Measure the library: perf suites, a recorded baseline, and targets
tests/perf.c and tests/perf_render.c drive the hot paths hard enough to
time them -- pool acquire and release at both ends of the scan, the
registry, the state-to-sprite lookup, the per-actor update and render, the
physics sweep, an all-pairs collision sweep, the JSON accessors, path
resolution, the drawing primitives, text, asset loading, a screenful of
tiles, and a whole frame through akgl_game_update. They are registered like
any other suite but carry the `perf` label, so `ctest -L perf` runs only
them and `-LE perf` leaves them out. Every measurement is held to a budget
at roughly ten times the recorded baseline, enforced only in an optimized
build at full scale.
Three things had to be got right before the numbers meant anything, and
each was wrong first:
- No error checking inside the clock. PASS and CATCH call
akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than
several of the calls being measured.
- Flush the renderer before stopping it. SDL batches, so the first version
measured queueing, reported a tilemap frame 250 times faster than it is,
and paid the real cost at teardown inside SDL_DestroyTexture.
- A drawing benchmark needs a raw-SDL control doing the same pixel work
with the same access pattern. With one, akgl_tilemap_draw turns out to
cost 0.2% of the frame it appeared to own: 16.26 ms against a control's
16.23 ms for the same 1200 blits. The rasterizer is the frame.
PERFORMANCE.md records the baseline, the frame budget it adds up to, and
what the numbers say -- including that the string pool's acquire is 64x
slower full than empty because it is a megabyte of PATH_MAX buffers, that a
handled missing-sprite condition costs nine times the update it replaces,
that text rasterizes and throws away a texture on every call, and that 28 MB
of the library's BSS is one akgl_Tilemap.
TODO.md gains a Performance section: five defects the stress tests found
that the unit suites do not reach (a tilemap load leaking five pooled
strings, two JSON accessors that turn pool exhaustion into a segfault
rather than AKGL_ERR_HEAP, akgl_game_update crashing without
akgl_game_init, and its actor update sweep running once per tilemap layer),
and eighteen targets with today's number and whether it is met.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
|
|
|
# libakgl performance baseline
|
|
|
|
|
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|
|
|
This is where the library actually spends its time, measured rather than guessed.
|
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|
|
|
The numbers below are the first recorded baseline: libakgl 0.3.0, at commit
|
|
|
|
|
`f35443e` plus the perf suites themselves. Everything here is reproducible with
|
|
|
|
|
two commands, and the suites that produced it are checked in as
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|
|
`tests/perf.c` and `tests/perf_render.c`.
|
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|
Read it in this order if you only want the short version: **the frame budget** is
|
2026-07-31 14:42:41 -04:00
|
|
|
the part that matters and **what the numbers say** is the argument. The six
|
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|
|
|
defects the suites turned up on the way — two of them process-killing — are in
|
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|
|
`TODO.md` under **Performance**, along with the targets these numbers are
|
|
|
|
|
measured against.
|
Measure the library: perf suites, a recorded baseline, and targets
tests/perf.c and tests/perf_render.c drive the hot paths hard enough to
time them -- pool acquire and release at both ends of the scan, the
registry, the state-to-sprite lookup, the per-actor update and render, the
physics sweep, an all-pairs collision sweep, the JSON accessors, path
resolution, the drawing primitives, text, asset loading, a screenful of
tiles, and a whole frame through akgl_game_update. They are registered like
any other suite but carry the `perf` label, so `ctest -L perf` runs only
them and `-LE perf` leaves them out. Every measurement is held to a budget
at roughly ten times the recorded baseline, enforced only in an optimized
build at full scale.
Three things had to be got right before the numbers meant anything, and
each was wrong first:
- No error checking inside the clock. PASS and CATCH call
akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than
several of the calls being measured.
- Flush the renderer before stopping it. SDL batches, so the first version
measured queueing, reported a tilemap frame 250 times faster than it is,
and paid the real cost at teardown inside SDL_DestroyTexture.
- A drawing benchmark needs a raw-SDL control doing the same pixel work
with the same access pattern. With one, akgl_tilemap_draw turns out to
cost 0.2% of the frame it appeared to own: 16.26 ms against a control's
16.23 ms for the same 1200 blits. The rasterizer is the frame.
PERFORMANCE.md records the baseline, the frame budget it adds up to, and
what the numbers say -- including that the string pool's acquire is 64x
slower full than empty because it is a megabyte of PATH_MAX buffers, that a
handled missing-sprite condition costs nine times the update it replaces,
that text rasterizes and throws away a texture on every call, and that 28 MB
of the library's BSS is one akgl_Tilemap.
TODO.md gains a Performance section: five defects the stress tests found
that the unit suites do not reach (a tilemap load leaking five pooled
strings, two JSON accessors that turn pool exhaustion into a segfault
rather than AKGL_ERR_HEAP, akgl_game_update crashing without
akgl_game_init, and its actor update sweep running once per tilemap layer),
and eighteen targets with today's number and whether it is met.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
|
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## Reproducing it
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```sh
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cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
|
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|
|
cmake --build build --parallel
|
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|
ctest --test-dir build -L perf --output-on-failure
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|
|
```
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Both suites print a table and exit non-zero if any measurement blew its budget.
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They are ordinary CTest tests, so `ctest --test-dir build` runs them along with
|
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|
|
everything else; `ctest --test-dir build -LE perf` leaves them out when you only
|
|
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|
|
want the unit suites. `AKGL_BENCH_SCALE` scales every iteration count —
|
|
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|
|
`AKGL_BENCH_SCALE=0.1` for a quick look, `10` for a long one. Below 1.0 the
|
|
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|
|
budgets are reported but not enforced, because a short run is a noisy one.
|
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The whole thing takes about 30 seconds: 4 s for `perf`, 25 s for `perf_render`.
