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authorlizzie <lizzie@eden-emu.dev>2026-02-10 03:34:07 +0100
committercrueter <crueter@eden-emu.dev>2026-02-10 03:34:07 +0100
commita8093c2a3cf98ccccabeb1d6a2c1ccc5e191557f (patch)
treed967e61fe889c2c39aa9e3b751927ffa25f1a19e /src/input_common/input_engine.h
parent0f8b35c4cd0f8d09b38edc52b006472cd98540fc (diff)
[*] 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>
Diffstat (limited to 'src/input_common/input_engine.h')
-rw-r--r--src/input_common/input_engine.h17
1 files changed, 10 insertions, 7 deletions
diff --git a/src/input_common/input_engine.h b/src/input_common/input_engine.h
index 3e328509b1..7ad40027e4 100644
--- a/src/input_common/input_engine.h
+++ b/src/input_common/input_engine.h
@@ -1,3 +1,6 @@
+// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
+// SPDX-License-Identifier: GPL-3.0-or-later
+
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -5,7 +8,7 @@
#include <functional>
#include <mutex>
-#include <unordered_map>
+#include <ankerl/unordered_dense.h>
#include "common/common_types.h"
#include "common/input.h"
@@ -267,10 +270,10 @@ protected:
private:
struct ControllerData {
- std::unordered_map<int, bool> buttons;
- std::unordered_map<int, u8> hat_buttons;
- std::unordered_map<int, float> axes;
- std::unordered_map<int, BasicMotion> motions;
+ ankerl::unordered_dense::map<int, bool> buttons;
+ ankerl::unordered_dense::map<int, u8> hat_buttons;
+ ankerl::unordered_dense::map<int, float> axes;
+ ankerl::unordered_dense::map<int, BasicMotion> motions;
Common::Input::BatteryLevel battery{};
Common::Input::BodyColorStatus color{};
Common::Input::CameraStatus camera{};
@@ -298,8 +301,8 @@ private:
bool configuring{false};
const std::string input_engine;
int last_callback_key = 0;
- std::unordered_map<PadIdentifier, ControllerData> controller_list;
- std::unordered_map<int, InputIdentifier> callback_list;
+ ankerl::unordered_dense::map<PadIdentifier, ControllerData> controller_list;
+ ankerl::unordered_dense::map<int, InputIdentifier> callback_list;
MappingCallback mapping_callback;
};