Commit Graph

6 Commits

Author SHA1 Message Date
4e32328681 Remove the corner helpers akgl_collide_rectangles no longer uses
Some checks failed
libakgl CI Build / cmake_build (push) Failing after 21s
libakgl CI Build / performance (push) Failing after 21s
libakgl CI Build / memory_check (push) Failing after 17s
libakgl CI Build / mutation_test (push) Failing after 19s
akgl_rectangle_points, akgl_collide_point_rectangle, akgl_Point and
akgl_RectanglePoints go. They were the intermediate form of an implementation
that changed: akgl_collide_rectangles was eight corner-containment tests built on
them, and it has been four span comparisons since the cross-case fix. Nothing
outside tests/ called either function, and a point-in-rectangle test is four
comparisons a caller can write without a struct conversion in front of them.

akgl_collide_rectangles stays. It has two correct callers in the sidescroller
asking a game-level overlap question -- a coin, a hazard, from an updatefunc --
where a bool is the whole answer and a proxy plus a narrowphase call would be
computing a normal nothing reads. TODO.md records the split rather than leaving
it to be rediscovered.

Public API removal, so 194 exported akgl_ symbols against 196, and the manual's
counts move with them. The perf suite loses its rectangle_points row; the
all-pairs sweep stays as the control it is now labelled, and PERFORMANCE.md says
what 0.8.0 measured against it -- 188.5 us for 32,640 pairs at 256 actors, where
a whole step with collision attached is 54.1 us doing strictly more.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 08:09:42 -04:00
986c80d0ec Bump to 0.8.0, close Target 12, and record what is still missing
Collision changed the collide slot's signature and grew four public structs, so
this is an ABI break and the soname moves to libakgl.so.0.8. The manual's counts
move with it: 195 functions across 23 headers, 183 of which return an error
context.

Target 12 -- "collision for 256 actors under 2 ms without the caller writing a
broad phase" -- is met. A new benchmark times the whole step with a world
attached, which is the number the target is actually about rather than a
narrowphase call in isolation: 15.4 us at 64 actors, and 54.1 us at 256 in a
purpose-built -DAKGL_MAX_HEAP_ACTOR=256 configuration. Over that 4x range the
step grew 3.5x while the all-pairs control grew 15.6x, which is the n-squared
the index exists to avoid. Plan item 7 is rewritten to record what shipped and
why both partitioners exist; the Construct and Phaser citations stay.

Three new TODO entries. Actor rotation, scoped to the five places it touches and
the one place it does not -- collision_support is written so rotating `dir` in
and the answer back is the whole narrowphase change, and rotational *response*
is explicitly a different piece of work. The swept narrowphase FLAG_BULLET
reserves, with the tunnelling arithmetic written out so a game can check its own
numbers against 1280 px/s. And the ccd arena being single-threaded and sized by
measurement at 7,264 bytes per GJK/EPA box pair.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 07:53:30 -04:00
fcad2822a9 Measure collision, and say which numbers moved for what reason
Seven new benchmark rows, budgets set from a measured full-scale run rather
than guessed, and the three existing rows the work moved re-recorded from that
same run. The all-pairs sweep stays and is relabelled `control:` -- it is the
cost a caller paid before the library had a broad phase, measured on the same
machine in the same run, which is the only honest way to read a reduction.

What the numbers say:

- The box fast path is two to seven times cheaper than the general solver, and
  the disjoint case is cheaper still because the proxies' bounds reject it before
  any shape arithmetic runs. 9 to 20 ns is what a tile game actually pays.
- The grid beats the tree by 2.6x on the same population, which is the argument
  for the default measured here rather than cited from another engine. The tree
  also rebuilds on every move and that is not in its row, so a moving scene is
  worse than 2.6x.
- A grid `move` that changes nothing is 11.5 ns. That is the incremental claim
  in one number.