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## The machine
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| | |
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|---|---|
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|
| CPU | AMD Ryzen 5 7535HS, 6 cores / 12 threads, 4.6 GHz max |
|
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| Memory | 62 GiB |
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| OS | Linux 6.8.0-136-generic |
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| Compiler | gcc 13.3.0, `-DCMAKE_BUILD_TYPE=RelWithDebInfo` (`-O2 -g`) |
|
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| SDL | vendored SDL 3.4.8, `dummy` video driver, `software` renderer |
|
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| Target | 640x480, offscreen |
|
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One machine, one build type, one afternoon. Treat the absolute numbers as this
|
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laptop's and the *ratios* as the library's.
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## How it is measured
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- **Best of five.** Each benchmark runs five times and the harness keeps the
|
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|
|
fastest. The mean is the wrong statistic on a shared machine: every source of
|
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noise makes a run slower and none makes it faster.
|
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- **No error checking inside the clock.** `PASS` and `CATCH` call
|
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|
|
`akerr_valid_error_address`, which walks `AKERR_ARRAY_ERROR` — more work than
|
|
|
|
|
several of the calls being measured. The timed loop stashes the context and
|
|
|
|
|
checks it after the clock stops.
|
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|
|
- **The renderer is flushed inside the measurement.** SDL batches: a `draw_*`
|
|
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|
|
call queues a command and returns. The first version of this suite measured
|
|
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|
|
*queueing* and reported a tilemap frame at 65 µs; the deferred work then took
|
|
|
|
|
114 seconds to come out at teardown, inside `SDL_DestroyTexture`. Every
|
|
|
|
|
drawing benchmark now flushes before it stops the clock, and the numbers below
|
|
|
|
|
are 250x larger and true.
|
|
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|
|
- **SDL's log output goes to a sink that discards it.** The library logs on
|
|
|
|
|
paths this suite calls hundreds of thousands of times; timing a write to a
|
|
|
|
|
terminal measures the terminal. What the *formatting* costs is measured
|
|
|
|
|
deliberately, by the pair of actor-spawn benchmarks.
|
|
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|
|
- **Budgets are set at roughly 10x the measured baseline.** Loose enough that a
|
|
|
|
|
busy machine does not turn CI red, tight enough that a linear scan becoming
|
|
|
|
|
quadratic cannot hide. They are enforced only in an optimized build at full
|
|
|
|
|
scale — a coverage build measures gcov, not libakgl.
|
|
|
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|
|
|
|
|
|
**The renderer caveat, stated once and loudly.** These draw benchmarks run
|
|
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|
|
against SDL's *software* renderer. No shipped game does that. What a software
|
|
|
|
|
renderer buys is that all the work stays in this process where it can be timed,
|
|
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|
|
and that the per-blit cost is at least honest about how much pixel traffic was
|
|
|
|
|
asked for. Read every drawing number as *a count of work libakgl asked for*, not
|
|
|
|
|
as a frame rate anyone would ship. That is exactly why the raw-SDL control rows
|
|
|
|
|
exist: they do the same pixel work with none of the library in the path, so the
|
|
|
|
|
difference between the two is libakgl's share, and that part *does* carry over
|
|
|
|
|
to a GPU backend.
|
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|
|
## Static footprint
|
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|
|
libakgl does not call `malloc`. Every one of these arrays exists from process
|
|
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|
|
start whether the game uses one slot or all of them.
|
|
|
|
|
|
|
|
|
|
| Pool | Slots | Bytes each | Total |
|
|
|
|
|
|---|---:|---:|---:|
|
Namespace every exported symbol, and bump to 0.5.0
Closes internal-consistency items 1 through 6, 12 and 13. Every include guard
is _AKGL_<FILE>_H_, every in-project header include is angled, and every
exported function, type and global carries the akgl_ prefix. This is an ABI
break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename
table.
The renames were driven by renaming each declaration and letting the compiler
find the uses, not by pattern substitution: renderer, physics and camera are
also parameter and struct-member names, and a sed would have rewritten
map->physics and every akgl_RenderBackend *renderer parameter without a word.
Item 4 turned out not to be cosmetic. The library exported a global called
renderer and tests/character.c defined an SDL_Renderer *renderer of its own;
the executable's definition preempted the library's, akgl_sprite_load_json
read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load
in that suite failed. The suite reported success anyway, because libakerror's
unhandled-error handler ends in exit(errctx->status), exit keeps only the low
byte, and AKGL_ERR_SDL is exactly 256. So character had been green while
running one of its four tests, and every suite in the tree was unable to fail
on the most common status in a library built on SDL.
Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which
collapses any status a byte cannot carry onto 1, and every suite installs it.
character binds a real backend with akgl_render_2d_bind. Its fourth test then
runs for the first time and fails on a defect it has asserted all along, so
akgl_heap_release_character now walks state_sprites with
AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot
-- TODO.md Defects item 21 and half of Carried over item 1.
AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so
akgl_game_state_lock waited roughly sixteen minutes rather than one second. It
is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and
tests/game.c holds the mutex from a second thread to assert the wait -- the
contended path had no coverage at all.
Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both
install() and a generated translation unit per header, so a header that ships
is a header that is checked. Writing that found registry.h, which used
SDL_PropertiesID in eight declarations and included no SDL header.
