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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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@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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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 2018 yuzu Emulator Project
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@ -8,7 +8,7 @@
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#include <array>
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#include <span>
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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 "video_core/buffer_cache/buffer_cache_base.h"
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@ -242,7 +242,7 @@ private:
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u32 index_buffer_offset = 0;
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u64 device_access_memory;
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std::unordered_map<GPUVAddr, OGLTransformFeedback> tfb_objects;
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ankerl::unordered_dense::map<GPUVAddr, OGLTransformFeedback> tfb_objects;
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};
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struct BufferCacheParams {
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@ -1,10 +1,13 @@
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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 2018 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <filesystem>
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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/thread_worker.h"
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@ -79,8 +82,8 @@ private:
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GraphicsPipeline* current_pipeline{};
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ShaderContext::ShaderPools main_pools;
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std::unordered_map<GraphicsPipelineKey, std::unique_ptr<GraphicsPipeline>> graphics_cache;
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std::unordered_map<ComputePipelineKey, std::unique_ptr<ComputePipeline>> compute_cache;
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ankerl::unordered_dense::map<GraphicsPipelineKey, std::unique_ptr<GraphicsPipeline>> graphics_cache;
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ankerl::unordered_dense::map<ComputePipelineKey, std::unique_ptr<ComputePipeline>> compute_cache;
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Shader::Profile profile;
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Shader::HostTranslateInfo host_info;
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@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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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 2019 yuzu Emulator Project
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@ -157,7 +157,7 @@ private:
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UtilShaders util_shaders;
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FormatConversionPass format_conversion_pass;
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std::array<std::unordered_map<GLenum, FormatProperties>, 3> format_properties;
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std::array<ankerl::unordered_dense::map<GLenum, FormatProperties>, 3> format_properties;
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bool has_broken_texture_view_formats = false;
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OGLTexture null_image_1d_array;
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