using System;
namespace Ryujinx.Graphics.Vic.Image
{
class BufferPool<T>
/// <summary>
/// Maximum number of buffers on the pool.
/// </summary>
private const int MaxBuffers = 4;
/// 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.
private const int MaxBufferSize = 2048 * 2048;
private struct PoolItem
public bool InUse;
public T[] Buffer;
}
private readonly PoolItem[] _pool = new PoolItem[MaxBuffers];
/// Rents a buffer with the exact size requested.
/// <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;
/// Rents a buffer with a size greater than or equal to the requested size.
/// <param name="buffer">Array with a length greater than or equal to the requested length</param>
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;
// 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.
if (!item.InUse)
item.Buffer = buffer;
/// Returns a buffer returned from <see cref="Rent(int)"/> to the pool.
/// <param name="index">Index of the buffer on the pool</param>
public void Return(int index)
if (index < 0)
return;
_pool[index].InUse = false;