From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 10577 invoked by alias); 4 Mar 2015 09:10:57 -0000 Mailing-List: contact gcc-bugs-help@gcc.gnu.org; run by ezmlm Precedence: bulk List-Id: List-Archive: List-Post: List-Help: Sender: gcc-bugs-owner@gcc.gnu.org Received: (qmail 10534 invoked by uid 48); 4 Mar 2015 09:10:52 -0000 From: "rguenth at gcc dot gnu.org" To: gcc-bugs@gcc.gnu.org Subject: [Bug ipa/65076] [5 Regression] 16% tramp3d-v4.cpp compile time regression Date: Wed, 04 Mar 2015 09:10:00 -0000 X-Bugzilla-Reason: CC X-Bugzilla-Type: changed X-Bugzilla-Watch-Reason: None X-Bugzilla-Product: gcc X-Bugzilla-Component: ipa X-Bugzilla-Version: 5.0 X-Bugzilla-Keywords: X-Bugzilla-Severity: normal X-Bugzilla-Who: rguenth at gcc dot gnu.org X-Bugzilla-Status: UNCONFIRMED X-Bugzilla-Priority: P3 X-Bugzilla-Assigned-To: unassigned at gcc dot gnu.org X-Bugzilla-Target-Milestone: 5.0 X-Bugzilla-Flags: X-Bugzilla-Changed-Fields: Message-ID: In-Reply-To: References: Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: 7bit X-Bugzilla-URL: http://gcc.gnu.org/bugzilla/ Auto-Submitted: auto-generated MIME-Version: 1.0 X-SW-Source: 2015-03/txt/msg00433.txt.bz2 https://gcc.gnu.org/bugzilla/show_bug.cgi?id=65076 --- Comment #7 from Richard Biener --- (In reply to Richard Biener from comment #6) > I wonder where the main _int_malloc load comes from. To answer this question myself, 84% from the _int_malloc load comes from calling malloc of which 55% comes from calling xmalloc (27% xrealloc, 12% operator new), of which there is quite an even distribution amongst callers, alloc-pool.c and obstack.c as acummulators on the top, sbitmap allocations are also high in the list. callgrind thinks _obstack_begin and pool_alloc are the top ones cost-wise with some large gap to the thrid place. _obstack_begin is mostly called from bitmap obstack init which is then reasonably distributed. alloc-pools are mostly used by the DF and DOM (et-forest) machineries. xrealloc is vec<>s, operator new is SCEV. tramp3d has a lot of functions thus we gobble up many one-per-function or one-per-pass allocations. But even callgrind confirms that _int_malloc is the 3rd costly function (as of "self" cost, w/o callees). But unfortunately there is nothing obvious to cut off a significant amount of the allocation load.