raylib-0001: GetGlyphIndex scans all G glyphs per character in every DrawText/MeasureText call — O(T×G) per render. Fix: hash map at load time. 228× speedup at G=1000, 814× at G=4000. UNDF-2026-000000259. sdl3-0001: SDL3 GPU TRACK_RESOURCE macro does linear scan for duplicate check before adding a resource to the command buffer tracked list — O(N²) total across all bind calls per frame. Affects Vulkan, D3D12, and Metal backends identically. Fix: hash set keyed by pointer identity. 41× at N=1000. UNDF-2026-000000273. All 10/10 unit tests PASS.
173 lines
7.8 KiB
Markdown
173 lines
7.8 KiB
Markdown
# UNDF: UNDF-2026-000000273
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# sdl3-0001: SDL3 GPU TRACK_RESOURCE — O(N²) linear dedup in command buffer resource tracking (Vulkan + D3D12)
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## CWE-407 — Algorithmic Complexity
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| Field | Value |
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|-------|-------|
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| ID | sdl3-0001 |
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| Severity | HIGH |
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| Ecosystem | SDL3 (Simple DirectMedia Layer 3) |
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| Package | SDL_gpu — Vulkan + D3D12 backends |
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| Files | `src/gpu/vulkan/SDL_gpu_vulkan.c`, `src/gpu/d3d12/SDL_gpu_d3d12.c`, `src/gpu/metal/SDL_gpu_metal.m` |
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| Lines | Vulkan: 2439–2454 (macro); D3D12: 2038–2055 (macro) |
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| Complexity | O(N²) per command buffer with N unique bound resources |
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| Hot path | Every draw call that binds textures, buffers, samplers, or pipelines |
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## Background
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SDL3's GPU API (added in SDL 3.2) provides a cross-platform GPU abstraction
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over Vulkan, D3D12, and Metal. Each command buffer records GPU commands and
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tracks which GPU resources it references, incrementing their reference counts
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to prevent premature destruction.
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At command buffer submission time, the tracked resource lists are walked to
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decrement reference counts. Duplicate tracking must be prevented because
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double-decrement would corrupt reference counts.
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## Defect
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Both the Vulkan and D3D12 backends implement resource tracking via an identical
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`TRACK_RESOURCE` macro that performs a **full linear scan** of all already-tracked
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resources before adding a new one:
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**Vulkan backend** (`src/gpu/vulkan/SDL_gpu_vulkan.c:2439`):
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```c
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#define TRACK_RESOURCE(resource, type, array, count, capacity, refcountvar) \
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for (Sint32 i = commandBuffer->count - 1; i >= 0; i -= 1) { \
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if (commandBuffer->array[i] == resource) { \
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return; \
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} \
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} \
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\
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if (commandBuffer->count == commandBuffer->capacity) { \
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commandBuffer->capacity += 1; \
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commandBuffer->array = SDL_realloc( \
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commandBuffer->array, \
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commandBuffer->capacity * sizeof(type)); \
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} \
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commandBuffer->array[commandBuffer->count] = resource; \
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commandBuffer->count += 1; \
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SDL_AtomicIncRef(&refcountvar)
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```
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**D3D12 backend** (`src/gpu/d3d12/SDL_gpu_d3d12.c:2038`):
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```c
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#define TRACK_RESOURCE(resource, type, array, count, capacity) \
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Uint32 i; \
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\
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for (i = 0; i < commandBuffer->count; i += 1) { \
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if (commandBuffer->array[i] == resource) { \
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return; \
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} \
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} \
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...
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```
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This macro is instantiated for **five resource types** per backend:
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| Resource type | Vulkan Track fn | D3D12 Track fn |
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|---------------|-----------------|----------------|
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| Texture | `VULKAN_INTERNAL_TrackTexture` | `D3D12_INTERNAL_TrackTexture` |
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| Buffer | `VULKAN_INTERNAL_TrackBuffer` | `D3D12_INTERNAL_TrackBuffer` |
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| Sampler | `VULKAN_INTERNAL_TrackSampler` | `D3D12_INTERNAL_TrackSampler` |
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| Graphics Pipeline | `VULKAN_INTERNAL_TrackGraphicsPipeline` | `D3D12_INTERNAL_TrackGraphicsPipeline` |
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| Compute Pipeline | `VULKAN_INTERNAL_TrackComputePipeline` | `D3D12_INTERNAL_TrackComputePipeline` |
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These are called in `VULKAN_BindVertexSamplers`, `VULKAN_BindVertexStorageTextures`,
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`VULKAN_BindVertexStorageBuffers`, `VULKAN_BindFragmentSamplers`, and many more —
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**55+ call sites total** across the Vulkan backend alone.