23/23 suites pass, memcheck is clean, reindent --check is clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
|
|
|
| `akgl_heap_actors` | 64 | 400 | 25,600 |
|
Measure the library: perf suites, a recorded baseline, and targets
tests/perf.c and tests/perf_render.c drive the hot paths hard enough to
time them -- pool acquire and release at both ends of the scan, the
registry, the state-to-sprite lookup, the per-actor update and render, the
physics sweep, an all-pairs collision sweep, the JSON accessors, path
resolution, the drawing primitives, text, asset loading, a screenful of
tiles, and a whole frame through akgl_game_update. They are registered like
any other suite but carry the `perf` label, so `ctest -L perf` runs only
them and `-LE perf` leaves them out. Every measurement is held to a budget
at roughly ten times the recorded baseline, enforced only in an optimized
build at full scale.
Three things had to be got right before the numbers meant anything, and
each was wrong first:
- No error checking inside the clock. PASS and CATCH call
akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than
several of the calls being measured.
- Flush the renderer before stopping it. SDL batches, so the first version
measured queueing, reported a tilemap frame 250 times faster than it is,
and paid the real cost at teardown inside SDL_DestroyTexture.
- A drawing benchmark needs a raw-SDL control doing the same pixel work
with the same access pattern. With one, akgl_tilemap_draw turns out to
cost 0.2% of the frame it appeared to own: 16.26 ms against a control's
16.23 ms for the same 1200 blits. The rasterizer is the frame.
PERFORMANCE.md records the baseline, the frame budget it adds up to, and
what the numbers say -- including that the string pool's acquire is 64x
slower full than empty because it is a megabyte of PATH_MAX buffers, that a
handled missing-sprite condition costs nine times the update it replaces,
that text rasterizes and throws away a texture on every call, and that 28 MB
of the library's BSS is one akgl_Tilemap.
TODO.md gains a Performance section: five defects the stress tests found
that the unit suites do not reach (a tilemap load leaking five pooled
strings, two JSON accessors that turn pool exhaustion into a segfault
rather than AKGL_ERR_HEAP, akgl_game_update crashing without
akgl_game_init, and its actor update sweep running once per tilemap layer),
and eighteen targets with today's number and whether it is met.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
|
|
|
| `HEAP_SPRITE` | 1024 | 176 | 180,224 |
|
|
|
|
|
| `HEAP_SPRITESHEET` | 1024 | 536 | 548,864 |
|
|
|
|
|
| `HEAP_CHARACTER` | 256 | 184 | 47,104 |
|
Namespace every exported symbol, and bump to 0.5.0
Closes internal-consistency items 1 through 6, 12 and 13. Every include guard
is _AKGL_<FILE>_H_, every in-project header include is angled, and every
exported function, type and global carries the akgl_ prefix. This is an ABI
break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename
table.
The renames were driven by renaming each declaration and letting the compiler
find the uses, not by pattern substitution: renderer, physics and camera are
also parameter and struct-member names, and a sed would have rewritten
map->physics and every akgl_RenderBackend *renderer parameter without a word.
Item 4 turned out not to be cosmetic. The library exported a global called
renderer and tests/character.c defined an SDL_Renderer *renderer of its own;
the executable's definition preempted the library's, akgl_sprite_load_json
read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load
in that suite failed. The suite reported success anyway, because libakerror's
unhandled-error handler ends in exit(errctx->status), exit keeps only the low
byte, and AKGL_ERR_SDL is exactly 256. So character had been green while
running one of its four tests, and every suite in the tree was unable to fail
on the most common status in a library built on SDL.
Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which
collapses any status a byte cannot carry onto 1, and every suite installs it.
character binds a real backend with akgl_render_2d_bind. Its fourth test then
runs for the first time and fails on a defect it has asserted all along, so
akgl_heap_release_character now walks state_sprites with
AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot
-- TODO.md Defects item 21 and half of Carried over item 1.
AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so
akgl_game_state_lock waited roughly sixteen minutes rather than one second. It
is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and
tests/game.c holds the mutex from a second thread to assert the wait -- the
contended path had no coverage at all.
Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both
install() and a generated translation unit per header, so a header that ships
is a header that is checked. Writing that found registry.h, which used
SDL_PropertiesID in eight declarations and included no SDL header.
23/23 suites pass, memcheck is clean, reindent --check is clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
|
|
|
| `akgl_heap_strings` | 256 | 4,100 | 1,049,600 |
|
Measure the library: perf suites, a recorded baseline, and targets
tests/perf.c and tests/perf_render.c drive the hot paths hard enough to
time them -- pool acquire and release at both ends of the scan, the
registry, the state-to-sprite lookup, the per-actor update and render, the
physics sweep, an all-pairs collision sweep, the JSON accessors, path
resolution, the drawing primitives, text, asset loading, a screenful of
tiles, and a whole frame through akgl_game_update. They are registered like
any other suite but carry the `perf` label, so `ctest -L perf` runs only
them and `-LE perf` leaves them out. Every measurement is held to a budget
at roughly ten times the recorded baseline, enforced only in an optimized
build at full scale.
Three things had to be got right before the numbers meant anything, and
each was wrong first:
- No error checking inside the clock. PASS and CATCH call
akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than
several of the calls being measured.
- Flush the renderer before stopping it. SDL batches, so the first version
measured queueing, reported a tilemap frame 250 times faster than it is,
and paid the real cost at teardown inside SDL_DestroyTexture.
- A drawing benchmark needs a raw-SDL control doing the same pixel work
with the same access pattern. With one, akgl_tilemap_draw turns out to
cost 0.2% of the frame it appeared to own: 16.26 ms against a control's
16.23 ms for the same 1200 blits. The rasterizer is the frame.
