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https://git.eden-emu.dev/eden-emu/eden
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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>
40 lines
791 B
C++
40 lines
791 B
C++
// 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: 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#pragma once
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#include <memory>
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#include <mutex>
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#include <ankerl/unordered_dense.h>
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#include "video_core/dma_pusher.h"
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namespace Tegra {
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class GPU;
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namespace Control {
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struct ChannelState;
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class Scheduler {
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public:
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explicit Scheduler(GPU& gpu_);
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~Scheduler();
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void Push(s32 channel, CommandList&& entries);
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void DeclareChannel(std::shared_ptr<ChannelState> new_channel);
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private:
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ankerl::unordered_dense::map<s32, std::shared_ptr<ChannelState>> channels;
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std::mutex scheduling_guard;
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GPU& gpu;
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};
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} // namespace Control
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} // namespace Tegra
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