39 lines
1.7 KiB
C#
39 lines
1.7 KiB
C#
// In 2021.1 this is part of Unity
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#if !UNITY_2021_1_OR_NEWER
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namespace UnityEngine.Pool
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{
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/// <summary>
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/// Generic pool without collection checks.
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/// This class is an alternative for the <see cref="GenericPool{T}"/> for object that allocate memory when they are being compared.
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/// 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.
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/// This pool doesn't do any of these comparison because we don't check if the stack already contains the element before releasing it.
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/// </summary>
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/// <typeparam name="T">Type of the objects in the pool.</typeparam>
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internal static class UnsafeGenericPool<T>
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where T : class, new()
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{
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// Object pool to avoid allocations.
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internal static readonly ObjectPool<T> s_Pool = new ObjectPool<T>(() => new T(), null, null, null, false);
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/// <summary>
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/// Returns an object from the pool.
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/// </summary>
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/// <returns>A new object from the pool.</returns>
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public static T Get() => s_Pool.Get();
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/// <summary>
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/// Get a new PooledObject which can be used to automatically return the pooled object when disposed.
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/// </summary>
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/// <param name="value">Output typed object.</param>
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/// <returns>A new PooledObject.</returns>
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public static PooledObject<T> Get(out T value) => s_Pool.Get(out value);
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/// <summary>
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/// Returns an object to the pool.
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/// </summary>
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/// <param name="toRelease">Object to release.</param>
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public static void Release(T toRelease) => s_Pool.Release(toRelease);
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}
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}
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#endif
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