do constant calculations in #define consume resources? - c++

as far as I'm concerned, constants and definitions in c/c++ do not consume memory and other resources, but that is a different story when we use definitions as macros and put some calculations inside it. take a look at the code:
#include "math.h"
#define a 12.2
#define b 5.8
#define c a*b
#define d sqrt(c)
When we use the variable 'd' in our code, does it spend time for CPU to calculate the SQRT and add operations or this values are calculated in compiler and just replaced in the code?
If it is calculated by CPU, is there anyway to be calculated beforehand in preprocessor and assigned as a constant here?

as far as I'm concerned, constants and definitions in c/c++ do not consume memory and other resources,
It depends on what you mean by that. Constants appearing in expressions that potentially are evaluated at runtime have to be represented in the program somehow. Under most circumstances, that will take some space.
Even (in C++) a constexpr can be evaluated at runtime, even though implementations can and probably do evaluate them at compile time.
but that is a different story when we use definitions as macros and put some calculations inside it.
Yes, it is different, because macros are not constants in any applicable sense of that term.
take a look at the code:
#include "math.h"
#define a 12.2
#define b 5.8
#define c a*b
#define d sqrt(c)
When we use the variable 'd' in our code,
d is not a variable. It is a macro. Wherever it appears within the scope of those macro definitions, it is exactly equivalent to the expression sqrt(12.2*5.8) appearing at that point.
does it spend time for CPU
to calculate the SQRT and add operations or this values are calculated
in compiler and just replaced in the code?
Either could happen. It depends on your compiler, probably on compilation options, and possibly on other code in the translation unit. Pre-computation is more likely at higher optimization levels.
If it is calculated by CPU,
is there anyway to be calculated beforehand in preprocessor and
assigned as a constant here?
Such a calculation is not part of the semantics of the preprocessor per se. To the somewhat artificial extent that we draw a distinction between preprocessor and compiler in modern C and C++ implementations, if a precomputation is performed then it will be performed by the compiler, not the preprocessor.
The C and C++ languages do not define a mechanism to force such evaluations to be performed at compile time, but you can make it more likely by increasing the compiler's optimization level. Or in C++, there is probably a way to use a template to wrap the expression in a constexpr function computing its value, which would make it very likely to be computed at compile time.
But if a constant is what you want, then you always have the option of pre-computing it manually, and defining the macro to expand to an actual constant.

The C standard doesn't specify whether the calculations required when using d (i.e. sqrt(12.2 * 5.8) is done at compile time or at run time. It's left to the individual compiler to decide.
Example:
#define a 12.2
#define b 5.8
#define c a*b
#define d sqrt(c)
float foo() {
return d;
}
int main(void)
{
printf("%f\n", foo());
}
may result in (using https://godbolt.org/ and gcc 10.2 -O0)
foo:
pushq %rbp
movq %rsp, %rbp
movss .LC0(%rip), %xmm0
popq %rbp
ret
.LC1:
.string "%f\n"
main:
pushq %rbp
movq %rsp, %rbp
movl $0, %eax
call foo
pxor %xmm1, %xmm1
cvtss2sd %xmm0, %xmm1
movq %xmm1, %rax
movq %rax, %xmm0
movl $.LC1, %edi
movl $1, %eax
call printf
movl $0, %eax
popq %rbp
ret
.LC0:
.long 1090950945
and for -O2
foo:
movss .LC0(%rip), %xmm0
ret
.LC2:
.string "%f\n"
main:
subq $8, %rsp
movl $.LC2, %edi
movl $1, %eax
movsd .LC1(%rip), %xmm0
call printf
xorl %eax, %eax
addq $8, %rsp
ret
.LC0:
.long 1090950945
.LC1:
.long 536870912
.long 1075892964
so in this example we see a compile time calculation. In my experience all the major compilers will do that but it's not a requirement made by the C standard.

To understand this, you need to understand how #define works! #define is not a statement which the compiler even receives. It is a preprocessor directive, which means, it is processed by the preprocessor. #define a b literally replaces all occurrences of a with b. So, as many times as you call sqrt(c), that many times, it will be replaced by sqrt(a*b). Now, the standards do not mention whether something like this will be calculated at runtime or at compile time, and it has been left to the individual compiler to decide. Although, usage of optimisation flags will definitely impact the end result. Not to mention, neither of those variables will be type safe!

