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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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@@ -7,7 +7,7 @@
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#pragma once
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#include <array>
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#include <unordered_map>
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#include <ankerl/unordered_dense.h>
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#include "common/common_types.h"
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#include "shader_recompiler/program_header.h"
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@@ -125,9 +125,9 @@ protected:
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u32 start_address{};
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bool is_proprietary_driver{};
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public:
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std::unordered_map<CbufWordKey, u32, CbufWordKeyHash> cbuf_word_cache;
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std::unordered_map<HandleKey, u32, HandleKeyHash> handle_cache;
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std::unordered_map<const IR::Inst*, ConstBufferAddr> track_cache;
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ankerl::unordered_dense::map<CbufWordKey, u32, CbufWordKeyHash> cbuf_word_cache;
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ankerl::unordered_dense::map<HandleKey, u32, HandleKeyHash> handle_cache;
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ankerl::unordered_dense::map<const IR::Inst*, ConstBufferAddr> track_cache;
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};
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} // namespace Shader
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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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@@ -7,7 +7,7 @@
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#include <algorithm>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <ankerl/unordered_dense.h>
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#include <utility>
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#include <vector>
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@@ -390,7 +390,7 @@ private:
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std::optional<Node> return_label) {
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Statement* const false_stmt{pool.Create(Identity{}, IR::Condition{false}, &root_stmt)};
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Tree& root{root_stmt.children};
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std::unordered_map<Flow::Block*, Node> local_labels;
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ankerl::unordered_dense::map<Flow::Block*, Node> local_labels;
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local_labels.reserve(function.blocks.size());
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for (Flow::Block& block : function.blocks) {
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@@ -1,3 +1,6 @@
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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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// SPDX-License-Identifier: GPL-2.0-or-later
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@@ -16,7 +19,7 @@
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#include <deque>
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#include <map>
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#include <span>
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#include <unordered_map>
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#include <ankerl/unordered_dense.h>
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#include <variant>
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#include <vector>
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@@ -50,8 +53,8 @@ struct IndirectBranchVariable {
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auto operator<=>(const IndirectBranchVariable&) const noexcept = default;
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};
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using Variant = std::variant<IR::Reg, IR::Pred, ZeroFlagTag, SignFlagTag, CarryFlagTag,
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OverflowFlagTag, GotoVariable, IndirectBranchVariable>;
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using Variant = std::variant<IR::Reg, IR::Pred, ZeroFlagTag, SignFlagTag, CarryFlagTag, OverflowFlagTag, GotoVariable, IndirectBranchVariable>;
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// TODO: majority of these require stable iterators, test with XC beforehand
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using ValueMap = std::unordered_map<IR::Block*, IR::Value>;
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struct DefTable {
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@@ -112,6 +115,7 @@ struct DefTable {
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}
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std::array<ValueMap, IR::NUM_USER_PREDS> preds;
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// TODO: Requires stable iterators
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std::unordered_map<u32, ValueMap> goto_vars;
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ValueMap indirect_branch_var;
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ValueMap zero_flag;
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@@ -165,7 +169,8 @@ public:
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template <typename Type>
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IR::Value ReadVariable(Type variable, IR::Block* root_block) {
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boost::container::small_vector<ReadState<Type>, 64> stack{
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// TODO: Windows commits sodoku if you use small_vector
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std::vector<ReadState<Type>> stack{
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ReadState<Type>(nullptr),
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ReadState<Type>(root_block),
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};
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@@ -295,6 +300,7 @@ private:
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return same;
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}
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// TODO: Windows dies with stack exhaustion?
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std::unordered_map<IR::Block*, std::map<Variant, IR::Inst*>> incomplete_phis;
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DefTable current_def;
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};
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@@ -7,7 +7,7 @@
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#include <algorithm>
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#include <bit>
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#include <optional>
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#include <unordered_map>
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#include <ankerl/unordered_dense.h>
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#include <tuple>
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#include <limits>
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#include <boost/container/small_vector.hpp>
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