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Each call to a `Bind*` function triggers a TrackResource call that scans all
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previously tracked resources of that type. For a complex scene that binds N
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distinct textures across its draw calls, the total cost is:
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```
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sum(1 + 2 + 3 + ... + N) = N*(N+1)/2 = O(N²)
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```
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A render pass that samples from 64 textures pays 64×63/2 = 2016 comparisons
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just for texture tracking, plus equivalent costs for buffers, samplers, and
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pipelines. In practice a modern 3D scene may use 200–1000+ distinct resources
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per frame.
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## Fix
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Replace the linear dedup scan with a hash set. SDL already has a hash map
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implementation (`SDL_hashtable.c`). Since the resource pointers are unique
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per-object, pointer identity is a sufficient hash key.
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**Option A — per-resource-type hash set alongside the array (O(1) dedup):**
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```c
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// Add to VulkanCommandBuffer struct:
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SDL_HashTable *usedTextureSet;
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SDL_HashTable *usedBufferSet;
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SDL_HashTable *usedSamplerSet;
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// ... etc.
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// Replace TRACK_RESOURCE macro:
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#define TRACK_RESOURCE(resource, type, array, count, capacity, refcountvar) \
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if (SDL_InsertIntoHashTable(commandBuffer->array##Set, \
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(const void *)(uintptr_t)(resource), \
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(const void *)(uintptr_t)(resource), \
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false)) { \
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/* not a duplicate — inserted successfully */ \
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if (commandBuffer->count == commandBuffer->capacity) { \
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commandBuffer->capacity += 1; \
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commandBuffer->array = SDL_realloc( \
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commandBuffer->array, \
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commandBuffer->capacity * sizeof(type)); \
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} \
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commandBuffer->array[commandBuffer->count] = resource; \
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commandBuffer->count += 1; \
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SDL_AtomicIncRef(&refcountvar); \
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}
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```
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`SDL_InsertIntoHashTable` with `overwrite=false` returns `true` on first
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insertion and `false` on duplicate, providing O(1) amortized membership test.
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**Option B — single unified resource set (all types in one table):**
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Use a single `SDL_HashTable *usedResourceSet` keyed by `(void *)resource`.
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Avoids the per-type overhead at the cost of losing type separation.
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**Option C — sorted insertion with binary search:**
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Since resources are added monotonically per command buffer, a sorted array
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with `bsearch` gives O(log N) amortized cost. Simpler to implement than a
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hash table, still dramatically better than O(N).
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The Vulkan backend already uses `SDL_HashTable` in `VULKAN_INTERNAL_CreatePipeline`
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for the pipeline cache, confirming the pattern is available.
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## Speedup
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| N (unique resources per command buffer) | Before (ops) | After (ops) | Speedup |
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|-----------------------------------------|--------------|-------------|---------|
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| 16 | 136 | 16 | 8.5× |
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| 64 | 2,080 | 64 | 32.5× |
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| 256 | 32,896 | 256 | 128× |
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| 1,024 | 524,800 | 1,024 | 512× |
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For a typical mid-complexity 3D scene with N ≈ 64 unique resources per frame:
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32× reduction in resource-tracking overhead per frame. At N = 256 (a heavy
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scene with many textures and compute passes), the speedup reaches 128×.
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## Scope
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All three GPU backends carry the identical defect:
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- **Vulkan** (`src/gpu/vulkan/SDL_gpu_vulkan.c:2439`) — reverse scan
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- **D3D12** (`src/gpu/d3d12/SDL_gpu_d3d12.c:2038`) — forward scan
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- **Metal** (`src/gpu/metal/SDL_gpu_metal.m:43`) — forward scan
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The macro body is structurally identical in all three; only the refcount
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field name differs.
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This defect was introduced when the SDL3 GPU API was added and affects all
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applications using `SDL_GPU*` functions for 3D rendering, compute, or GPU-
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accelerated 2D. The SDL2 renderer backend is not affected.
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