Related

Will string literals always be compiled into binary? [duplicate]

In my rendering code, I pass string literals as a parameter to my rendering blocks so I can identify them in debug dumps and profiling. It looks similar to this:
// rendering client
draw.begin("east abbey foyer");
// rendering code
draw.end();
void Draw::begin(const char * debugName){
#ifdef DEBUG
// code that uses debugName
#endif
// the rest of the code doesn't use debugName at all
}
In the final program, I wouldn't want these strings to be around anymore. But I also want to avoid using macros in my rendering client code to do this; in fact, I would want the rendering client code to KEEP the strings (in the code itself) but not actually compile them into the final program.
So what I'm wondering is, if I change the code of draw.begin(const char*) to not use it's parameter at all, will my compiler optimize that parameter and it's associated costs away (perhaps even going so far as to exclude it from the string table)?
Beware of anyone giving you concrete answers to questions like this. The only way you can be really certain what your compiler is doing in your configuration is to look at the results.
One of the easiest ways to do this is to step through the disassembly in the debugger.
Or you can get the compiler to output an assembly listing (see How to view the assembly behind the code using Visual C++?) and examine exactly what it is really doing.
In practice, it depends on whether the compiler has access to the source code of the implementation of Draw::begin()
here's an illustration:
#include <iostream>
void do_nothing(const char* txt)
{
}
int main()
{
using namespace std;
do_nothing("hello");
return 0;
}
compile with -O3:
yields:
_main: ## #main
.cfi_startproc
## BB#0:
pushq %rbp
Ltmp3:
.cfi_def_cfa_offset 16
Ltmp4:
.cfi_offset %rbp, -16
movq %rsp, %rbp
Ltmp5:
.cfi_def_cfa_register %rbp
xorl %eax, %eax
popq %rbp
retq
.cfi_endproc
i.e. the string and the call to do_nothing is entirely optimised away
However, define do_nothing in another module and we get:
_main: ## #main
.cfi_startproc
## BB#0:
pushq %rbp
Ltmp0:
.cfi_def_cfa_offset 16
Ltmp1:
.cfi_offset %rbp, -16
movq %rsp, %rbp
Ltmp2:
.cfi_def_cfa_register %rbp
leaq L_.str(%rip), %rdi
callq __Z10do_nothingPKc
xorl %eax, %eax
popq %rbp
retq
.cfi_endproc
.section __TEXT,__cstring,cstring_literals
L_.str: ## #.str
.asciz "hello"
i.e. a redundant load, call and the address of the string is passed.
So if you want to optimise debug info away you'll want to implement Draw::begin() inline (in the same way the stl does).
Yes, you could muck about with optimization and that may or may not work depending on the version of your compiler etc.
A much better way to do this is explicitly, not with MACROs (god forbid), but with a simple function that either generates the tag you want for debug purposes or does nothing for production code.
You want to look at std::assert and perhaps use it.
The possibility of doing so will depend on visibility of function in the call site. If function body is not visible, optimization discussed will not be possible at all. If function is visible, than yes - you can not even guarantee there will be a function call!

