mirror of
https://git.eden-emu.dev/eden-emu/eden.git
synced 2026-09-03 03:09:13 +00:00
[common] Switch to boost::unordered_flat containers (#4326)
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>
This commit is contained in:
@@ -80,8 +80,8 @@ private:
|
||||
std::unique_ptr<QPropertyAnimation> fadeout_animation;
|
||||
|
||||
// Definitions for the differences in text and styling for each stage
|
||||
ankerl::unordered_dense::map<VideoCore::LoadCallbackStage, const char*> progressbar_style;
|
||||
ankerl::unordered_dense::map<VideoCore::LoadCallbackStage, QString> stage_translations;
|
||||
::Common::unordered_map<VideoCore::LoadCallbackStage, const char*> progressbar_style;
|
||||
::Common::unordered_map<VideoCore::LoadCallbackStage, QString> stage_translations;
|
||||
|
||||
// newly generated shaders are added to the end of the file, so when loading and compiling
|
||||
// shaders, it will start quickly but end slow if new shaders were added since previous launch.
|
||||
|
||||
Reference in New Issue
Block a user