Two rows moved on a backend with **no collision world attached**, so no
collision code runs in either, and the commit says so rather than letting the
feature take credit:

- akgl_Actor grew from 415 to 464 bytes -- a 40-byte shape, an override flag and
  a proxy pointer. The step sweeps the whole pool, so that is about 3 KB more
  working set per frame. The empty-pool row is unchanged at 58.7 ns, which is
  what identifies the cost as per live actor rather than per slot.
- Reaching the collision check through CATCH cost more than the check. PASS and
  CATCH call akerr_valid_error_address, which walks AKERR_ARRAY_ERROR, so an
  early-returning function is not free when it is reached through one. The
  no-collision path now routes around the machinery entirely, which took the
  64-actor sweep from 2,018.7 ns back to 1,588.5. AGENTS.md records that lesson
  for writing benchmarks; this is the same thing in production code.

The remainder is the struct, and it is paid whether or not a game uses
collision.

Co-Authored-By: Claude Code <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 07:13:53 -04:00
e4aa6a5084 Take libakerror 2.0.1 and drop the workaround it makes obsolete
Some checks failed
libakgl CI Build / cmake_build (push) Failing after 20s
libakgl CI Build / performance (push) Failing after 19s
libakgl CI Build / memory_check (push) Failing after 15s
libakgl CI Build / mutation_test (push) Failing after 17s
Every libakgl test suite could report success while failing. libakerror's
default unhandled-error handler ended in exit(errctx->status), an exit
status is one byte wide, and libakgl's band starts at 256 -- so
AKGL_ERR_SDL, the most common failure a library built on SDL can have,
exited 0 and CTest recorded a pass. tests/character.c aborted at its
second of four tests on a bad renderer and was green for months.

0.5.0 worked around that here with TEST_TRAP_UNHANDLED_ERRORS() in
tests/testutil.h, and TODO.md ended the entry saying any consumer's
suites have the same problem and it was worth raising upstream. It was.
2.0.1 fixes it at the source: akerr_exit() owns the mapping and the
default handler calls it, so 0 exits 0, 1 through 255 exit themselves,
and anything else exits AKERR_EXIT_STATUS_UNREPRESENTABLE (125). The
trap and its 21 call sites are gone.

Verified by putting the original failure back rather than by reading the
release notes: a FAIL_BREAK(AKGL_ERR_SDL) in tests/character.c's main
exits 125 and CTest reports a failure. A standalone consumer raising the
same status unhandled exits 125 where it exited 0 before.

tests/actor.c installs its own handler and called exit(errctx->status)
from it, which is the same defect one layer up. It calls akerr_exit()
now.

2.0.0 also makes the error pool and the status registry thread safe,
which libakgl needs more than it knew: audio_stream_callback raises
error contexts on SDL's audio thread. With an unlocked pool that
callback and the main thread could scan AKERR_ARRAY_ERROR at the same
time and be handed the same slot. The comment there says so.

This is a hard dependency floor, not a preference. 2.0.0 moved
__akerr_last_ignored to thread-local storage and made akerr_next_error()
return a context that already holds its reference, and both expand at
libakgl's call sites -- and at a consumer's, because akerror.h is part
of libakgl's public interface. Mixing headers and libraries across that
line double-counts every reference and never returns a pool slot. The
soname moved to libakerror.so.2; include/akgl/error.h now also feature-
tests AKERR_EXIT_STATUS_UNREPRESENTABLE, which is the narrowest probe
for 2.0.1 since libakerror publishes no version macro.

0.7.0 for that reason: libakgl's own ABI is unchanged, but the one it
re-exports through its headers is not.

TODO.md records the pkg-config gap this makes sharper -- akgl.pc names
no dependencies at all, so nothing tells a pkg-config consumer which
libakerror it needs.

Clean build, 26/26 ctest, memcheck clean, warning-clean at -Wall
-Werror. libakgl.so.0.7 links libakerror.so.2.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01B8T5FAYXE8HEJqFLCYwNNc
2026-08-01 13:05:43 -04:00
9924d74dcc 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>
2026-08-01 07:33:35 -04:00
bcd49fc5b1 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