Performance of a string operation with strlen vs stop on zero

While I was writing a class for strings in C ++, I found a strange behavior regarding the speed of execution.
I'll take as an example the following two implementations of the upper method:
class String {
char* str;
...
forceinline void upperStrlen();
forceinline void upperPtr();
};
void String::upperStrlen()
{
INDEX length = strlen(str);
for (INDEX i = 0; i < length; i++) {
str[i] = toupper(str[i]);
}
}
void String::upperPtr()
{
char* ptr_char = str;
for (; *ptr_char != '\0'; ptr_char++) {
*ptr_char = toupper(*ptr_char);
}
}
INDEX is simple a typedef of uint_fast32_t.
Now I can test the speed of those methods in my main.cpp:
#define TEST_RECURSIVE(_function) \
{ \
bool ok = true; \
clock_t before = clock(); \
for (int i = 0; i < TEST_RECURSIVE_TIMES; i++) { \
if (!(_function()) && ok) \
ok = false; \
} \
char output[TEST_RECURSIVE_OUTPUT_STR]; \
sprintf(output, "[%s] Test %s %s: %ld ms\n", \
ok ? "OK" : "Failed", \
TEST_RECURSIVE_BUILD_TYPE, \
#_function, \
(clock() - before) * 1000 / CLOCKS_PER_SEC); \
fprintf(stdout, output); \
fprintf(file_log, output); \
}
String a;
String b;
bool stringUpperStrlen()
{
a.upperStrlen();
return true;
}
bool stringUpperPtr()
{
b.upperPtr();
return true;
}
int main(int argc, char** argv) {
...
a = "Hello World!";
b = "Hello World!";
TEST_RECURSIVE(stringUpperPtr);
TEST_RECURSIVE(stringUpperStrlen);
...
return 0;
}
Then I can compile and test with cmake in Debug or Release with the following results.
[OK] Test RELEASE stringUpperPtr: 21 ms
[OK] Test RELEASE stringUpperStrlen: 12 ms
[OK] Test DEBUG stringUpperPtr: 27 ms
[OK] Test DEBUG stringUpperStrlen: 33 ms
So in Debug the behavior is what I expected, the pointer is faster than strlen, but in Release strlen is faster.
So I took the GCC assembly and the number of instructions is much less in the stringUpperPtr than in stringUpperStrlen.
The stringUpperStrlen assembly:
_Z17stringUpperStrlenv:
.LFB72:
.cfi_startproc
pushq %r13
.cfi_def_cfa_offset 16
.cfi_offset 13, -16
xorl %eax, %eax
pushq %r12
.cfi_def_cfa_offset 24
.cfi_offset 12, -24
pushq %rbp
.cfi_def_cfa_offset 32
.cfi_offset 6, -32
xorl %ebp, %ebp
pushq %rbx
.cfi_def_cfa_offset 40
.cfi_offset 3, -40
pushq %rcx
.cfi_def_cfa_offset 48
orq $-1, %rcx
movq a#GOTPCREL(%rip), %r13
movq 0(%r13), %rdi
repnz scasb
movq %rcx, %rdx
notq %rdx
leaq -1(%rdx), %rbx
.L4:
cmpq %rbp, %rbx
je .L3
movq 0(%r13), %r12
addq %rbp, %r12
movsbl (%r12), %edi
incq %rbp
call toupper#PLT
movb %al, (%r12)
jmp .L4
.L3:
popq %rdx
.cfi_def_cfa_offset 40
popq %rbx
.cfi_def_cfa_offset 32
popq %rbp
.cfi_def_cfa_offset 24
popq %r12
.cfi_def_cfa_offset 16
movb $1, %al
popq %r13
.cfi_def_cfa_offset 8
ret
.cfi_endproc
.LFE72:
.size _Z17stringUpperStrlenv, .-_Z17stringUpperStrlenv
.globl _Z14stringUpperPtrv
.type _Z14stringUpperPtrv, #function
The stringUpperPtr assembly:
_Z14stringUpperPtrv:
.LFB73:
.cfi_startproc
pushq %rbx
.cfi_def_cfa_offset 16
.cfi_offset 3, -16
movq b#GOTPCREL(%rip), %rax
movq (%rax), %rbx
.L9:
movsbl (%rbx), %edi
testb %dil, %dil
je .L8
call toupper#PLT
movb %al, (%rbx)
incq %rbx
jmp .L9
.L8:
movb $1, %al
popq %rbx
.cfi_def_cfa_offset 8
ret
.cfi_endproc
.LFE73:
.size _Z14stringUpperPtrv, .-_Z14stringUpperPtrv
.section .rodata.str1.1,"aMS",#progbits,1
So rationally, fewer instructions should mean more speed (excluding cache, scheduler, etc ...).
So how do you explain this difference in performance?
Thanks in advance.
EDIT:
CMake generate something like this command to compile:
/bin/g++-8 -Os -DNDEBUG -Wl,-rpath,$ORIGIN CMakeFiles/xpp-tests.dir/tests/main.cpp.o -o xpp-tests libxpp.so
/bin/g++-8 -O3 -DNDEBUG -Wl,-rpath,$ORIGIN CMakeFiles/xpp-tests.dir/tests/main.cpp.o -o Release/xpp-tests Release/libxpp.so
# CMAKE generated file: DO NOT EDIT!
# Generated by "Unix Makefiles" Generator, CMake Version 3.16
# compile CXX with /bin/g++-8
CXX_FLAGS = -O3 -DNDEBUG -Wall -pipe -fPIC -march=native -fno-strict-aliasing
CXX_DEFINES = -DPLATFORM_UNIX=1 -D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE=1
The define TEST_RECURSIVE will call _function 1000000 times in my examples.
You have several misconceptions about performance. You need to dispel these misconceptions.
Now I can test the speed of those methods in my main.cpp: (…)
Your benchmarking code calls the benchmarked functions directly. So you're measuring the benchmarked functions as optimized for the specific case of how they're used by the benchmarking code: to call them repeatedly on the same input. This is unlikely to have any relevance to how they behave in a realistic environment.
I think the compiler didn't do anything earth-shattering because it doesn't know what toupper does. If the compiler had known that toupper doesn't transform a nonzero character into zero, it might well have hoisted the strlen call outside the benchmarked loop. And if it had known that toupper(toupper(x)) == toupper(x), it might well have decided to run the loop only once.