PERFORMANCE.md records the baseline, the frame budget it adds up to, and
what the numbers say -- including that the string pool's acquire is 64x
slower full than empty because it is a megabyte of PATH_MAX buffers, that a
handled missing-sprite condition costs nine times the update it replaces,
that text rasterizes and throws away a texture on every call, and that 28 MB
of the library's BSS is one akgl_Tilemap.
TODO.md gains a Performance section: five defects the stress tests found
that the unit suites do not reach (a tilemap load leaking five pooled
strings, two JSON accessors that turn pool exhaustion into a segfault
rather than AKGL_ERR_HEAP, akgl_game_update crashing without
akgl_game_init, and its actor update sweep running once per tilemap layer),
and eighteen targets with today's number and whether it is met.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
|
|
|
| **pools, total** | | | **1,851,392** |
|
|
|
|
|
| `akgl_Tilemap` (one, as `_akgl_gamemap`) | 1 | 26,388,008 | 26,388,008 |
|
|
|
|
|
| — of which layers | 16 | 1,120,296 | 17,924,736 |
|
|
|
|
|
| — of which tilesets | 16 | 528,944 | 8,463,104 |
|
|
|
|
|
|
|
|
|
|
**28 MB of BSS before `main` runs, and 94% of it is one tilemap.** A layer is
|
|
|
|
|
512x512 `int` cells whether the map is 512x512 or 2x2, and a tileset carries a
|
|
|
|
|
65,536-entry offset table whether the image holds 65,536 tiles or 1,728. This is
|
|
|
|
|
not a hypothetical cost: zeroing that struct is 1.37 ms, and `akgl_tilemap_load`
|
|
|
|
|
pays it before it has read a byte of the map file.
|
|
|
|
|
|
|
|
|
|
## Results: everything that does not draw
|
|
|
|
|
|
|
|
|
|
`tests/perf.c`, full scale. `ns/op` is the best of five runs; `ops/sec` is its
|
|
|
|
|
reciprocal.
|
|
|
|
|
|
|
|
|
|
| Benchmark | Unit | ns/op | ops/sec |
|
|
|
|
|
|---|---|---:|---:|
|
|
|
|
|
| `heap_next_actor`, empty pool | call | 4.0 | 248,392,158 |
|
|
|
|
|
| `heap_next_actor`, one slot left | call | 36.9 | 27,077,696 |
|
|
|
|
|
| heap string claim + release cycle | cycle | 49.8 | 20,084,967 |
|
|
|
|
|
| `heap_next_string`, empty pool | call | 3.9 | 255,059,748 |
|
|
|
|
|
| `heap_next_string`, one slot left | call | 250.9 | 3,986,007 |
|
|
|
|
|
| `heap_release_string`, 4 KiB wipe | call | 47.2 | 21,191,918 |
|
|
|
|
|
| `heap_init`, all five pools | call | 45,141 | 22,153 |
|
|
|
|
|
| actor spawn + release, library logging on | actor | 202.3 | 4,942,862 |
|
|
|
|
|
| actor spawn + release, logging suppressed | actor | 162.5 | 6,153,324 |
|
|
|
|
|
| `akgl_actor_set_character`, registry lookup | call | 39.3 | 25,438,092 |
|
|
|
|
|
| `akgl_set_property` | call | 96.9 | 10,316,516 |
|
|
|
|
|
| `akgl_get_property`, 4 KiB copy | call | 85.3 | 11,722,134 |
|
|
|
|
|
| `akgl_character_sprite_get`, state to sprite | call | 37.4 | 26,734,605 |
|
|
|
|
|
| `akgl_actor_update`, animation advancing | actor | 68.4 | 14,609,892 |
|
|
|
|
|
| `akgl_actor_update`, no sprite for state | actor | 616.5 | 1,621,937 |
|
|
|
|
|
| `akgl_physics_simulate`, 64 live actors | frame | 1,216.8 | 821,841 |
|
|
|
|
|
| `akgl_physics_simulate`, empty pool | frame | 63.9 | 15,650,101 |
|
|
|
|
|
| logic frame: 64 updates + simulate | frame | 5,763.1 | 173,517 |
|
|
|
|
|
| `akgl_rectangle_points` | call | 4.0 | 248,412,026 |
|
|
|
|
|
| `akgl_collide_rectangles`, overlapping | call | 24.9 | 40,181,108 |
|
|
|
|
|
| `akgl_collide_rectangles`, disjoint | call | 57.9 | 17,261,906 |
|
|
|
|
|
| all-pairs collision sweep, 64 actors (2016 pairs) | sweep | 115,023.6 | 8,694 |
|
|
|
|
|
| `akgl_string_initialize` | call | 32.1 | 31,197,432 |
|
|
|
|
|
| `akgl_string_copy`, full length | call | 32.2 | 31,075,004 |
|
|
|
|
|
| `json_load_file`, small document | load | 11,338.8 | 88,193 |
|
|
|
|
|
| `akgl_get_json_string_value` | call | 40.7 | 24,552,958 |
|
|
|
|
|
| `akgl_get_json_integer_value` | call | 13.8 | 72,704,562 |
|
|
|
|
|
| `akgl_path_relative`, `realpath` on an existing file | call | 3,481.5 | 287,232 |
|
|
|
|
|
|
|
|
|
|
## Results: everything that draws
|
|
|
|
|
|
|
|
|
|
`tests/perf_render.c`, full scale, 640x480 software renderer. The two **control**
|
|
|
|
|
rows are raw `SDL_RenderTexture` loops with no libakgl in the path.
