search for: game7

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2016 Dec 17
19
llvm (the middle-end) is getting slower, December edition
...similar back in March, so this can be considered as an update. This tries to include a more accurate high-level analysis of where llvm is spending CPU cycles. Here I present 2 cases: clang building itself with `-flto` (Full), and clang building an internal codebase which I'm going to refer as `game7`. It's a mid-sized program (it's actually a game), more or less of the size of clang, which we use internally as benchmark to track compile-time/runtime improvements/regression. I picked two random revisions of llvm: trunk (December 16th 2016) and trunk (June 2nd 2016), so, roughly, 6 month...
2016 Dec 18
1
llvm (the middle-end) is getting slower, December edition
...ered >> as an update. This tries to include a more accurate high-level >> analysis of where llvm is spending CPU cycles. >> Here I present 2 cases: clang building itself with `-flto` (Full), and >> clang building an internal codebase which I'm going to refer as >> `game7`. >> It's a mid-sized program (it's actually a game), more or less of the >> size of clang, which we use internally as benchmark to track >> compile-time/runtime improvements/regression. >> I picked two random revisions of llvm: trunk (December 16th 2016) and >&gt...
2016 Dec 18
0
llvm (the middle-end) is getting slower, December edition
...o this can be considered > as an update. This tries to include a more accurate high-level > analysis of where llvm is spending CPU cycles. > Here I present 2 cases: clang building itself with `-flto` (Full), and > clang building an internal codebase which I'm going to refer as > `game7`. > It's a mid-sized program (it's actually a game), more or less of the > size of clang, which we use internally as benchmark to track > compile-time/runtime improvements/regression. > I picked two random revisions of llvm: trunk (December 16th 2016) and > trunk (June 2nd 20...
2016 Dec 18
0
llvm (the middle-end) is getting slower, December edition
...o this can be considered > as an update. This tries to include a more accurate high-level > analysis of where llvm is spending CPU cycles. > Here I present 2 cases: clang building itself with `-flto` (Full), and > clang building an internal codebase which I'm going to refer as > `game7`. > It's a mid-sized program (it's actually a game), more or less of the > size of clang, which we use internally as benchmark to track > compile-time/runtime improvements/regression. > I picked two random revisions of llvm: trunk (December 16th 2016) and > trunk (June 2nd 20...
2016 Dec 18
0
llvm (the middle-end) is getting slower, December edition
...lvm-dev < llvm-dev at lists.llvm.org> wrote: > On Sat, Dec 17, 2016 at 1:35 PM, Davide Italiano <davide at freebsd.org> > wrote: > [...] > > > I don't have an infrastructure to measure the runtime performance > > benefits/regression of clang, but I have for `game7`. > > I wasn't able to notice any fundamental speedup (at least, not > > something that justifies a 2x build-time). > > > > Just to provide numbers (using Sean's Mathematica template, thanks), > here's a plot of the CDF of the frames in a particular level/scen...
2016 Dec 18
0
llvm (the middle-end) is getting slower, December edition
On Sat, Dec 17, 2016 at 1:35 PM, Davide Italiano <davide at freebsd.org> wrote: [...] > I don't have an infrastructure to measure the runtime performance > benefits/regression of clang, but I have for `game7`. > I wasn't able to notice any fundamental speedup (at least, not > something that justifies a 2x build-time). > Just to provide numbers (using Sean's Mathematica template, thanks), here's a plot of the CDF of the frames in a particular level/scene. The curves pretty much mat...
2016 Dec 18
0
llvm (the middle-end) is getting slower, December edition
...o this can be considered > as an update. This tries to include a more accurate high-level > analysis of where llvm is spending CPU cycles. > Here I present 2 cases: clang building itself with `-flto` (Full), and > clang building an internal codebase which I'm going to refer as > `game7`. > It's a mid-sized program (it's actually a game), more or less of the > size of clang, which we use internally as benchmark to track > compile-time/runtime improvements/regression. > I picked two random revisions of llvm: trunk (December 16th 2016) and > trunk (June 2nd 20...
2016 Dec 18
0
llvm (the middle-end) is getting slower, December edition
...o this can be considered > as an update. This tries to include a more accurate high-level > analysis of where llvm is spending CPU cycles. > Here I present 2 cases: clang building itself with `-flto` (Full), and > clang building an internal codebase which I'm going to refer as > `game7`. > It's a mid-sized program (it's actually a game), more or less of the > size of clang, which we use internally as benchmark to track > compile-time/runtime improvements/regression. > I picked two random revisions of llvm: trunk (December 16th 2016) and > trunk (June 2nd 20...
2016 Dec 20
0
llvm (the middle-end) is getting slower, December edition
...o this can be considered > as an update. This tries to include a more accurate high-level > analysis of where llvm is spending CPU cycles. > Here I present 2 cases: clang building itself with `-flto` (Full), and > clang building an internal codebase which I'm going to refer as > `game7`. > It's a mid-sized program (it's actually a game), more or less of the > size of clang, which we use internally as benchmark to track > compile-time/runtime improvements/regression. > I picked two random revisions of llvm: trunk (December 16th 2016) and > trunk (June 2nd 20...