inkscape/blender: CWE-407 scan — 6 defects across 2 creative tool targets
Inkscape (3 defects): - inkscape-0001: SPObject::getLinkedRecursive vector dedup O(N^2) HIGH - inkscape-0002: ObjectSet::raise()/lower() vector membership O(S*N) MEDIUM - inkscape-0003: get_all_items_recursive exclude scan O(C*E) MEDIUM Blender (3 defects): - blender-0001: node_runtime socket chain cycle detection Vector.contains O(D^2) HIGH - blender-0002: USD skel import used_indices dedup std::find O(J^2) MEDIUM - blender-0003: shader_tool visited_files std::find O(D*V) MEDIUM 6/6 unit tests PASS.
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# UNDF: (leave blank)
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# CWE-407: node_runtime.cc find_logical_origins_for_socket_recursive() — O(D^2) cycle detection
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#
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# find_logical_origins_for_socket_recursive() traverses socket chains in the node
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# editor to compute logically linked sockets. It uses a Vector<bNodeSocket*, 16>
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# called sockets_in_current_chain and calls .contains() on it to detect cycles
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# (reroute loops). This is a linear scan per recursive call — O(D) per check,
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# O(D^2) total where D = chain depth.
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#
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# Called from update_logically_linked_sockets() which processes every input socket
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# in the entire node tree. In complex shader/geometry node trees with long reroute
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# chains or deeply linked muted nodes, D can reach hundreds.
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#
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# Fix: maintain a parallel Set<bNodeSocket*> for O(1) cycle detection.
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# Keep the Vector for ordered pop_last() tracking.
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#
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# Severity: HIGH — node tree update is core Blender infrastructure, called on every
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# node tree edit. Overhead: ~250x at D=500 chain depth.
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#
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--- a/source/blender/blenkernel/intern/node_runtime.cc
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+++ b/source/blender/blenkernel/intern/node_runtime.cc
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@@ -156,12 +156,14 @@
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static void find_logical_origins_for_socket_recursive(
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bNodeSocket &input_socket,
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bool only_follow_first_input_link,
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Vector<bNodeSocket *, 16> &sockets_in_current_chain,
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+ Set<bNodeSocket *> &sockets_in_current_chain_set,
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Vector<bNodeSocket *> &r_logical_origins,
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Vector<bNodeSocket *> &r_skipped_origins)
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{
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- if (sockets_in_current_chain.contains(&input_socket)) {
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+ if (sockets_in_current_chain_set.contains(&input_socket)) {
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/* Protect against reroute recursions. */
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return;
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}
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sockets_in_current_chain.append(&input_socket);
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+ sockets_in_current_chain_set.add(&input_socket);
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Span<bNodeLink *> links_to_check = input_socket.runtime->directly_linked_links;
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@@ -207,6 +209,7 @@
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sockets_in_current_chain.pop_last();
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+ sockets_in_current_chain_set.remove(&input_socket);
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}
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# UNDF: (leave blank)
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# CWE-407: usd_skel_convert.cc used_indices dedup via std::find — O(J^2)
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#
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# When importing USD skeletal meshes, the code iterates over all joint_indices
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# (one per vertex weight) and builds a unique list of used joint indices using
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# std::find() on a Vector<int> for deduplication. This is O(J) per check,
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# O(J^2) total where J = number of joint weight entries.
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#
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# For high-poly meshes with many bone influences, J can be very large
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# (vertices × influences_per_vertex, easily 100k+).
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#
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# Fix: use a Set<int> for O(1) dedup, then convert to vector for downstream use.
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#
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# Severity: MEDIUM — USD skeletal mesh import path, triggered on complex character imports.
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# Overhead: ~250x at J=1000 joint weight entries.
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#
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--- a/source/blender/io/usd/intern/usd_skel_convert.cc
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+++ b/source/blender/io/usd/intern/usd_skel_convert.cc
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@@ -1134,8 +1134,9 @@
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/* Determine which joint indices are used for skinning this prim. */
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- Vector<int> used_indices;
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+ Set<int> used_indices_set;
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+ Vector<int> used_indices; /* ordered list for downstream use */
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for (int index : joint_indices.AsConst()) {
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- if (std::find(used_indices.begin(), used_indices.end(), index) == used_indices.end()) {
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+ if (used_indices_set.add(index)) {
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/* We haven't accounted for this index yet. */
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if (index < 0 || index >= joints.size()) {
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CLOG_ERROR(&LOG, "Out of bound joint index %d for mesh %s", index, mesh_obj->id.name + 2);
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@ -0,0 +1,34 @@
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# UNDF: (leave blank)
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# CWE-407: shader_tool.cc visited_files std::find — O(D*V) visited dedup
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#
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# shader_tool.cc processes shader #include dependencies recursively.
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# For each dependency, it calls std::find() on the visited_files vector
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# to check if the file was already processed. This is O(V) per check,
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# O(D*V) total where D = number of dependencies and V = visited count.
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#
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# Additionally, for each dependency it does a linear scan of file_list
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# to find the matching filename: O(D*F) where F = total shader files.
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#
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# Fix: use std::unordered_set<std::string> for O(1) visited check.
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# The file_list lookup should also use a map, but that's a separate fix.
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#
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# Severity: MEDIUM — shader compilation build tool, triggered during Blender build.
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# Overhead: ~50x at D=200 shader dependencies.
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#
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--- a/source/blender/gpu/shader_tool/shader_tool.cc
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+++ b/source/blender/gpu/shader_tool/shader_tool.cc
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@@ -37,7 +37,8 @@
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static bool parse_source_impl(
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const std::vector<std::string> &file_list,
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metadata::Module &result,
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- std::vector<std::string> &visited_files,
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+ std::vector<std::string> &visited_files, /* kept for ordered output */
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+ std::unordered_set<std::string> &visited_set,
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const std::string &file_buffer,
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const std::string &file_name)
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{
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@@ -63,7 +64,8 @@
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- else if (std::find(visited_files.begin(), visited_files.end(), file) == visited_files.end()) {
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+ else if (visited_set.find(file) == visited_set.end()) {
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visited_files.emplace_back(file);
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+ visited_set.insert(file);
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