|
|
|
|
|
|
|
|
|
|
| Benchmark | Unit | ns/op | ops/sec |
|
|
|
|
|
|---|---|---:|---:|
|
|
|
|
|
| `frame_start` + `frame_end` (clear + present) | frame | 23,161.7 | 43,175 |
|
|
|
|
|
| `akgl_draw_point` | call | 132.5 | 7,547,141 |
|
|
|
|
|
| `akgl_draw_line`, screen diagonal | call | 605.9 | 1,650,375 |
|
|
|
|
|
| `akgl_draw_rect`, 200x150 outline | call | 520.8 | 1,920,055 |
|
|
|
|
|
| `akgl_draw_filled_rect`, 200x150 | call | 43,695.1 | 22,886 |
|
|
|
|
|
| `akgl_draw_circle`, radius 64 | call | 2,516.2 | 397,423 |
|
|
|
|
|
| `akgl_draw_copy_region`, 64x64 readback | call | 954.7 | 1,047,471 |
|
|
|
|
|
| `akgl_draw_paste_region`, 64x64 upload | call | 5,352.1 | 186,841 |
|
|
|
|
|
| `akgl_draw_flood_fill`, full 640x480 target | call | 1,967,295.6 | 508 |
|
|
|
|
|
| `akgl_text_measure`, 15 characters | call | 37.3 | 26,804,657 |
|
|
|
|
|
| `akgl_text_rendertextat`, 15 characters | call | 12,601.7 | 79,354 |
|
|
|
|
|
| `akgl_sprite_load_json`, sheet already loaded | load | 17,011.3 | 58,784 |
|
|
|
|
|
| `akgl_character_load_json`, two mappings | load | 14,506.8 | 68,933 |
|
|
|
|
|
| `akgl_tilemap_load` + release, fixture map | load | 11,881,190.8 | 84 |
|
|
|
|
|
| zeroing one `akgl_Tilemap` | call | 1,372,396.7 | 729 |
|
|
|
|
|
| `akgl_tilemap_compute_tileset_offsets`, 1728 tiles | call | 2,240.8 | 446,264 |
|
|
|
|
|
| `akgl_tilemap_draw`, 40x30 tiles, 1 tileset | frame | 16,260,566.6 | 61 |
|
|
|
|
|
| `akgl_tilemap_draw`, 40x30 tiles, 8 tilesets | frame | 16,395,182.4 | 61 |
|
|
|
|
|
| **control**: raw SDL blits, one source tile | frame | 471,676.6 | 2,120 |
|
|
|
|
|
| **control**: raw SDL blits, map order | frame | 16,229,501.0 | 62 |
|
|
|
|
|
| `akgl_actor_render`, on camera | actor | 2,992.0 | 334,220 |
|
|
|
|
|
| `draw_world`, 1200 tiles + 64 actors | frame | 16,484,493.6 | 61 |
|
|
|
|
|
| `akgl_game_update`, full frame | frame | 16,576,902.2 | 60 |
|
|
|
|
|
|
|
|
|
|
## The frame budget
|
|
|
|
|
|
|
|
|
|
At 60 fps a frame is 16.67 ms. Here is where it goes for a 640x480 game with a
|
|
|
|
|
full screen of 16-pixel tiles and 64 actors:
|
|
|
|
|
|
|
|
|
|
| Part of the frame | Cost | Share of 16.67 ms |
|
|
|
|
|
|---|---:|---:|
|
|
|
|
|
| Logic: 64 actor updates + one physics sweep | 0.006 ms | 0.03% |
|
|
|
|
|
| All-pairs collision over 64 actors, if you do it | 0.115 ms | 0.7% |
|
|
|
|
|
| Clear + present | 0.023 ms | 0.1% |
|
|
|
|
|
| 64 actor renders (48x48 blits) | 0.191 ms | 1.1% |
|
|
|
|
|
| 1200 tile blits | 16.26 ms | 97.6% |
|
|
|
|
|
| Six lines of HUD text | 0.076 ms | 0.5% |
|
|
|
|
|
|
|
|
|
|
**Everything libakgl decides is free. The pixels are the whole frame.** Every
|
|
|
|
|
piece of bookkeeping this library does — pool scans, registry lookups, state-to-
|
|
|
|
|
sprite mapping, physics, the error-context machinery — adds up to well under 1%
|
|
|
|
|
of a frame that is 97% software rasterization. On a GPU backend those blits get
|
|
|
|
|
cheap and libakgl's own share rises, which is exactly why the per-operation
|
|
|
|
|
numbers above matter more than the frame totals.
|
|
|
|
|
|
|
|
|
|
## What the numbers say
|
|
|
|
|
|
|
|
|
|
### The tilemap draw is SDL, not libakgl — and I can prove it
|
|
|
|
|
|
|
|
|
|
`akgl_tilemap_draw` takes 16.26 ms for a 1200-tile screen. A raw
|
|
|
|
|
`SDL_RenderTexture` loop issuing the *same 1200 blits from the same scattered
|
|
|
|
|
source tiles* takes 16.23 ms. The library's own per-tile work — the bounds
|
|
|
|
|
arithmetic, the tileset scan, the offset-table lookup, the backend indirection,
|
|
|
|
|
the error macros — is **0.03 ms per frame, under 0.2%**.
