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@firenero thanks for the refactor help you done here!
We still need to implement that MemoryManager to provide more control over the ArrayPool behaviour, but it's not a Jpeg-specific task to implement it.
It would be nice to find people to help with the other (harder) points or the smaller issues from this list!
My plan is to store the JpegDecoderCore.DecodedBlocks in a CompressedBuffer when PerformanceCharacteristic == LowestMemory and use DummyPackedBuffer otherwise. The same could be done to jpeg image channels later.
Removed all my previous notes here, because my new investigations outdated them.
This point should be replaced by a WIP PR. (Continuing #274 or open a new one for a clean start.)
I'll try to put my notes here later.