diff options
| author | lizzie <lizzie@eden-emu.dev> | 2026-02-10 03:34:07 +0100 |
|---|---|---|
| committer | crueter <crueter@eden-emu.dev> | 2026-02-10 03:34:07 +0100 |
| commit | a8093c2a3cf98ccccabeb1d6a2c1ccc5e191557f (patch) | |
| tree | d967e61fe889c2c39aa9e3b751927ffa25f1a19e /src/shader_recompiler/ir_opt/texture_pass.cpp | |
| parent | 0f8b35c4cd0f8d09b38edc52b006472cd98540fc (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/shader_recompiler/ir_opt/texture_pass.cpp')
| -rw-r--r-- | src/shader_recompiler/ir_opt/texture_pass.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/shader_recompiler/ir_opt/texture_pass.cpp b/src/shader_recompiler/ir_opt/texture_pass.cpp index 0288db0ae1..20b8591072 100644 --- a/src/shader_recompiler/ir_opt/texture_pass.cpp +++ b/src/shader_recompiler/ir_opt/texture_pass.cpp @@ -7,7 +7,7 @@ #include <algorithm> #include <bit> #include <optional> -#include <unordered_map> +#include <ankerl/unordered_dense.h> #include <tuple> #include <limits> #include <boost/container/small_vector.hpp> |
