[PATCH] D15999: Adding doxygen comments to the LLVM intrinsics (part 2, _wmmintrin_pclmul.h)

Katya Romanova via cfe-commits cfe-commits at lists.llvm.org
Wed Jan 20 15:40:08 PST 2016


kromanova added a comment.

In http://reviews.llvm.org/D15999#331639, @silvas wrote:

> In http://reviews.llvm.org/D15999#331601, @kromanova wrote:
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> >
>
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> I don't think we did any testing at SCE, but we probably should have. I don't think Google's primary codebases (nor Apple's, or anybody else pretty much) include the intrinsic headers in basically every TU so the impact is probably not a huge concern overall. However, games include these headers in basically every TU so we at SCE should take a look.


Yes, typical PS4 codebase will heavily include x86 intrinsics headers. At the same time, typical PS4 codebase will use precompiled headers or modules for most of the time, so I hope the real world impact of doxygen comment will not be huge in any case. BTW, in my experiment, I'm planning to measure worst case scenario (no modules, no PCH). I think t(ahe benefit of having (1) tooltips and autocomplication in XCode, (2) Intellisense tooltips in MS Visual Studio, (3) internal intrinsics documentation for clang, (4) ability to generate up-to-date internal intrinsic documentation based on the latest Clang headers, etc, should overweigh the drawback of slower compile time for the applications/games that are heavily using intrinsic headers, but opted not to use modules or PCH. 
Still, I agree that we need to make this measurement. And I'm curious too :)


Repository:
  rL LLVM

http://reviews.llvm.org/D15999





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