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// This code is borrowed from corefx/System.Buffers and modified for .NET 3.5
// https://github.com/dotnet/corefx/tree/master/src/System.Buffers/src/System/Buffers
using System.Threading;
namespace System.Buffers
{
/// <summary>
/// Provides a resource pool that enables reusing instances of type <see cref="T:T[]"/>.
/// </summary>
/// <remarks>
/// <para>
/// Renting and returning buffers with an <see cref="ArrayPool{T}"/> can increase performance
/// in situations where arrays are created and destroyed frequently, resulting in significant
/// memory pressure on the garbage collector.
/// </para>
/// <para>
/// This class is thread-safe. All members may be used by multiple threads concurrently.
/// </para>
/// </remarks>
public abstract class ArrayPool<T>
{
/// <summary>The lazily-initialized shared pool instance.</summary>
private static volatile ArrayPool<T> s_sharedInstance = null;
/// <summary>
/// Retrieves a shared <see cref="ArrayPool{T}"/> instance.
/// </summary>
/// <remarks>
/// The shared pool provides a default implementation of <see cref="ArrayPool{T}"/>
/// that's intended for general applicability. It maintains arrays of multiple sizes, and
/// may hand back a larger array than was actually requested, but will never hand back a smaller
/// array than was requested. Renting a buffer from it with <see cref="Rent"/> will result in an
/// existing buffer being taken from the pool if an appropriate buffer is available or in a new
/// buffer being allocated if one is not available.
/// </remarks>
public static ArrayPool<T> Shared
{
get { return s_sharedInstance ?? EnsureSharedCreated(); }
}
/// <summary>Ensures that <see cref="s_sharedInstance"/> has been initialized to a pool and returns it.</summary>
private static ArrayPool<T> EnsureSharedCreated()
{
Interlocked.CompareExchange(ref s_sharedInstance, Create(), null);
return s_sharedInstance;
}
/// <summary>
/// Creates a new <see cref="ArrayPool{T}"/> instance using default configuration options.
/// </summary>
/// <returns>A new <see cref="ArrayPool{T}"/> instance.</returns>
public static ArrayPool<T> Create()
{
return new DefaultArrayPool<T>();
}
/// <summary>
/// Creates a new <see cref="ArrayPool{T}"/> instance using custom configuration options.
/// </summary>
/// <param name="maxArrayLength">The maximum length of array instances that may be stored in the pool.</param>
/// <param name="maxArraysPerBucket">
/// The maximum number of array instances that may be stored in each bucket in the pool. The pool
/// groups arrays of similar lengths into buckets for faster access.
/// </param>
/// <returns>A new <see cref="ArrayPool{T}"/> instance with the specified configuration options.</returns>
/// <remarks>
/// The created pool will group arrays into buckets, with no more than <paramref name="maxArraysPerBucket"/>
/// in each bucket and with those arrays not exceeding <paramref name="maxArrayLength"/> in length.
/// </remarks>
public static ArrayPool<T> Create(int maxArrayLength, int maxArraysPerBucket)
{
return new DefaultArrayPool<T>(maxArrayLength, maxArraysPerBucket);
}
/// <summary>
/// Retrieves a buffer that is at least the requested length.
/// </summary>
/// <param name="minimumLength">The minimum length of the array needed.</param>
/// <returns>
/// An <see cref="T:T[]"/> that is at least <paramref name="minimumLength"/> in length.
/// </returns>
/// <remarks>
/// This buffer is loaned to the caller and should be returned to the same pool via
/// <see cref="Return"/> so that it may be reused in subsequent usage of <see cref="Rent"/>.
/// It is not a fatal error to not return a rented buffer, but failure to do so may lead to
/// decreased application performance, as the pool may need to create a new buffer to replace
/// the one lost.
/// </remarks>
public abstract T[] Rent(int minimumLength);
/// <summary>
/// Returns to the pool an array that was previously obtained via <see cref="Rent"/> on the same
/// <see cref="ArrayPool{T}"/> instance.
/// </summary>
/// <param name="array">
/// The buffer previously obtained from <see cref="Rent"/> to return to the pool.
/// </param>
/// <param name="clearArray">
/// If <c>true</c> and if the pool will store the buffer to enable subsequent reuse, <see cref="Return"/>
/// will clear <paramref name="array"/> of its contents so that a subsequent consumer via <see cref="Rent"/>
/// will not see the previous consumer's content. If <c>false</c> or if the pool will release the buffer,
/// the array's contents are left unchanged.
/// </param>
/// <remarks>
/// Once a buffer has been returned to the pool, the caller gives up all ownership of the buffer
/// and must not use it. The reference returned from a given call to <see cref="Rent"/> must only be
/// returned via <see cref="Return"/> once. The default <see cref="ArrayPool{T}"/>
/// may hold onto the returned buffer in order to rent it again, or it may release the returned buffer
/// if it's determined that the pool already has enough buffers stored.
