Required compile flags in order to user perf - c++

I am trying to understand linux perf and hotspot to understand call stacks/trace of my c++ application.
Should the program compiled in debug mode or in release mode ? Assuming I have only one file inline.cpp. I have seen in one of the example using
g++ -O2 -g inline.cpp -o inline
perf record --call-graph dwarf ./inline
I am wondering is it necessary to compile the program in debug (-g) and optimization -O2 ? What are flag that the executable is compiled in order make it useful to run with perf record ?
Does it make any difference if we compile the program with out compiler flags ?
g++ inline.cpp -o inline

First of all, -g and -O2 aren't opposites. -g specifies that debugging symbols will be generated, so that you can associate hotspots with actual lines of code. -O2 specifies that code optimization should be performed; this is ordinarily not done with code you intend to run in a debugger because it makes it more difficult to follow the execution.
A profiler measures the performance of an executable, not of source code. If you profile an unoptimized executable you'll see where the unoptimized executable's performance problems are, but those may be different problems than in the optimized executable. Presuming you care about the performance of the optimized executable (because it's what users will ordinarily be running) you should be profiling that. The use of -O2 will definitely make it harder to understand where the performance problems are, but that's just the nature of profiling code.

Related

Are there any downsides to compiling with -g flag?

GDB documentation tells me that in order to compile for debugging, I need to ask my compiler to generate debugging symbols. This is done by specifying a '-g' flag.
Furthermore, GDB doc recommends I'd always compile with a '-g' flag. This sounds good, and I'd like to do that.
But first, I'd like to find out about downsides. Are there any penalties involved with compiling-for-debugging in production code?
I am mostly interested in:
GCC as the compiler of choice
Red hat Linux as target OS
C and C++ languages
(Although information about other environments is welcome as well)
Many thanks!
If you use -g (which on recent GCC or Clang can be used with optimization flags like -O2):
compilation time is slower (and linking will use a lot more memory)
the executable is a bigger file (see elf(5) and use readelf(1)...)
the executable carries a lot of information about your source code.
you can use GDB easily
some interesting libraries, like Ian Taylor's libbacktrace, requires DWARF information (e.g. -g)
If you don't use -g it would be harder to use the GDB debugger (but possible).
So if you transmit the binary executable to a partner that should not understand how your source code was written, you need to avoid -g
See also the strip(1) and strace(1) commands.
Notice that using the -g flag for debugging information is also valid for Ocaml, Rust
PS. Recent GCC (e.g. GCC 10 or GCC 11 in 2021) accept many debugger flags. With -g3 your executable carries more debug information (e.g. description of C++ macros and their expansion) that with -g or -g1. Of course, compilation time increases, and executable size also. In principle, your GCC plugin (perhaps Bismon in 2021, or those inside the source code of the Linux kernel) could add even more debug information. In practice, you won't do that unless you can improve your debugger. However, a GCC plugin (or some #pragmas) can remove some debug information (e.g. remove debug information for a selected set of functions).
Generally, adding debug information increases the size of the binary files (or creates extra files for the debug information). That's nowadays usually not a problem, unless you're distributing it over slow networks. And of course this debug information may help others in analyzing your code, if they want to do that. Typically, the -g flag is used together with -O0 (the default), which disables compiler optimization and generates code that is as close as possible to the source, so that debugging is easier. While you can use debug information together with optimizations enabled, this is really tricky, because variables may not exist, or the sequence of instructions may be different than in the source. This is generally only done if an error needs to be analyzed that only happens after the optimizations are enabled. Of course, the downside of -O0 is poorer performance.
So as a conclusion: Typically one uses -g -O0 during development, and for distribution or production code just -O3.

Is a program compiled with -g gcc flag slower than the same program compiled without -g?

I'm compiling a program with -O3 for performance and -g for debug symbols (in case of crash I can use the core dump). One thing bothers me a lot, does the -g option results in a performance penalty? When I look on the output of the compilation with and without -g, I see that the output without -g is 80% smaller than the output of the compilation with -g. If the extra space goes for the debug symbols, I don't care about it (I guess) since this part is not used during runtime. But if for each instruction in the compilation output without -g I need to do 4 more instructions in the compilation output with -g than I certainly prefer to stop using -g option even at the cost of not being able to process core dumps.
How to know the size of the debug symbols section inside the program and in general does compilation with -g creates a program which runs slower than the same code compiled without -g?
Citing from the gcc documentation
GCC allows you to use -g with -O. The shortcuts taken by optimized
code may occasionally produce surprising results: some variables you
declared may not exist at all; flow of control may briefly move where
you did not expect it; some statements may not be executed because
they compute constant results or their values are already at hand;
some statements may execute in different places because they have been
moved out of loops.
that means:
I will insert debugging symbols for you but I won't try to retain them if an optimization pass screws them out, you'll have to deal with that
Debugging symbols aren't written into the code but into another section called "debug section" which isn't even loaded at runtime (only by a debugger). That means: no code changes. You shouldn't notice any performance difference in code execution speed but you might experience some slowness if the loader needs to deal with the larger binary or if it takes into account the increased binary size somehow. You will probably have to benchmark the app yourself to be 100% sure in your specific case.
Notice that there's also another option from gcc 4.8:
-Og
Optimize debugging experience. -Og enables optimizations that do not interfere with debugging. It should be the optimization level of choice for the standard edit-compile-debug cycle, offering a reasonable level of optimization while maintaining fast compilation and a good debugging experience.
This flag will impact performance because it will disable any optimization pass that would interfere with debugging infos.
Finally, it might even happen that some optimizations are better suited to a specific architecture rather than another one and unless instructed to do so for your specific processor (see march/mtune options for your architecture), in O3 gcc will do its best for a generic architecture. That means you might even experience O3 being slower than O2 in some contrived scenarios. "Best-effort" doesn't always mean "the best available".

