eden-nx2-old/src/common/container/unordered_set.h
Takoroka ead04e6aec common: pass-through hash for integer and pointer keys; RangeSet::Intersects
Common::unordered_map/set defaulted to std::hash, a byte-wise FNV-1a on MSVC for
integers and pointers, which boost's flat containers then mix again: the GPU thread's
page maps (shader and query cache invalidation, per inline upload) spent ~1% in it.
Integer and pointer keys now go through as they are and boost mixes them.
BufferCache::IsRegionGpuModified visited every GPU-written range inside the query just
to answer yes or no; without per-fence downloads those ranges stay fragmented and it was
~4% of title 1's GPU thread (inline uploads). RangeSet::Intersects answers with one
lookup. Inline uploads: 10.5% -> 7.5% of the GPU thread.
2026-10-29 07:05:03 -04:00

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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include "common/container_hash.h"
#include <boost/unordered/unordered_flat_set.hpp>
namespace Common {
template <class Key, class Hash = FastHash<Key>, class Pred = std::equal_to<Key>,
class Allocator = std::allocator<Key>>
using unordered_set = boost::unordered::unordered_flat_set<Key, Hash, Pred, Allocator>;
}