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[core] Switch to ankerl::unordered_dense
Signed-off-by: x7z4w <x7z4w@noreply.codeberg.org>
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@@ -16,7 +16,7 @@ namespace vulkan
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class VulkanGpuProgram : public GpuProgram
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{
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public:
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using TextureBindings = std::unordered_map<std::string, int8_t>;
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using TextureBindings = ankerl::unordered_dense::map<std::string, int8_t>;
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VulkanGpuProgram(std::string const & programName, VkPipelineShaderStageCreateInfo const & vertexShader,
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VkPipelineShaderStageCreateInfo const & fragmentShader, VkDescriptorSetLayout descriptorSetLayout,
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@@ -9,9 +9,10 @@
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <unordered_map>
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#include <vector>
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#include "3party/ankerl/unordered_dense.h"
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namespace dp
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{
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namespace vulkan
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@@ -89,7 +90,7 @@ private:
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uint32_t m_totalAllocationCounter = 0;
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using MemoryBlocks = std::vector<drape_ptr<MemoryBlock>>;
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std::array<std::unordered_map<uint64_t, MemoryBlocks>, kResourcesCount> m_memory;
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std::array<ankerl::unordered_dense::map<uint64_t, MemoryBlocks>, kResourcesCount> m_memory;
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std::array<MemoryBlocks, kResourcesCount> m_freeBlocks;
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std::array<uint32_t, kResourcesCount> m_sizes = {};
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};
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