Should I use matching (gcc) compiler optimization flags when profiling the code?

I am using -O3 when compiling the code, and now I need to profile it. For profiling, there are two main choices I came accross: valgrind --tool=callgrind and gprof.
Valgrind (callgrind) docs state:
As with Cachegrind, you probably want to compile with debugging info (the -g option) and with optimization turned on.
However, in the C++ optimization book by Agner Fog, I have read the following:
Many optimization options are incompatible with debugging. A debugger can execute a
code one line at a time and show the values of all variables. Obviously, this is not possible
when parts of the code have been reordered, inlined, or optimized away. It is common to
make two versions of a program executable: a debug version with full debugging support
which is used during program development, and a release version with all relevant
optimization options turned on. Most IDE's (Integrated Development Environments) have
facilities for making a debug version and a release version of object files and executables.
Make sure to distinguish these two versions and turn off debugging and profiling support in
the optimized version of the executable.
This seems to conflict the callgrind instructions to compile the code with the debugging info flag -g. If I enable debugging in the following way:
-ggdb -DFULLDEBUG
am I not causing this option to conflict with the -O3 optimization flag? Using those two options together makes no sense to me after what I have read so far.
If I use say -O3 optimization flag, can I compile the code with additional profiling info by using:
-pg
and still profile it with valgrind?
Does it ever make sense to profile a code compiled with
-ggdb -DFULLDEBUG -O0
flags? It seems silly - not inlining functions and unrolling loops may shift the bottlenecks in the code, so this should be used for development only, to get the code to actually do stuff properly.
Does it ever make sense to compile the code with one optimization flag, and profile the code compiled with another optimization flag?
Why are you profiling? Just to get measurements or to find speedups?
The common wisdom that you should only profile optimized code is based on assuming the code is nearly optimal to begin with, which if there are significant speedups, it is not.
You should treat the finding of speedups as if they were bugs. Many people use this method of doing so.
After you've removed needless computations, if you still have tight CPU loops, i.e. you're not spending all your time in system or library or I/O routines the optimizer doesn't see, then turn on -O3, and let it do its magic.

gcc -O0 vs. -Og compilation time

The release notes for gcc were a little vague on -Og:
It addresses the need for fast compilation and a superior debugging experience while providing a reasonable level of runtime performance. Overall experience for development should be better than the default optimization level -O0.
Does "Overall experience for development" include compilation time? If I don't need debug symbols and am optimizing for compile time, should I be using -O0 or -Og?
Does "Overall experience for development" include compilation time?
I think it does, but not in this very specific case.
If I don't need debug symbols and am optimizing for compile time, should I be using -O0 or -Og?
-O0.
If I don't need debug symbols and am optimizing for compile time, should I be using -O0 or -Og?
If the presence or absence of debug symbols doesn't matter, time both options and see which one is faster.
With -Og the compiler has to construct and write out extra data (for debugging), so it will take longer. Just compile to assembler (with gcc -S -Og, etc) and compare. But whatever difference there is between -O0 and -Og runtime is probably dwarfed by the time to start gcc and its complete machinery.
If you want compile time, perhaps you should consider tcc for C. Perhaps LLVM is faster for C++.

How to use profile guided optimizations in g++?

Also, can anyone point me to a good tutorial on the subject? I can't find any.
-fprofile-generate will instrument the application with profiling code. The application will, while actually running, log certain events that could improve performance if this usage pattern was known at compile time. Branches, possibility for inlining, etc, can all be logged, but I'm not sure in detail how GCC implements this.
After the program exits, it will dump all this data into *.gcda files, which are essentially log data for a test run. After rebuilding the application with -fprofile-use flag, GCC will take the *.gcda log data into account when doing its optimizations, usually increasing the performance significantly. Of course, this depends on many factors.
From this example:
g++ -O3 -fprofile-generate [more params here, like -march=native ...] -o executable_name
// run my program's benchmarks, or something to stress its most common path
g++ -O3 -fprofile-use [more params here, like -march=native...] -o executable_name
Basically, you initially compile and link with this extra flag for both compiling and linking: -fprofile-generate (from here).
Then, when you run it, by default it will create .gcda files "next" to your .o files, it seems (hard coded to the full path where they were built).
You can optionally change where it creates these .gcda files with the -fprofile-dir=XXX setting.
Then you re compile and relink using the -fprofile-use parameter, and it compiles it using profile guided goodness.
The tricky bit is setting up the makefiles.
You definitely need separate output directories for object files. I would recommend naming them "profile" and "release". You might have to copy the *.gcda files that result from the profile run so that GCC finds them in the release build step.
The result will almost certainly be faster. It will probably be larger as well. The -fprofile-use option enables many other optimization steps that are otherwise only enabled by -O3.