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[*] change all std::unordered_map and std::unordered_set into ankerl::unordered_dense::map/set variants (#3442)
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :) Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3442 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
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87 changed files with 368 additions and 254 deletions
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@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@ -5,7 +8,7 @@
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#include <functional>
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#include <mutex>
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#include <unordered_map>
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#include <ankerl/unordered_dense.h>
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#include "common/common_types.h"
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#include "common/input.h"
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@ -267,10 +270,10 @@ protected:
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private:
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struct ControllerData {
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std::unordered_map<int, bool> buttons;
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std::unordered_map<int, u8> hat_buttons;
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std::unordered_map<int, float> axes;
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std::unordered_map<int, BasicMotion> motions;
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ankerl::unordered_dense::map<int, bool> buttons;
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ankerl::unordered_dense::map<int, u8> hat_buttons;
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ankerl::unordered_dense::map<int, float> axes;
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ankerl::unordered_dense::map<int, BasicMotion> motions;
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Common::Input::BatteryLevel battery{};
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Common::Input::BodyColorStatus color{};
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Common::Input::CameraStatus camera{};
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@ -298,8 +301,8 @@ private:
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bool configuring{false};
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const std::string input_engine;
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int last_callback_key = 0;
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std::unordered_map<PadIdentifier, ControllerData> controller_list;
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std::unordered_map<int, InputIdentifier> callback_list;
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ankerl::unordered_dense::map<PadIdentifier, ControllerData> controller_list;
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ankerl::unordered_dense::map<int, InputIdentifier> callback_list;
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MappingCallback mapping_callback;
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};
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