// In 2021.1 this is part of Unity
#if !UNITY_2021_1_OR_NEWER
namespace UnityEngine.Pool
{
///
/// Generic pool without collection checks.
/// This class is an alternative for the for object that allocate memory when they are being compared.
/// It is the case for the CullingResult class from Unity, and because of this in HDRP HDCullingResults generates garbage whenever we use ==, .Equals or ReferenceEquals.
/// This pool doesn't do any of these comparison because we don't check if the stack already contains the element before releasing it.
///
/// Type of the objects in the pool.
internal static class UnsafeGenericPool
where T : class, new()
{
// Object pool to avoid allocations.
internal static readonly ObjectPool s_Pool = new ObjectPool(() => new T(), null, null, null, false);
///
/// Returns an object from the pool.
///
/// A new object from the pool.
public static T Get() => s_Pool.Get();
///
/// Get a new PooledObject which can be used to automatically return the pooled object when disposed.
///
/// Output typed object.
/// A new PooledObject.
public static PooledObject Get(out T value) => s_Pool.Get(out value);
///
/// Returns an object to the pool.
///
/// Object to release.
public static void Release(T toRelease) => s_Pool.Release(toRelease);
}
}
#endif