To make a somewhat realistic benchmark, put the benchmarked code and the benchmarking code in separate source files, compile them separately, and disable any kind of cross-module or link-time optimization.
Then I can compile and test with cmake in Debug or Release
Compiling in debug mode rarely has any relevance to microbenchmarks (benchmarking the speed of an implementation of a small fragment of code, as opposed to benchmarking the relative speed of algorithms in terms of how many elementary functions they call). Compiler optimizations have a significant effect on microbenchmarks.
So rationally, fewer instructions should mean more speed (excluding cache, scheduler, etc ...).
No, absolutely not.
First of all, fewer instructions total is completely irrelevant to the speed of the program. Even on a platform where executing one instruction takes the same amount of time regardless of what the instruction is, which is unusual, what matters is how many instructions are executed, not how many instructions there are in the program. For example, a loop with 100 instructions that is executed 10 times is 10 times faster than a loop with 10 instructions that is executed 1000 times, even though it's 10 times larger. Inlining is a common program transformation that usually makes the code larger and makes it faster often enough that it's considered a common optimization.
Second, on many platforms, such as any PC or server made in the 21st century, any smartphone, and even many lower-end devices, the time it takes to execute an instruction can vary so widely that it's a poor indication of performance. Cache is a major factor: a read from memory can be more than 1000 times slower than a read from cache on a PC. Other factors with less impact include pipelining, which causes the speed of an instruction to depend on the surrounding instructions, and branch prediction, which causes the speed of a conditional instruction to depend on the outcome of previous conditional instructions.
Third, that's just considering processor instructions — what you see in assembly code. Compilers for C, C++ and most other languages optimize programs in such a way that it can be hard to predict what the processor will be doing exactly.
For example, how long does the instruction ++x; take on a PC?
If the compiler has figured out that the addition is unnecessary, for example because nothing uses x afterwards, or because the value of x is known at compile time and therefore so is the value of x+1, it'll optimize it away. So the answer is 0.
If the value of x is already in a register at this point and the value is only needed in a register afterwards, the compiler just needs to generate an addition or increment instruction. So the simplistic, but not quite correct answer is 1 clock cycle. One reason this is not quite correct is that merely decoding the instruction takes many cycles on a high-end processor such as what you find in a 21st century PC or smartphone. However “one cycle” is kind of correct in that while it takes multiple clock cycles from starting the instruction to finishing it, the instruction only takes one cycle in each pipeline stage. Furthermore, even taking this into account, another reason this is not quite correct is that ++x; ++y; might not take 2 clock cycles: modern processors are sophisticated enough that they may be able to decode and execute multiple instructions in parallel (for example, a processor with 4 arithmetic units can perform 4 additions at the same time). Yet another reason this might not be correct is if the type of x is larger or smaller than a register, which might require more than one assembly instruction to perform the addition.
If the value of x needs to be loaded from memory, this takes a lot more than one clock cycle. Anything other than the innermost cache level dwarfs the time it takes to decode the instruction and perform the addition. The amount of time is very different depending on whether x is found in the L3 cache, in the L2 cache, in the L1 cache, or in the “real” RAM. And even that gets more complicated when you consider that x might be part of a cache prefetch (hardware- or software- triggered).
It's even possible that x is currently in swap, so that reading it requires reading from a disk.
And writing the result exhibits somewhat similar variations to reading the input. However the performance characteristics are different for reads and for writes because when you need a value, you need to wait for the read to be complete, whereas when you write a value, you don't need to wait for the write to be complete: a write to memory writes to a buffer in cache, and the time when the buffer is flushed to a higher-level cache or to RAM depends on what else is happening on the system (what else is competing for space in the cache).
