Ryujinx/Ryujinx.Common/Pools/BufferPool.cs

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using System;
using System.Buffers;
namespace Ryujinx.Common.Pools
{
/// <summary>
/// A centralized, static pool for getting multipurpose buffers of any type.
/// "But why does this exist when you have <see cref="ArrayPool{T}"/>?" This actually just wraps around
/// ArrayPool. The difference is that this also tracks the requested size of the allocated
/// buffer, so you can pass it around and users of it know how much of the data is actually valid,
/// compared to ArrayPool which just gives you an arbitrary sized array. Also, returning a strongly
/// typed <see cref="PooledBuffer{T}"/> codifies the fact that the buffer is part of a pool, and that code
/// can more clearly manage lifetime and disposal automatically.
/// </summary>
public static class BufferPool<T>
{
public const int DEFAULT_BUFFER_SIZE = 65536;
private static readonly PooledBuffer<T> EMPTY_POOLED_BUFFER = new PooledBuffer<T>(Array.Empty<T>(), -1);
/// <summary>
/// Returns a disposable <see cref="PooledBuffer{T}" /> instance containing an array of at least the specified number of elements.
/// </summary>
/// <param name="minimumRequestedSize">The minimum number of elements that you require</param>
/// <returns>A pooled buffer of at least the requested size. Buffers are not cleared between rentals, so it may initially contain garbage.</returns>
public static PooledBuffer<T> Rent(int minimumRequestedSize = DEFAULT_BUFFER_SIZE)
{
if (minimumRequestedSize < 0)
{
throw new ArgumentOutOfRangeException("Requested buffer size must be a positive number");
}
if (minimumRequestedSize == 0)
{
return EMPTY_POOLED_BUFFER;
}
PooledBuffer<T> returnVal = new PooledBuffer<T>(ArrayPool<T>.Shared.Rent(minimumRequestedSize), minimumRequestedSize);
#if DEBUG
returnVal.MarkRented();
#endif
return returnVal;
}
}
}