public override void Return(T[] array, bool clearArray = false) { if (array == null) { throw new ArgumentNullException(nameof(array)); } else if (array.Length == 0) { // Ignore empty arrays. When a zero-length array is rented, we return a singleton // rather than actually taking a buffer out of the lowest bucket. return; } // Determine with what bucket this array length is associated int bucket = ArrayPoolUtilities.SelectBucketIndex(array.Length); // If we can tell that the buffer was allocated, drop it. Otherwise, check if we have space in the pool if (bucket < _buckets.Length) { // Clear the array if the user requests if (clearArray) { Array.Clear(array, 0, array.Length); } // Return the buffer to its bucket. In the future, we might consider having Return return false // instead of dropping a bucket, in which case we could try to return to a lower-sized bucket, // just as how in Rent we allow renting from a higher-sized bucket. _buckets[bucket].Return(array); } }
internal AOTCompatibleArrayPool(int maxArrayLength, int maxArraysPerBucket) { if (maxArrayLength <= 0) { throw new ArgumentOutOfRangeException(nameof(maxArrayLength)); } if (maxArraysPerBucket <= 0) { throw new ArgumentOutOfRangeException(nameof(maxArraysPerBucket)); } // Our bucketing algorithm has a min length of 2^4 and a max length of 2^30. // Constrain the actual max used to those values. const int MinimumArrayLength = 0x10, MaximumArrayLength = 0x40000000; if (maxArrayLength > MaximumArrayLength) { maxArrayLength = MaximumArrayLength; } else if (maxArrayLength < MinimumArrayLength) { maxArrayLength = MinimumArrayLength; } // Create the buckets. int poolId = Id; int maxBuckets = ArrayPoolUtilities.SelectBucketIndex(maxArrayLength); var buckets = new Bucket[maxBuckets + 1]; for (int i = 0; i < buckets.Length; i++) { buckets[i] = new Bucket(ArrayPoolUtilities.GetMaxSizeForBucket(i), maxArraysPerBucket, poolId); } _buckets = buckets; }
public override T[] Rent(int minimumLength) { // Arrays can't be smaller than zero. We allow requesting zero-length arrays (even though // pooling such an array isn't valuable) as it's a valid length array, and we want the pool // to be usable in general instead of using `new`, even for computed lengths. if (minimumLength < 0) { throw new ArgumentOutOfRangeException(nameof(minimumLength)); } else if (minimumLength == 0) { // No need for events with the empty array. Our pool is effectively infinite // and we'll never allocate for rents and never store for returns. return(Array.Empty <T>()); } T[] buffer; int index = ArrayPoolUtilities.SelectBucketIndex(minimumLength); if (index < _buckets.Length) { // Search for an array starting at the 'index' bucket. If the bucket is empty, bump up to the // next higher bucket and try that one, but only try at most a few buckets. const int MaxBucketsToTry = 2; int i = index; do { // Attempt to rent from the bucket. If we get a buffer from it, return it. buffer = _buckets[i].Rent(); if (buffer != null) { return(buffer); } }while(++i < _buckets.Length && i != index + MaxBucketsToTry); // The pool was exhausted for this buffer size. Allocate a new buffer with a size corresponding // to the appropriate bucket. buffer = new T[_buckets[index]._bufferLength]; } else { // The request was for a size too large for the pool. Allocate an array of exactly the requested length. // When it's returned to the pool, we'll simply throw it away. buffer = new T[minimumLength]; } return(buffer); }