Ok, now let's turn to your specific example and look at what happens in their inner loop. I'm not very familiar with x86 assembly but I think I get the gist.
For stringUpperStrlen, the inner loop starts at .L4. Just before entering the inner loop, %rbx is set to the length of the string. Here's what the inner loop contains:
cmpq %rbp, %rbx: Compare the current index to the length, both obtained from registers.
je .L3: conditional jump, to exit the loop if the index is equal to the length.
movq 0(%r13), %r12: Read from memory to get the address of the beginning of the string. (I'm surprised that the address isn't in a register at this point.)
addq %rbp, %r12: an arithmetic operation that depends on the value that was just read from memory.
movsbl (%r12), %edi: Read the current character from the string in memory.
incq %rbp: Increment the index. This is an arithmetic instruction on a register value that doesn't depend on a recent memory read, so it's very likely to be free: it only takes pipeline stages and an arithmetic unit that wouldn't be busy anyway.
call toupper#PLT
movb %al, (%r12): Write the value returned by the function to the current character of the string in memory.
jmp .L4: Unconditional jump to the beginning of the loop.
For stringUpperPtr, the inner loop starts at .L9. Here's what the inner loop contains:
movsbl (%rbx), %edi: read from the address containing the current.
testb %dil, %dil: test if %dil is zero. %dil is the least significant byte of %edi which was just read from memory.
je .L8: conditional jump, to exit the loop if the character is zero.
call toupper#PLT
movb %al, (%rbx): Write the value returned by the function to the current character of the string in memory.
incq %rbx: Increment the pointer. This is an arithmetic instruction on a register value that doesn't depend on a recent memory read, so it's very likely to be free: it only takes pipeline stages and an arithmetic unit that wouldn't be busy anyway.
jmp .L9: Unconditional jump to the beginning of the loop.
The differences between the two loops are:
The loops have slightly different lengths, but both are small enough that they fit in a single cache line (or two, if the code happens to straddle a line boundary). So after the first iteration of the loop, the code will be in the innermost instruction cache. Not only that, but if I understand correctly, on modern Intel processors, there is a cache of decoded instructions, which the loop is small enough to fit in, and so no decoding needs to take place.
The stringUpperStrlen loop has one more read. The extra read is from a constant address which is likely to remain in the innermost cache after the first iteration.
The conditional instruction in the stringUpperStrlen loop depends only on values that are in registers. On the other hand, the conditional instruction in the stringUpperPtr loop depends on a value which was just read from memory.
So the difference boils down to an extra data read from the innermost cache, vs having a conditional instruction whose outcome depends on a memory read. An instruction whose outcome depends on the result of another instruction leads to a hazard: the second instruction is blocked until the first instruction is fully executed, which prevents taking advantage from pipelining, and can render speculative execution less effective. In the stringUpperStrlen loop, the processor essentially runs two things in parallel: the load-call-store cycle, which doesn't have any conditional instructions (apart from what happens inside toupper), and the increment-test cycle, which doesn't access memory. This lets the processor work on the conditional instruction while it's waiting for memory. In the stringUpperPtr loop, the conditional instruction depends on a memory read, so the processor can't start working on it until the read is complete. I'd typically expect this to be slower than the extra read from the innermost cache, although it might depend on the processor.
Of course, the stringUpperStrlen does need to have a load-test hazard to determine the end of the string: no matter how it does it, it needs to fetch characters in memory. This is hidden inside repnz scasb. I don't know the internal architecture of an x86 processor, but I suspect that this case (which is extremely common since it's the meat of strlen) is heavily optimized inside the processor, probably to an extent that is impossible to reach with generic instructions.
You may see different results if the string was longer and the two memory accesses in stringUpperStrlen weren't in the same cache line, although possibly not because this only costs one more cache line and there are several. The details would depend on how the caches work and how toupper uses them.

