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- using System;
- namespace Ryujinx.Graphics.Vic.Image
- {
- class BufferPool<T>
- {
- /// <summary>
- /// Maximum number of buffers on the pool.
- /// </summary>
- private const int MaxBuffers = 4;
- /// <summary>
- /// Maximum size of a buffer that can be added on the pool.
- /// If the required buffer is larger than this, it won't be
- /// added to the pool to avoid long term high memory usage.
- /// </summary>
- private const int MaxBufferSize = 2048 * 2048;
- private struct PoolItem
- {
- public bool InUse;
- public T[] Buffer;
- }
- private readonly PoolItem[] _pool = new PoolItem[MaxBuffers];
- /// <summary>
- /// Rents a buffer with the exact size requested.
- /// </summary>
- /// <param name="length">Size of the buffer</param>
- /// <param name="buffer">Span of the requested size</param>
- /// <returns>The index of the buffer on the pool</returns>
- public int Rent(int length, out Span<T> buffer)
- {
- int index = RentMinimum(length, out T[] bufferArray);
- buffer = new Span<T>(bufferArray).Slice(0, length);
- return index;
- }
- /// <summary>
- /// Rents a buffer with a size greater than or equal to the requested size.
- /// </summary>
- /// <param name="length">Size of the buffer</param>
- /// <param name="buffer">Array with a length greater than or equal to the requested length</param>
- /// <returns>The index of the buffer on the pool</returns>
- public int RentMinimum(int length, out T[] buffer)
- {
- if ((uint)length > MaxBufferSize)
- {
- buffer = new T[length];
- return -1;
- }
- // Try to find a buffer that is larger or the same size of the requested one.
- // This will avoid an allocation.
- for (int i = 0; i < MaxBuffers; i++)
- {
- ref PoolItem item = ref _pool[i];
- if (!item.InUse && item.Buffer != null && item.Buffer.Length >= length)
- {
- buffer = item.Buffer;
- item.InUse = true;
- return i;
- }
- }
- buffer = new T[length];
- // Try to add the new buffer to the pool.
- // We try to find a slot that is not in use, and replace the buffer in it.
- for (int i = 0; i < MaxBuffers; i++)
- {
- ref PoolItem item = ref _pool[i];
- if (!item.InUse)
- {
- item.Buffer = buffer;
- item.InUse = true;
- return i;
- }
- }
- return -1;
- }
- /// <summary>
- /// Returns a buffer returned from <see cref="Rent(int)"/> to the pool.
- /// </summary>
- /// <param name="index">Index of the buffer on the pool</param>
- public void Return(int index)
- {
- if (index < 0)
- {
- return;
- }
- _pool[index].InUse = false;
- }
- }
- }
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