|
|
|
|
|
|
|
|
|
|
That took three attempts to measure honestly. A control that walked the sheet
|
|
|
|
|
sequentially said libakgl cost 67%; a control that blitted one source tile over
|
|
|
|
|
and over said it cost 3400%. Both were wrong, and both were wrong the same way:
|
|
|
|
|
they changed the *memory access pattern of the source texture* rather than
|
|
|
|
|
isolating the library. A 16x16 tile read from a random place in a 768x576 sheet
|
|
|
|
|
costs about 13 µs on this software rasterizer; the same tile read from cache
|
|
|
|
|
costs 0.4 µs. That factor of thirty is the whole story, and none of it is
|
|
|
|
|
libakgl's.
|
|
|
|
|
|
|
|
|
|
Related: the `FIXME` in `src/tilemap.c` worrying that the per-tile tileset scan
|
|
|
|
|
"is probably not very efficient" is, at eight tilesets, worth **0.8% of the
|
|
|
|
|
frame** (16.40 ms vs 16.26 ms). It is a real O(tiles x tilesets) loop and it
|
|
|
|
|
should still be fixed, but it is not where the time is, and nobody should
|
|
|
|
|
reorganise the loader for it.
|
|
|
|
|
|
|
|
|
|
### The pools are linear scans, and only the string pool cares
|
|
|
|
|
|
|
|
|
|
Claiming an actor from an empty pool is 4.0 ns; claiming the last free slot is
|
|
|
|
|
36.9 ns — nine times the cost, and still nothing.
|
|
|
|
|
|
|
|
|
|
The string pool is the exception, and it is instructive. Claiming from an empty
|
|
|
|
|
string pool is 3.9 ns; claiming the *last free slot* is 250.9 ns, **64 times**
|
|
|
|
|
slower. Same algorithm, same 256-ish entries. The difference is that each
|
|
|
|
|
`akgl_String` is `PATH_MAX` + 4 bytes, so the scan touches one reference count
|
|
|
|
|
every 4 KiB and takes a cache miss on every candidate. A pool of 256 strings is
|
|
|
|
|
a megabyte, and walking it is walking a megabyte.
|
|
|
|
|
|
|
|
|
|
`akgl_heap_release_string` costs 47.2 ns because it `memset`s all 4,100 bytes
|
|
|
|
|
whether the string held a path or one character. Same for `akgl_string_copy`
|
|
|
|
|
(32.2 ns) and `akgl_get_property` (85.3 ns), which move `AKGL_MAX_STRING_LENGTH`
|
|
|
|
|
bytes unconditionally. None of these is expensive in isolation; all of them are
|
|
|
|
|
the same avoidable habit of paying for `PATH_MAX` when you used eleven bytes.
|
|
|
|
|
|
|
|
|
|
### Errors cost about ten times what success costs
|
|
|
|
|
|
|
|
|
|
`akgl_actor_update` on an actor whose character has a sprite for its state:
|
|
|
|
|
68.4 ns. The same call on an actor whose character does *not*: **616.5 ns**.
|
|
|
|
|
|
|
|
|
|
That path is not an error in any meaningful sense — the library handles
|
|
|
|
|
`AKERR_KEY` and carries on, and `akgl_actor_render` logs it and draws nothing.
|
|
|
|
|
It is a normal condition on a partly authored character. But raising it means
|
|
|
|
|
claiming a context out of `AKERR_ARRAY_ERROR`, formatting a message with
|
|
|
|
|
`vsnprintf`, appending a stack-trace frame, walking the `PROCESS` switch, and
|
|
|
|
|
releasing it again. Nine times the cost of the update it replaced.
|
|
|
|
|
|
|
|
|
|
The design conclusion is not "make errors cheaper". It is that a *routine*
|
|
|
|
|
condition should not be reported as an error. A character that has no sprite for
|
|
|
|
|
a state should answer that question with a boolean.
|
|
|
|
|
|
|
|
|
|
### `akgl_game_update` updates every actor sixteen times
|
|
|
|
|
|
|
|
|
|
`src/game.c:617` loops over `AKGL_TILEMAP_MAX_LAYERS`, and the actor sweep
|
|
|
|
|
nested inside it does not filter by layer. Every live actor's `updatefunc` runs
|
|
|
|
|
**16 times per frame**. At 68.4 ns per update and 64 actors that is 70 µs of
|
|
|
|
|
work to do 4.4 µs of work.
|
|
|
|
|
|
|
|
|
|
It is invisible in the frame total here because the tilemap blits are three
|
|
|
|
|
orders of magnitude larger. On a GPU backend, where the frame might be 2 ms, it
|
|
|
|
|
is 3.5% of the frame doing nothing. Filed in `TODO.md`.
|
|
|
|
|
|
|
|
|
|
### Text has no cache at all
|
|
|
|
|
|
|
|
|
|
`akgl_text_rendertextat` is 12.6 µs for fifteen characters: it rasterizes the
|
|
|
|
|
string, uploads it as a texture, blits it, and destroys the texture — every
|
|
|
|
|
call, every frame, for a score that changes once a second. Measuring the string
|
|
|
|
|
first with `akgl_text_measure` is 37.3 ns, i.e. free, which tells you the whole
|
|
|
|
|
cost is the rasterize-and-upload.
|
|
|
|
|
|
|
|
|
|
Six HUD readouts is 76 µs a frame. That is fine at 60 fps on this machine and it
|
|
|
|
|
is 4% of a 2 ms GPU frame. A one-line cache keyed on (font, string, colour)
|
|
|
|
|
would take it to nothing, and it is the single clearest optimisation in the
|
|
|
|
|
library.