Remove needless assembler statements from g++ output

I am investigating some problem with a local binary. I've noticed that g++ creates a lot of ASM output that seems unnecessary to me. Example with -O0:
Derived::Derived():
pushq %rbp
movq %rsp, %rbp
subq $16, %rsp <--- just need 8 bytes for the movq to -8(%rbp), why -16?
movq %rdi, -8(%rbp)
movq -8(%rbp), %rax
movq %rax, %rdi <--- now we have moved rdi onto itself.
call Base::Base()
leaq 16+vtable for Derived(%rip), %rdx
movq -8(%rbp), %rax <--- effectively %edi, does not point into this area of the stack
movq %rdx, (%rax) <--- thus this wont change -8(%rbp)
movq -8(%rbp), %rax <--- so this statement is unnecessary
movl $4712, 12(%rax)
nop
leave
ret
option -O1 -fno-inline -fno-elide-constructors -fno-omit-frame-pointer:
Derived::Derived():
pushq %rbp
movq %rsp, %rbp
pushq %rbx
subq $8, %rsp <--- reserve some stack space and never use it.
movq %rdi, %rbx
call Base::Base()
leaq 16+vtable for Derived(%rip), %rax
movq %rax, (%rbx)
movl $4712, 12(%rbx)
addq $8, %rsp <--- release unused stack space.
popq %rbx
popq %rbp
ret
This code is for the constructor of Derived that calls the Base base constructor and then overrides the vtable pointer at position 0 and sets a constant value to an int member it holds in addition to what Base contains.
Question:
Can I translate my program with as few optimizations as possible and get rid of such stuff? Which options would I have to set? Or is there a reason the compiler cannot detect these cases with -O0 or -O1 and there is no way around them?
Why is the subq $8, %rsp statement generated at all? You cannot optimize in or out a statement that makes no sense to begin with. Why does the compiler generate it then? The register allocation algorithm should never, even with O0, generate code for something that is not there. So why it is done?
is there a reason the compiler cannot detect these cases with -O0 or -O1
exactly because you're telling the compiler not to. These are optimisation levels that need to be turn off or down for proper debugging. You're also trading off compilation time for run-time.
You're looking through the telescope the wrong way, check out the awesome optimisations that you're compiler will do for you when you crank up optimisation.
I don't see any obvious missed optimizations in your -O1 output. Except of course setting up RBP as a frame pointer, but you used -fno-omit-frame-pointer so clearly you know why GCC didn't optimize that away.
The function has no local variables
Your function is a non-static class member function, so it has one implicit arg: this in rdi. Which g++ spills to the stack because of -O0. Function args count as local variables.
How does a cyclic move without an effect improve the debugging experience. Please elaborate.
To improve C/C++ debugging: debug-info formats can only describe a C variable's location relative to RSP or RBP, not which register it's currently in. Also, so you can modify any variable with a debugger and continue, getting the expected results as if you'd done that in the C++ abstract machine. Every statement is compiled to a separate block of asm with no values alive in registers (Fun fact: except register int foo: that keyword does affect debug-mode code gen).
Why does clang produce inefficient asm with -O0 (for this simple floating point sum)? applies to G++ and other compilers as well.
Which options would I have to set?
If you're reading / debugging the asm, use at least -Og or higher to disable the debug-mode spill-everything-between-statements behaviour of -O0. Preferably -O2 or -O3 unless you like seeing even more missed optimizations than you'd get with full optimization. But -Og or -O1 will do register allocation and make sane loops (with the conditional branch at the bottom), and various simple optimizations. Although still not the standard peephole of xor-zeroing.
How to remove "noise" from GCC/clang assembly output? explains how to write functions that take args and return a value so you can write functions that don't optimize away.
Loading into RAX and then movq %rax, %rdi is just a side-effect of -O0. GCC spends so little time optimizing the GIMPLE and/or RTL internal representations of the program logic (before emitting x86 asm) that it doesn't even notice it could have loaded into RDI in the first place. Part of the point of -O0 is to compile quickly, as well as consistent debugging.
Why is the subq $8, %rsp statement generated at all?
Because the ABI requires 16-byte stack alignment before a call instruction, and this function did an even number of 8-byte pushes. (call itself pushes a return address). It will go away at -O1 without -fno-omit-frame-pointer because you aren't forcing g++ to push/pop RBP as well as the call-preserved register it actually needs.
Why does System V / AMD64 ABI mandate a 16 byte stack alignment?
Fun fact: clang will often use a dummy push %rcx/pop or something, depending on -mtune options, instead of an 8-byte sub.
If it were a leaf function, g++ would just use the red-zone below RSP for locals, even at -O0. Why is there no "sub rsp" instruction in this function prologue and why are function parameters stored at negative rbp offsets?
In un-optimized code it's not rare for G++ to allocate an extra 16 bytes it doesn't ever use. Even sometimes with optimization enabled g++ rounds up its stack allocation size too far when aiming for a 16-byte boundary. This is a missed-optimization bug. e.g. Memory allocation and addressing in Assembly

