d3d11: use sync.Pool for Buffers to avoid garbage #156
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Line 475 of d3d11_windows.go, where the driver allocates a new Buffer object, caused > 20% of all object allocations in Sointu:
I switched to using a simple, global sync.Pool for the buffers; the buffer is returned to the Pool during Release. This made the garbage disappear:
sync.Pool is thread safe and performant even when accessed from multiple threads, so static global pool should be fine. The only gotcha here is that the buffer object should NOT be used after calling Release, as it is returned to the Pool, but that seems to be the case already.