Rework PriorityQueue for performance.

- Providing the comparer as a type argument that is a struct allows the calls to be devirtualised, leading to approx a 3x performance improvement.
- Use a single backing array, rather than a list of arrays.
This commit is contained in:
RoosterDragon
2023-03-22 18:04:14 +00:00
committed by abcdefg30
parent 7a4ac01348
commit 8a4303cc94
4 changed files with 90 additions and 49 deletions

View File

@@ -22,19 +22,39 @@ namespace OpenRA.Primitives
T Pop();
}
public class PriorityQueue<T> : IPriorityQueue<T>
/// <summary>
/// Represents a collection of items that have a priority.
/// On pop, the item with the lowest priority value is removed.
/// </summary>
public sealed class PriorityQueue<T, TComparer> : IPriorityQueue<T> where TComparer : struct, IComparer<T>
{
readonly List<T[]> items;
readonly IComparer<T> comparer;
int level, index;
/// <summary>
/// Compares two items to determine their priority.
/// PERF: Using a struct allows the calls to be devirtualized.
/// </summary>
readonly TComparer comparer;
public PriorityQueue()
: this(Comparer<T>.Default) { }
/// <summary>
/// A <a href="https://en.wikipedia.org/wiki/Binary_heap">binary min-heap</a> storing the items.
/// An array divided into sub arrays called levels. At each level the size of a level array doubles.
/// Elements at deeper levels always have higher priority values than elements nearer to the root.
/// </summary>
T[] items;
public PriorityQueue(IComparer<T> comparer)
/// <summary>
/// Index of deepest level.
/// </summary>
int level;
/// <summary>
/// Number of elements in the deepest level.
/// </summary>
int index;
public PriorityQueue(TComparer comparer)
{
items = new List<T[]> { new T[1] };
this.comparer = comparer;
items = new T[1];
}
public void Add(T item)
@@ -42,29 +62,37 @@ namespace OpenRA.Primitives
var addLevel = level;
var addIndex = index;
while (addLevel >= 1 && comparer.Compare(Above(addLevel, addIndex), item) > 0)
while (addLevel >= 1)
{
items[addLevel][addIndex] = Above(addLevel, addIndex);
--addLevel;
addIndex >>= 1;
var above = items[AboveIndex(addLevel, addIndex)];
if (comparer.Compare(above, item) > 0)
{
items[Index(addLevel, addIndex)] = above;
--addLevel;
addIndex >>= 1;
}
else
break;
}
items[addLevel][addIndex] = item;
items[Index(addLevel, addIndex)] = item;
if (++index >= 1 << level)
{
index = 0;
if (items.Count <= ++level)
items.Add(new T[1 << level]);
var count = 2 * (1 << ++level);
if (count - 1 >= items.Length)
Array.Resize(ref items, count);
}
}
public bool Empty => level == 0;
T At(int level, int index) { return items[level][index]; }
T Above(int level, int index) { return items[level - 1][index >> 1]; }
static int Index(int level, int index) { return (1 << level) - 1 + index; }
T Last()
static int AboveIndex(int level, int index) { return (1 << (level - 1)) - 1 + (index >> 1); }
int IndexLast()
{
var lastLevel = level;
var lastIndex = index;
@@ -72,20 +100,21 @@ namespace OpenRA.Primitives
if (--lastIndex < 0)
lastIndex = (1 << --lastLevel) - 1;
return At(lastLevel, lastIndex);
return Index(lastLevel, lastIndex);
}
public T Peek()
{
if (level <= 0 && index <= 0)
throw new InvalidOperationException("PriorityQueue empty.");
return At(0, 0);
return items[Index(0, 0)];
}
public T Pop()
{
var ret = Peek();
BubbleInto(0, 0, Last());
BubbleInto(0, 0, items[IndexLast()]);
if (--index < 0)
index = (1 << --level) - 1;
return ret;
@@ -93,27 +122,38 @@ namespace OpenRA.Primitives
void BubbleInto(int intoLevel, int intoIndex, T val)
{
var downLevel = intoLevel + 1;
var downIndex = intoIndex << 1;
if (downLevel > level || (downLevel == level && downIndex >= index))
while (true)
{
items[intoLevel][intoIndex] = val;
return;
var downLevel = intoLevel + 1;
var downIndex = intoIndex << 1;
if (downLevel > level || (downLevel == level && downIndex >= index))
{
items[Index(intoLevel, intoIndex)] = val;
return;
}
var down = items[Index(downLevel, downIndex)];
if (downLevel < level || (downLevel == level && downIndex < index - 1))
{
var downRight = items[Index(downLevel, downIndex + 1)];
if (comparer.Compare(down, downRight) >= 0)
{
down = downRight;
++downIndex;
}
}
if (comparer.Compare(val, down) <= 0)
{
items[Index(intoLevel, intoIndex)] = val;
return;
}
items[Index(intoLevel, intoIndex)] = down;
intoLevel = downLevel;
intoIndex = downIndex;
}
if ((downLevel < level || (downLevel == level && downIndex < index - 1)) &&
comparer.Compare(At(downLevel, downIndex), At(downLevel, downIndex + 1)) >= 0)
++downIndex;
if (comparer.Compare(val, At(downLevel, downIndex)) <= 0)
{
items[intoLevel][intoIndex] = val;
return;
}
items[intoLevel][intoIndex] = At(downLevel, downIndex);
BubbleInto(downLevel, downIndex, val);
}
}
}