[dynarmic, macroHLE] Use faster ankerl for xbyak maps (#3716)

the nominal std::unordered_map<> isn't enough to warrant it's continued usage in xbyak internal structures, thus using ankerl should greatly remove a lot of indirection/stdc++ specific overhead from the usually poorly performant std::unordered_map

Both dynarmic and macroHLE should benefit greatly from a less-stupid unordered_dense

This should speedup both CPU and shader compilation latency (NOT BY A GREAT MARGIN) just enough to make loading zones in ToTK less horrific

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3716
Reviewed-by: crueter <crueter@eden-emu.dev>
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lizzie 2026-05-15 22:07:45 +02:00 committed by crueter
parent 413c7543ba
commit 2f0f8a979c
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11 changed files with 93 additions and 95 deletions

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@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
/* This file is part of the dynarmic project.
* Copyright (c) 2020 MerryMage
* SPDX-License-Identifier: 0BSD
@ -11,7 +14,7 @@
#include <utility>
#include <catch2/catch_test_macros.hpp>
#include <xbyak/xbyak_util.h>
#include "dynarmic/backend/x64/xbyak.h"
TEST_CASE("Host CPU supports", "[a64]") {
using Cpu = Xbyak::util::Cpu;