|
|
|
|
|
|
|
|
|
|
### Loading is dominated by things that are not the file
|
|
|
|
|
|
|
|
|
|
A 2x2 fixture map with one tileset takes **11.9 ms** to load and release. Of
|
|
|
|
|
that, 1.37 ms — 11.5% — is `memset`ing the 26 MB `akgl_Tilemap` before anything
|
|
|
|
|
is read. Most of the rest is decoding the tileset PNG. The JSON is noise:
|
|
|
|
|
parsing a small document is 11.3 µs, and the accessors are 14-41 ns each.
|
|
|
|
|
|
|
|
|
|
`akgl_path_relative` is 3.5 µs, because it is a `realpath(3)` syscall. A map
|
|
|
|
|
naming twenty assets pays 70 µs. Also noise, but worth knowing it is a syscall
|
|
|
|
|
and not a string operation.
|
|
|
|
|
|
|
|
|
|
### The collision helpers are fine; the missing broad phase is the problem
|
|
|
|
|
|
|
|
|
|
`akgl_collide_rectangles` is 24.9 ns when the rectangles overlap (it returns at
|
|
|
|
|
the first corner that hits) and 57.9 ns when they do not (all eight corner tests
|
|
|
|
|
run). Both are fine.
|
|
|
|
|
|
|
|
|
|
What the library does not provide is a broad phase, so a caller that wants
|
|
|
|
|
collision writes the all-pairs loop: 2016 pairs for 64 actors, 115 µs a frame,
|
|
|
|
|
0.7% of a 60 fps budget. That is affordable. It is also O(n²): raise
|
|
|
|
|
`AKGL_MAX_HEAP_ACTOR` to 256 and the same loop is 32,640 pairs and 1.9 ms — over
|
|
|
|
|
10% of the frame, for a game that has done nothing yet.
|
|
|
|
|
|
|
|
|
|
### Spawning is cheap, and a third of it is a log line
|
|
|
|
|
|
|
|
|
|
An actor spawn — pool claim, `memset`, registry insert, release — is 202.3 ns
|
|
|
|
|
with the library's logging on and 162.5 ns with SDL's log priority raised so the
|
|
|
|
|
message is never formatted. **20% of a spawn is formatting a log line nobody
|
|
|
|
|
reads**, and that is with output going to a sink that throws it away; write it to
|
|
|
|
|
a terminal and it is far worse. `akgl_actor_initialize` and
|
|
|
|
|
`akgl_character_sprite_add` both log unconditionally at `INFO`.
|
|
|
|
|
|
|
|
|
|
## Defects these tests found
|
|
|
|
|
|
2026-07-31 14:42:41 -04:00
|
|
|
Six, and they are filed where defects live: `TODO.md`, under **Performance ->
|
|
|
|
|
Defects the perf suites found**, items 28-33, each with its file, line,
|
|
|
|
|
functional consequence, and what fixing it would touch. They are not repeated
|
|
|
|
|
here.
|
|
|
|
|
|
|
|
|
|
Worth saying in this document, because it is the argument for having written the
|
|
|
|
|
suites at all: stress testing breaks things unit tests do not reach. Two of the
|
|
|
|
|
six are process-killing — an error-context leak that aborted on the 129th path
|
|
|
|
|
resolution (fixed, with a regression test), and a pooled-string leak that turns
|
|
|
|
|
into a segfault rather than an `AKGL_ERR_HEAP` around the 52nd map load. Neither
|
|
|
|
|
is reachable by a suite that calls each function a handful of times, and neither
|
|
|
|
|
had anything to do with speed. They came out of loops that ran the same call ten
|
|
|
|
|
thousand times in one process, which is what a running game does and what
|
|
|
|
|
nothing else in this tree did.
|
Measure the library: perf suites, a recorded baseline, and targets
tests/perf.c and tests/perf_render.c drive the hot paths hard enough to
time them -- pool acquire and release at both ends of the scan, the
registry, the state-to-sprite lookup, the per-actor update and render, the
physics sweep, an all-pairs collision sweep, the JSON accessors, path
resolution, the drawing primitives, text, asset loading, a screenful of
tiles, and a whole frame through akgl_game_update. They are registered like
any other suite but carry the `perf` label, so `ctest -L perf` runs only
them and `-LE perf` leaves them out. Every measurement is held to a budget
at roughly ten times the recorded baseline, enforced only in an optimized
build at full scale.
Three things had to be got right before the numbers meant anything, and
each was wrong first:
- No error checking inside the clock. PASS and CATCH call
akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than
several of the calls being measured.
- Flush the renderer before stopping it. SDL batches, so the first version
measured queueing, reported a tilemap frame 250 times faster than it is,
and paid the real cost at teardown inside SDL_DestroyTexture.
- A drawing benchmark needs a raw-SDL control doing the same pixel work
with the same access pattern. With one, akgl_tilemap_draw turns out to
cost 0.2% of the frame it appeared to own: 16.26 ms against a control's
16.23 ms for the same 1200 blits. The rasterizer is the frame.
PERFORMANCE.md records the baseline, the frame budget it adds up to, and
what the numbers say -- including that the string pool's acquire is 64x
slower full than empty because it is a megabyte of PATH_MAX buffers, that a
handled missing-sprite condition costs nine times the update it replaces,
that text rasterizes and throws away a texture on every call, and that 28 MB
of the library's BSS is one akgl_Tilemap.
