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[*] 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>
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@@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// 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: Copyright 2021 yuzu Emulator Project
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@@ -11,7 +11,7 @@
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#include <memory>
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#include <mutex>
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#include <shared_mutex>
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#include <unordered_map>
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#include <ankerl/unordered_dense.h>
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#include <vector>
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#include "common/common_types.h"
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@@ -636,7 +636,7 @@ private:
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mutable std::shared_mutex callback_mutex;
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mutable std::shared_mutex npad_mutex;
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mutable std::shared_mutex connect_mutex;
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std::unordered_map<int, ControllerUpdateCallback> callback_list;
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ankerl::unordered_dense::map<int, ControllerUpdateCallback> callback_list;
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int last_callback_key = 0;
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// Stores the current status of all controller input
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