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perf: use unordered_dense maps, misc optimisation#1279

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alandtse merged 1 commit into
community-shaders:devfrom
Pentalimbed:rc-misc-perf
Jul 17, 2025
Merged

perf: use unordered_dense maps, misc optimisation#1279
alandtse merged 1 commit into
community-shaders:devfrom
Pentalimbed:rc-misc-perf

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@Pentalimbed Pentalimbed commented Jul 17, 2025

Summary by CodeRabbit

  • Refactor
    • Updated internal data structures for shader management to use a more efficient map implementation.
    • Improved initialization of certain shader parameter arrays for clarity and efficiency.

No changes to user-facing features or functionality.

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coderabbitai Bot commented Jul 17, 2025

Walkthrough

The changes update internal container types in the shader cache system by replacing various uses of std::unordered_map and eastl::unordered_map with ankerl::unordered_dense::map in both implementation and header files. Additionally, a local float array in the TruePBR module is now zero-initialized using brace initialization instead of manual filling.

Changes

File(s) Change Summary
src/ShaderCache.cpp Replaced static std::unordered_map with ankerl::unordered_dense::map for shader descriptor map.
src/ShaderCache.h Switched several shader-related maps from eastl::unordered_map and std::unordered_map to ankerl::unordered_dense::map; added a template alias for shader map arrays.
src/TruePBR.cpp Changed local float array to use brace zero-initialization instead of manual zero-filling.

Poem

In the warren of code where shaders reside,
Dense maps now scurry, no longer to hide.
Arrays are filled with zeros with ease,
The cache runs swift—oh, what a breeze!
With every hop, the code feels lighter,
A rabbit’s delight, the future is brighter!
🐇✨


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📥 Commits

Reviewing files that changed from the base of the PR and between 3ec62b5 and 6daea0c.

📒 Files selected for processing (3)
  • src/ShaderCache.cpp (1 hunks)
  • src/ShaderCache.h (2 hunks)
  • src/TruePBR.cpp (1 hunks)
🧰 Additional context used
🧠 Learnings (4)
📓 Common learnings
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent 4-byte size, proper 16-byte alignment in constant buffers, and cross-platform compatibility when passing data between C++ and HLSL shaders.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-01T18:01:07.079Z
Learning: In the skyrim-community-shaders project, simple scalar constants in HLSL shaders use #define (e.g., #define NTHREADS 128), while more complex constants use static const within namespaces (e.g., Math namespace in Math.hlsli). For epsilon standardization, #define is the appropriate choice since epsilon values are simple scalar constants.
Learnt from: davo0411
PR: doodlum/skyrim-community-shaders#1070
File: src/State.cpp:79-83
Timestamp: 2025-05-30T11:44:15.542Z
Learning: In the Skyrim Community Shaders project, the `smoothDrawCalls` array in the `State` class is declared as type `double` in `src/State.h`, which is the correct floating-point type for performing exponential moving average smoothing calculations.
src/ShaderCache.cpp (4)
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent 4-byte size, proper 16-byte alignment in constant buffers, and cross-platform compatibility when passing data between C++ and HLSL shaders.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-01T18:01:07.079Z
Learning: In the skyrim-community-shaders project, simple scalar constants in HLSL shaders use #define (e.g., #define NTHREADS 128), while more complex constants use static const within namespaces (e.g., Math namespace in Math.hlsli). For epsilon standardization, #define is the appropriate choice since epsilon values are simple scalar constants.
src/TruePBR.cpp (5)
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent 4-byte size, proper 16-byte alignment in constant buffers, and cross-platform compatibility when passing data between C++ and HLSL shaders.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: features/Wetness Effects/Shaders/WetnessEffects/WetnessEffects.hlsli:57-61
Timestamp: 2025-06-17T05:40:22.785Z
Learning: Default parameter values are supported in the HLSL compiler used by the skyrim-community-shaders project, contrary to standard HLSL (FXC/DXC) limitations.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-01T18:01:07.079Z
Learning: In the skyrim-community-shaders project, simple scalar constants in HLSL shaders use #define (e.g., #define NTHREADS 128), while more complex constants use static const within namespaces (e.g., Math namespace in Math.hlsli). For epsilon standardization, #define is the appropriate choice since epsilon values are simple scalar constants.
Learnt from: davo0411
PR: doodlum/skyrim-community-shaders#1070
File: src/State.cpp:79-83
Timestamp: 2025-05-30T11:44:15.542Z
Learning: In the Skyrim Community Shaders project, the `smoothDrawCalls` array in the `State` class is declared as type `double` in `src/State.h`, which is the correct floating-point type for performing exponential moving average smoothing calculations.
src/ShaderCache.h (5)
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent 4-byte size, proper 16-byte alignment in constant buffers, and cross-platform compatibility when passing data between C++ and HLSL shaders.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-01T18:01:07.079Z
Learning: In the skyrim-community-shaders project, simple scalar constants in HLSL shaders use #define (e.g., #define NTHREADS 128), while more complex constants use static const within namespaces (e.g., Math namespace in Math.hlsli). For epsilon standardization, #define is the appropriate choice since epsilon values are simple scalar constants.
Learnt from: davo0411
PR: doodlum/skyrim-community-shaders#1070
File: src/State.cpp:79-83
Timestamp: 2025-05-30T11:44:15.542Z
Learning: In the Skyrim Community Shaders project, the `smoothDrawCalls` array in the `State` class is declared as type `double` in `src/State.h`, which is the correct floating-point type for performing exponential moving average smoothing calculations.
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🔇 Additional comments (3)
src/TruePBR.cpp (1)

986-986: LGTM - Good optimization using brace initialization.

The change from manual zero-filling to brace initialization {} is a clean improvement that maintains the same zero-initialization behavior while being more concise and idiomatic in modern C++.

src/ShaderCache.h (2)

650-657: LGTM - Good refactoring with template alias.

The introduction of ShaderMapArray template alias effectively reduces code duplication and improves maintainability. The use of ankerl::unordered_dense::map should provide better performance characteristics compared to the standard containers.


671-676: LGTM - Performance optimization with unordered_dense maps.

The systematic replacement of std::unordered_map with ankerl::unordered_dense::map for shader-related data structures aligns well with the PR's performance optimization objectives. This should improve lookup performance in shader caching operations.

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Using provided base ref: 3ec62b5
Using base ref: 3ec62b5
Base commit date: 2025-07-16T19:43:16-07:00 (Wednesday, July 16, 2025 07:43 PM)
No actionable suggestions for changed features.

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✅ A pre-release build is available for this PR:
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@alandtse alandtse left a comment

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I mean seems fine but given we have ~4k shaders in the map I'm not sure how impactful this is.

@alandtse alandtse merged commit 8ae5bb5 into community-shaders:dev Jul 17, 2025
15 checks passed
alandtse pushed a commit to alandtse/open-shaders that referenced this pull request Jul 20, 2025
@Pentalimbed Pentalimbed deleted the rc-misc-perf branch July 30, 2025 15:35
@coderabbitai coderabbitai Bot mentioned this pull request Sep 19, 2025
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