using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing; namespace UnityEditor.ShaderGraph { static class IndexSetPool { // Object pool to avoid allocations. static readonly ObjectPool s_IndexSetPool = new ObjectPool(null, l => l.Clear()); public static IndexSet Get() { return s_IndexSetPool.Get(); } public static PooledObject GetDisposable() { return s_IndexSetPool.GetDisposable(); } public static void Release(IndexSet toRelease) { s_IndexSetPool.Release(toRelease); } } }