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* [common] Switch to boost::unordered_flat containers (#4326)crueter2026-08-311-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Replaces all instances of ankerl's unordered map/set with boost's `unordered_flat_*` classes. This uses std::hash since boost::hash is actually a lot slower. Also adds an abstraction layer in `Common` so future changes are quicker and easier. Other implementation details: - ankerl provided hash specializations for tuple and pair, so those were ported here - std::erase_if doesn't work on boost, so just used the ADL'd erase_if This should be about equal or superior performance as unordered_dense for everything except iteration. Signed-off-by: crueter <crueter@eden-emu.dev> - [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions). - [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md) - [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability. ------------------- Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326 Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [meta] clang-format literally all of the Qt code (#3706)crueter2026-03-101-1/+1
| | | | | | | | I'm tired of dealing with this tbh Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3706 Reviewed-by: Lizzie <lizzie@eden-emu.dev>
* [*] change all std::unordered_map and std::unordered_set into ↵lizzie2026-02-101-1/+4
| | | | | | | | | | | | | | | | | | | 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>
* general: fix spelling mistakesLiam2023-03-121-1/+1
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* qt: reset progress bar after shader compilationLiam2022-07-241-0/+4
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* Update some files with Qt 5.15.2 best practices in mindKyle K2022-05-291-1/+1
| | | | | | | | | | | | | | | | | | | | | There was some discussion about updating to Qt6 and I figured I would work on some smaller parts. For Windows platform the WinMain function has moved from the Qt5::WinMain to a new one called Qt6::EntryPointPrivate Also Qt5 supports versionless CMake targets https://www.qt.io/blog/versionless-cmake-targets-qt-5.15 These other changes in this commit are to support Qt6, but in ways that don't mess with Qt5. src/yuzu/bootmanager.cpp: Qt6 complains about not being able to know to use QPoint or QPointF, picking QPoint src/yuzu/bootmanager.h: Qt6 prefers that QStringList.h be included rather than an empty class definition src/yuzu/configuration/configure_system.cpp: toULongLong intends to return unsigned 64 bit integer, but Settings::values.rng_seed is only 32 bits wide src/yuzu/game_list.cpp: Qt6 returns a different datatype for QStringList.length than Qt5, it used to be int, but in Qt6 its now qsizetype src/yuzu/loading_screen.cpp: Qt5's for QStyleOption.init say to switch to initFrom. The QStyleOption.init doesn't exist in Qt6 src/yuzu/main.cpp: Another QPointer and QStringList.size, lets standardize on size()
* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* yuzu: Reduce unused includesameerj2022-03-201-7/+0
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* general: Replace high_resolution_clock with steady_clockMorph2021-12-021-2/+2
| | | | On some OSes, high_resolution_clock is an alias to system_clock and is not monotonic in nature. Replace this with steady_clock.
* frontend: Set minimum window size to 640x360 instead of 1280x720 (#3413)Morph2020-05-151-1/+2
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* yuzu/loading_screen: Remove unused shader progress modeReinUsesLisp2020-03-091-16/+1
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* yuzu/loading_screen: Specify string conversions explicitlyLioncash2019-05-201-9/+9
| | | | | | | | Allows the loading screen code to compile with implicit string conversions disabled. While we're at it remove unnecessary const usages, and add it to nearby variables where appropriate.
* yuzu/loading_screen: Resolve runtime Qt string formatting warningsLioncash2019-04-091-1/+6
| | | | | | | | | | | | | | In our error console, when loading a game, the strings: QString::arg: Argument missing: "Loading...", 0 QString::arg: Argument missing: "Launching...", 0 would occasionally pop up when the loading screen was running. This was due to the strings being assumed to have formatting indicators in them, however only two out of the four strings actually have them. This only applies the arguments to the strings that have formatting specifiers provided, which avoids these warnings from occurring.
* loading_screen: Unchunk progress barReinUsesLisp2019-02-061-1/+3
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* Change const char* to const char[]James Rowe2019-01-211-4/+4
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* Fix mingw compile error and warningsJames Rowe2019-01-211-5/+5
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* Add fade out effect to the loading screenJames Rowe2019-01-211-0/+27
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* Set Minimum Size to the same as renderwindowJames Rowe2019-01-211-0/+1
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* Change the background color of Stage Complete to yuzu blueJames Rowe2019-01-201-1/+1
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* Rename step 1 and step 2 to be a little more descriptiveJames Rowe2019-01-201-6/+6
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* Prevent estimated time from flashing after slow shader compilation startsJames Rowe2019-01-201-1/+1
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* Move progress bar style into constexpr stringsJames Rowe2019-01-201-28/+32
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* Hide progress bar on Prepare stepJames Rowe2019-01-201-7/+8
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* QT: Upgrade the Loading Bar to look much betterJames Rowe2019-01-201-6/+102
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* Add a workaround if QMovie isn't availableJames Rowe2019-01-191-1/+14
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* QT Frontend: Add a Loading screen with progressbarJames Rowe2019-01-191-0/+71
With shader caches on the horizon, one requirement is to provide visible feedback for the progress. The shader cache reportedly takes several minutes to load for large caches that were invalidated, and as such we should provide a loading screen with progress. Adds a loading screen widget that will be shown until the first frame of the game is swapped. This was chosen in case shader caches are not being used, several games still take more than a few seconds to launch and could benefit from a loading screen.