using System;
using System.Threading;
namespace Ryujinx.Common
{
public class ObjectPool<T>
where T : class
private T _firstItem;
private readonly T[] _items;
private readonly Func<T> _factory;
public ObjectPool(Func<T> factory, int size)
_items = new T[size - 1];
_factory = factory;
}
public T Allocate()
T instance = _firstItem;
if (instance == null || instance != Interlocked.CompareExchange(ref _firstItem, null, instance))
instance = AllocateInternal();
return instance;
private T AllocateInternal()
T[] items = _items;
for (int i = 0; i < items.Length; i++)
T instance = items[i];
if (instance != null && instance == Interlocked.CompareExchange(ref items[i], null, instance))
return _factory();
public void Release(T obj)
if (_firstItem == null)
_firstItem = obj;
else
ReleaseInternal(obj);
private void ReleaseInternal(T obj)
if (items[i] == null)
items[i] = obj;
break;