TODO.md gains a Performance section: five defects the stress tests found
that the unit suites do not reach (a tilemap load leaking five pooled
strings, two JSON accessors that turn pool exhaustion into a segfault
rather than AKGL_ERR_HEAP, akgl_game_update crashing without
akgl_game_init, and its actor update sweep running once per tilemap layer),
and eighteen targets with today's number and whether it is met.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
|
|
|
|
|
|
|
|
## What this report does not cover
|
|
|
|
|
|
|
|
|
|
- **One machine.** No ARM, no Raspberry Pi, no Windows, no macOS. The ratios
|
|
|
|
|
should travel; the absolute numbers will not.
|
|
|
|
|
- **No GPU backend.** Everything drawing-related is a software rasterizer under
|
|
|
|
|
the dummy video driver. The share of a frame that belongs to libakgl is a
|
|
|
|
|
floor, not an estimate.
|
|
|
|
|
- **No audio.** `src/audio.c` is not benchmarked at all; the mixer under the
|
|
|
|
|
dummy driver does not do the work a real device would.
|
|
|
|
|
- **No controller input.** The event path is driven by SDL and has no gamepad to
|
|
|
|
|
drive it under the dummy driver.
|
Check memory with the suites that already exist
`cmake --build build --target memcheck` runs every registered CTest suite
under valgrind. There are no new test programs, and there should not be any:
tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark
scale to 0.0005, which turns the perf suites into the broadest path coverage
in the tree at a cost valgrind can survive. A benchmark walks one path a
hundred thousand times; a leak check wants every path walked once. Same
binaries, one flag apart, and the whole run is about thirty seconds.
scripts/memcheck.sh wraps `ctest -T memcheck` because that command records
defects and still exits 0, which cannot gate anything. It also forces the
headless drivers, so the vendor GPU stack is never loaded -- that removes
thousands of unfixable findings inside amdgpu_dri.so without suppressing
anything, and it is what the suites are written for anyway. Only definite
losses, invalid accesses and uninitialised reads count; "still reachable" is
what SDL and FreeType keep for the process lifetime and says nothing about
this library. The three suppressions in scripts/valgrind.supp are each a
decision that a finding belongs to somebody else.
Six defects, all filed in TODO.md under "Memory checking", the first of
which is the one that matters: not one of the four json_load_file calls in
src/ is ever matched by a json_decref, so every asset load abandons its
parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of
the 2x2 fixture map, and on the order of a megabyte for a real one. A game
that reloads a level on death leaks a level's worth of JSON every time.
akgl_get_property also reads up to 4 KiB past the end of every property
value it copies, and the savegame name tables read past the end of every
registry key and write what they find into the file.
tests/util.c zeroes three fixtures it used to leave as stack garbage. The
library was never at fault there -- the tests handed it uninitialised floats
and then made one real call with them -- but sixteen findings of noise in a
new gate is how a gate gets ignored.
The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same
property to the checked run, where everything is twenty times slower.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:59:57 -04:00
|
|
|
- **No heap profiling beyond the static footprint.** Nothing here measures peak
|
|
|
|
|
or steady-state heap usage. Correctness of the heap *is* covered now, by
|
|
|
|
|
`cmake --build build --target memcheck`, which runs these same binaries under
|
|
|
|
|
valgrind — `tests/benchutil.h` cuts the iteration counts by three orders of
|
|
|
|
|
magnitude when it finds itself there, so a benchmark becomes a path-coverage
|
|
|
|
|
program. That run found six more defects, including a leak of the parsed JSON
|
|
|
|
|
document in every asset loader; they are in `TODO.md` under **Memory
|
|
|
|
|
checking**. What is still missing is a profile: how much a running game
|
|
|
|
|
actually holds at once, and how that grows over an hour.
|
Measure the library: perf suites, a recorded baseline, and targets
tests/perf.c and tests/perf_render.c drive the hot paths hard enough to
time them -- pool acquire and release at both ends of the scan, the
registry, the state-to-sprite lookup, the per-actor update and render, the
physics sweep, an all-pairs collision sweep, the JSON accessors, path
resolution, the drawing primitives, text, asset loading, a screenful of
tiles, and a whole frame through akgl_game_update. They are registered like
any other suite but carry the `perf` label, so `ctest -L perf` runs only
them and `-LE perf` leaves them out. Every measurement is held to a budget
at roughly ten times the recorded baseline, enforced only in an optimized
build at full scale.
Three things had to be got right before the numbers meant anything, and
each was wrong first:
- No error checking inside the clock. PASS and CATCH call
akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than
several of the calls being measured.
- Flush the renderer before stopping it. SDL batches, so the first version
measured queueing, reported a tilemap frame 250 times faster than it is,
and paid the real cost at teardown inside SDL_DestroyTexture.
- A drawing benchmark needs a raw-SDL control doing the same pixel work
with the same access pattern. With one, akgl_tilemap_draw turns out to
cost 0.2% of the frame it appeared to own: 16.26 ms against a control's
16.23 ms for the same 1200 blits. The rasterizer is the frame.
PERFORMANCE.md records the baseline, the frame budget it adds up to, and
what the numbers say -- including that the string pool's acquire is 64x
slower full than empty because it is a megabyte of PATH_MAX buffers, that a
handled missing-sprite condition costs nine times the update it replaces,
that text rasterizes and throws away a texture on every call, and that 28 MB
of the library's BSS is one akgl_Tilemap.
TODO.md gains a Performance section: five defects the stress tests found
that the unit suites do not reach (a tilemap load leaking five pooled
strings, two JSON accessors that turn pool exhaustion into a segfault
rather than AKGL_ERR_HEAP, akgl_game_update crashing without
akgl_game_init, and its actor update sweep running once per tilemap layer),
and eighteen targets with today's number and whether it is met.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
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- **Single-threaded throughout.** The library is not thread-safe by design
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(`akgl_game_state_lock` guards one field), and nothing here tests contention.
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