UnmanagedArray<int>(length); long tick = DateTime.Now.Ticks; for (int i = 0; i < length; i++) { array[i] = i; } long totalTicks = DateTime.Now.Ticks - tick; tick = DateTime.Now.Ticks; unsafe { int* header = (int*)array2.FirstElement(); int* last = (int*)array2.LastElement(); int* tailAddress = (int*)array2.TailAddress(); int value = 0; for (int* ptr = header; ptr <= last/*or: ptr < tailAddress*/; ptr++) { *ptr = value++; } } long totalTicks2 = DateTime.Now.Ticks - tick; Console.WriteLine("ticks: {0}, {1}", totalTicks, totalTicks2);// unsafe method works faster. for (int i = 0; i < length; i++) { if (array[i] != i) { Console.WriteLine("something wrong here"); } if (array2[i] != i) { Console.WriteLine("something wrong here"); } } array.Dispose(); array2.Dispose(); }
unsafe { vec3* header = (vec3*)vec3Array.FirstElement(); vec3* last = (vec3*)vec3Array.LastElement(); vec3* tailAddress = (vec3*)vec3Array.TailAddress(); int i = 0; for (vec3* ptr = header; ptr <= last/*or: ptr < tailAddress*/; ptr++) { *ptr = new vec3(i * 3 + 0, i * 3 + 1, i * 3 + 2); i++; } i = 0; for (vec3* ptr = header; ptr <= last/*or: ptr < tailAddress*/; ptr++, i++) { var item = *ptr; var old = new vec3(i * 3 + 0, i * 3 + 1, i * 3 + 2); if (item.x != old.x || item.y != old.y || item.z != old.z) { throw new Exception(); } } }
在OpenGL中我需要用UnmanagedArray<mat4>,其中mat4定义如下:
1 /// <summary> 2 /// Represents a 4x4 matrix. 3 /// </summary> 4 [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Size = 4 * 4 * 4)] 5 public struct mat4 6 { 7 /// <summary> 8 /// Gets or sets the <see cref="vec4"/> column at the specified index. 9 /// </summary> 10 /// <value> 11 /// The <see cref="vec4"/> column. 12 /// </value> 13 /// <param name="column">The column index.</param> 14 /// <returns>The column at index <paramref name="column"/>.</returns> 15 public vec4 this[int column] 16 { 17 get { return cols[column]; } 18 set { cols[column] = value; } 19 } 20 21 /// <summary> 22 /// Gets or sets the element at <paramref name="column"/> and <paramref name="row"/>. 23 /// </summary> 24 /// <value> 25 /// The element at <paramref name="column"/> and <paramref name="row"/>. 26 /// </value> 27 /// <param name="column">The column index.</param> 28 /// <param name="row">The row index.</param> 29 /// <returns> 30 /// The element at <paramref name="column"/> and <paramref name="row"/>. 31 /// </returns> 32 public float this[int column, int row] 33 { 34 get { return cols[column][row]; } 35 set { cols[column][row] = value; } 36 } 37 38 /// <summary> 39 /// The columms of the matrix. 40 /// </summary> 41 [MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)] 42 private vec4[] cols; 43 } 44 45 /// <summary> 46 /// Represents a four dimensional vector. 47 /// </summary> 48 [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Size = 4 * 4)] 49 public struct vec4 50 { 51 public float x; 52 public float y; 53 public float z; 54 public float w; 55 56 public float this[int index] 57 { 58 get 59 { 60 if (index == 0) return x; 61 else if (index == 1) return y; 62 else if (index == 2) return z; 63 else if (index == 3) return w; 64 else throw new Exception("Out of range."); 65 } 66 set 67 { 68 if (index == 0) x = value; 69 else if (index == 1) y = value; 70 else if (index == 2) z = value; 71 else if (index == 3) w = value; 72 else throw new Exception("Out of range."); 73 } 74 } 75 } mat4
注意:UnmanagedArray<T>支持的struct,T的大小必须是确定的。所以在mat4里我们用 [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Size = 4 * 4 * 4)] 指定mat4的大小为4个 vec4 * 4个 float * 4个字节(每个float) = 64字节,并且在 private vec4[] cols; 上用 [MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)] 规定了cols的元素数必须是4。之后在 vec4 上的 [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi, Size = 4 * 4)] 不写也可以,因为vec4只有4个简单的float字段,不含复杂类型。
下面是测试用例。
mat4 matrix = glm.scale(mat4.identity(), new vec3(2, 3, 4)); var size = Marshal.SizeOf(typeof(mat4)); size = Marshal.SizeOf(matrix); UnmanagedArray<mat4> array = new UnmanagedArray<mat4>(1); array[0] = matrix; mat4 newMatirx = array[0]; // newMatrix should be equal to matrix array.Dispose();
如果matrix和newMatrix相等,就说明上述Attribute配置正确了。