# libakgl performance baseline This is where the library actually spends its time, measured rather than guessed. 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 `tests/perf.c` and `tests/perf_render.c`. Read it in this order if you only want the short version: **the frame budget** is the part that matters, **what the numbers say** is the argument, and **defects these tests found** is the part that cost me a day. ## Reproducing it ```sh cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo cmake --build build --parallel ctest --test-dir build -L perf --output-on-failure ``` Both suites print a table and exit non-zero if any measurement blew its budget. They are ordinary CTest tests, so `ctest --test-dir build` runs them along with everything else; `ctest --test-dir build -LE perf` leaves them out when you only want the unit suites. `AKGL_BENCH_SCALE` scales every iteration count — `AKGL_BENCH_SCALE=0.1` for a quick look, `10` for a long one. Below 1.0 the budgets are reported but not enforced, because a short run is a noisy one. The whole thing takes about 30 seconds: 4 s for `perf`, 25 s for `perf_render`. ## The machine | | | |---|---| | CPU | AMD Ryzen 5 7535HS, 6 cores / 12 threads, 4.6 GHz max | | Memory | 62 GiB | | OS | Linux 6.8.0-136-generic | | Compiler | gcc 13.3.0, `-DCMAKE_BUILD_TYPE=RelWithDebInfo` (`-O2 -g`) | | SDL | vendored SDL 3.4.8, `dummy` video driver, `software` renderer | | Target | 640x480, offscreen | One machine, one build type, one afternoon. Treat the absolute numbers as this laptop's and the *ratios* as the library's. ## How it is measured - **Best of five.** Each benchmark runs five times and the harness keeps the fastest. The mean is the wrong statistic on a shared machine: every source of noise makes a run slower and none makes it faster. - **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. The timed loop stashes the context and checks it after the clock stops. - **The renderer is flushed inside the measurement.** SDL batches: a `draw_*` call queues a command and returns. The first version of this suite measured *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. - **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. - **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. **The renderer caveat, stated once and loudly.** These draw benchmarks run 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, 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. ## Static footprint libakgl does not call `malloc`. Every one of these arrays exists from process start whether the game uses one slot or all of them. | Pool | Slots | Bytes each | Total | |---|---:|---:|---:| | `HEAP_ACTOR` | 64 | 400 | 25,600 | | `HEAP_SPRITE` | 1024 | 176 | 180,224 | | `HEAP_SPRITESHEET` | 1024 | 536 | 548,864 | | `HEAP_CHARACTER` | 256 | 184 | 47,104 | | `HEAP_STRING` | 256 | 4,100 | 1,049,600 | | **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 Stress testing is worth doing because it breaks things that unit tests do not. All six of these came out of writing this suite. Each is filed in `TODO.md` with its file, line, and blast radius. 1. **`akgl_path_relative` leaked an error context per call** on the root-fallback branch, because the branch `return`ed from inside its `HANDLE` block and so skipped the `RELEASE_ERROR` in `FINISH`. The 129th such call exhausted `AKERR_ARRAY_ERROR` and **aborted the process**. Every map load resolves several paths this way. *Fixed in this change*, with a regression test in `tests/util.c` that resolves 256 paths and asserts the pool is where it started. 2. **`akgl_tilemap_load` leaks five pooled strings per load** that `akgl_tilemap_release` does not give back. The 52nd map load in a process finds the string pool empty. Not fixed — it needs the loader gone over properly, and that deserves its own commit. 3. **`akgl_get_json_string_value` turns pool exhaustion into a segfault.** It finishes with `FINISH(errctx, false)`, so a failed `akgl_heap_next_string` is swallowed, and the next line dereferences the pointer it never set (`src/json_helpers.c:91`). This is what defect 2 actually looks like from the outside: not `AKGL_ERR_HEAP`, a crash. 4. **`akgl_game_update` segfaults if `akgl_game_init` did not run.** `akgl_game_updateFPS` calls `game.lowfpsfunc` through an unguarded pointer on every frame under 30 fps, which includes the first frame. That is precisely the path `renderer.h` documents for an embedder — `akgl_render_bind2d` over a window the host already owns. 5. **`akgl_game_update`'s 16x update multiplier**, above. 6. **`akgl_heap_release_character` leaks the character's `state_sprites` property set** and never drops the references it took on its sprites. Already documented in `heap.h`; this suite makes it observable, since a benchmark that loads a character 10,000 times leaks 10,000 property sets. ## 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. - **No memory profiling beyond the static footprint.** The leaks above were found by counting pool slots, not by valgrind or ASan. A run under either would likely find more. - **Single-threaded throughout.** The library is not thread-safe by design (`akgl_game_state_lock` guards one field), and nothing here tests contention.