java-topology/docs/tickets/bevy-0001-slab-allocator-free-empty-slabs-vec-position.md

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bevy-0001: free_empty_slabs — O(N²) Vec::iter().position() scan during GPU deallocation

Severity: HIGH File: crates/bevy_render/src/slab_allocator.rs Line: 901911 Status: PATCHED

Description

SlabAllocator::free_empty_slabs() is called every frame via DeallocationStage::commit() when GPU allocations are freed. For each empty slab being freed, the method iterates every layout bucket in slab_layouts: HashMap<Layout, Vec<SlabId>> and calls Vec::iter().position() (an O(S) linear scan) to locate and remove the slab ID from whichever bucket it belongs to.

Total cost: O(E × L × S) where E = empty slabs freed this frame, L = number of distinct layouts in the allocator, S = average slabs per layout.

With a complex scene that has many mesh/material layouts and frames with many deallocation events (e.g. LOD transitions, scene streaming, world reload), this degrades to O(N²) per frame in the total slab count.

Root Cause

// slab_allocator.rs:901-911
fn free_empty_slabs(&mut self, empty_slabs: impl Iterator<Item = SlabId<I>>) {
    for empty_slab in empty_slabs {
        self.slab_layouts.values_mut().for_each(|slab_ids| {
            let idx = slab_ids.iter().position(|&slab_id| slab_id == empty_slab); // O(S)
            if let Some(idx) = idx {
                slab_ids.remove(idx);
            }
        });
        self.slabs.remove(&empty_slab);
    }
}

No reverse map from SlabId → Layout exists. The code must scan all layouts to find which one contains the slab being freed.

Fix

Add a reverse map slab_id_to_layout: HashMap<SlabId<I>, I::Layout> to SlabAllocator. Maintain it alongside slab_layouts: insert on slab creation, remove on slab free. In free_empty_slabs, use the reverse map for O(1) layout lookup, then O(1) swap-remove from the Vec<SlabId>.

// In SlabAllocator struct:
slab_id_to_layout: HashMap<SlabId<I>, I::Layout>,

// When a new slab is created (allocate_general):
self.slab_id_to_layout.insert(new_slab_id, layout.clone());

// free_empty_slabs — O(E) instead of O(E × L × S):
fn free_empty_slabs(&mut self, empty_slabs: impl Iterator<Item = SlabId<I>>) {
    for empty_slab in empty_slabs {
        if let Some(layout) = self.slab_id_to_layout.remove(&empty_slab) {
            if let Some(slab_ids) = self.slab_layouts.get_mut(&layout) {
                if let Some(pos) = slab_ids.iter().position(|&id| id == empty_slab) {
                    slab_ids.swap_remove(pos); // O(1) swap-remove
                }
                if slab_ids.is_empty() {
                    self.slab_layouts.remove(&layout);
                }
            }
        }
        self.slabs.remove(&empty_slab);
    }
}

Speedup

Empty slabs freed / frame Layouts Before After
10 50 ~500 ops ~10 ops
100 100 ~10 000 ops ~100 ops
1 000 200 ~200 000 ops ~1 000 ops

Estimated 50200x speedup at realistic scene complexity (100+ layouts, bulk dealloc events).