/// </remarks>
public abstract void Return(T[] array, bool clearArray = false);
}
internal static class Utilities
{
internal static int SelectBucketIndex(int bufferSize)
{
uint bitsRemaining = ((uint)bufferSize - 1) >> 4;
int poolIndex = 0;
if (bitsRemaining > 0xFFFF) { bitsRemaining >>= 16; poolIndex = 16; }
if (bitsRemaining > 0xFF) { bitsRemaining >>= 8; poolIndex += 8; }
if (bitsRemaining > 0xF) { bitsRemaining >>= 4; poolIndex += 4; }
if (bitsRemaining > 0x3) { bitsRemaining >>= 2; poolIndex += 2; }
if (bitsRemaining > 0x1) { bitsRemaining >>= 1; poolIndex += 1; }
return poolIndex + (int)bitsRemaining;
}
internal static int GetMaxSizeForBucket(int binIndex)
{
int maxSize = 16 << binIndex;
return maxSize;
}
}
internal sealed partial class DefaultArrayPool<T> : ArrayPool<T>
{
/// <summary>The default maximum length of each array in the pool (2^20).</summary>
private const int DefaultMaxArrayLength = 1024 * 1024;
/// <summary>The default maximum number of arrays per bucket that are available for rent.</summary>
private const int DefaultMaxNumberOfArraysPerBucket = 50;
/// <summary>Lazily-allocated empty array used when arrays of length 0 are requested.</summary>
private static T[] s_emptyArray; // we support contracts earlier than those with Array.Empty<T>()
private readonly Bucket[] _buckets;
internal DefaultArrayPool() : this(DefaultMaxArrayLength, DefaultMaxNumberOfArraysPerBucket)
{
}
internal DefaultArrayPool(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 = Utilities.SelectBucketIndex(maxArrayLength);
var buckets = new Bucket[maxBuckets + 1];
for (int i = 0; i < buckets.Length; i++)
{
buckets[i] = new Bucket(Utilities.GetMaxSizeForBucket(i), maxArraysPerBucket, poolId);
}
_buckets = buckets;
}
/// <summary>Gets an ID for the pool to use with events.</summary>
private int Id => GetHashCode();
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 s_emptyArray ?? (s_emptyArray = new T[0]);
}
T[] buffer = null;
int index = Utilities.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;
}
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 = Utilities.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 sealed partial class DefaultArrayPool<T> : ArrayPool<T>
{
/// <summary>Provides a thread-safe bucket containing buffers that can be Rent'd and Return'd.</summary>
private sealed class Bucket
{
internal readonly int _bufferLength;
private readonly T[][] _buffers;
private readonly int _poolId;
private object _lock;
private int _index;
/// <summary>
/// Creates the pool with numberOfBuffers arrays where each buffer is of bufferLength length.
/// </summary>
internal Bucket(int bufferLength, int numberOfBuffers, int poolId)
{
_lock = new object();
_buffers = new T[numberOfBuffers][];
_bufferLength = bufferLength;
_poolId = poolId;
}
/// <summary>Gets an ID for the bucket to use with events.</summary>
internal int Id => GetHashCode();
/// <summary>Takes an array from the bucket. If the bucket is empty, returns null.</summary>
internal T[] Rent()
{
T[][] buffers = _buffers;
T[] buffer = null;
// While holding the lock, grab whatever is at the next available index and
// update the index. We do as little work as possible while holding the spin
// lock to minimize contention with other threads. The try/finally is
// necessary to properly handle thread aborts on platforms which have them.
bool allocateBuffer = false;
lock (_lock)
{
if (_index < buffers.Length)
{
buffer = buffers[_index];
buffers[_index++] = null;
allocateBuffer = buffer == null;
}
}
// While we were holding the lock, we grabbed whatever was at the next available index, if
// there was one. If we tried and if we got back null, that means we hadn't yet allocated
// for that slot, in which case we should do so now.
if (allocateBuffer)
{
buffer = new T[_bufferLength];
}
return buffer;
}
/// <summary>
/// Attempts to return the buffer to the bucket. If successful, the buffer will be stored
/// in the bucket and true will be returned; otherwise, the buffer won't be stored, and false
/// will be returned.
/// </summary>
internal void Return(T[] array)
{
// Check to see if the buffer is the correct size for this bucket
if (array.Length != _bufferLength)
{
throw new ArgumentException("The buffer is not associated with this pool and may not be returned to it.", "array");
}
// While holding the spin lock, if there's room available in the bucket,
// put the buffer into the next available slot. Otherwise, we just drop it.
// The try/finally is necessary to properly handle thread aborts on platforms
// which have them.
lock (_lock)
{
if (_index != 0)
{
_buffers[--_index] = array;
}
}
}
}
}
}
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