Visual C++ optimization options - how to improve the code output?

Are there any options (other than /O2) to improve the Visual C++ code output? The MSDN documentation is quite bad in this regard.
Note that I'm not asking about project-wide settings (link-time optimization, etc...). I'm only interested in this particular example.
The fairly simple C++11 code looks like this:
#include <vector>
int main() {
std::vector<int> v = {1, 2, 3, 4};
int sum = 0;
for(int i = 0; i < v.size(); i++) {
sum += v[i];
}
return sum;
}
Clang's output with libc++ is quite compact:
main: # #main
mov eax, 10
ret
Visual C++ output, on the other hand, is a multi-page mess.
Am I missing something here or is VS really this bad?
Compiler explorer link:
https://godbolt.org/g/GJYHjE
Unfortunately, it's difficult to greatly improve Visual C++ output in this case, even by using more aggressive optimization flags. There are several factors contributing to VS inefficiency, including lack of certain compiler optimizations, and the structure of Microsoft's implementation of <vector>.
Inspecting the generated assembly, Clang does an outstanding job optimizing this code. Specifically, when compared to VS, Clang is able to perform a very effective Constant propagation, Function Inlining (and consequently, Dead Code Elimination), and New/delete optimization.
Constant Propagation
In the example, the vector is statically initialized:
std::vector<int> v = {1, 2, 3, 4};
Normally, the compiler will store the constants 1, 2, 3, 4 in the data memory, and in the for loop, will load one value at one at a time, starting from the low address in which 1 is stored, and add each value to the sum.
Here's the abbreviated VS code for doing this:
movdqa xmm0, XMMWORD PTR __xmm#00000004000000030000000200000001
...
movdqu XMMWORD PTR $T1[rsp], xmm0 ; Store integers 1, 2, 3, 4 in memory
...
$LL4#main:
add ebx, DWORD PTR [rdx] ; loop and sum the values
lea rdx, QWORD PTR [rdx+4]
inc r8d
movsxd rax, r8d
cmp rax, r9
jb SHORT $LL4#main
Clang, however, is very clever to realize that the sum could be calculated in advance. My best guess is that it replaces the loading of the constants from memory to constant mov operations into registers (propagates the constants), and then combines them into the result of 10. This has the useful side effect of breaking dependencies, and since the addresses are no longer loaded from, the compiler is free to remove everything else as dead code.
Clang seems to be unique in doing this - neither VS or GCC were able to precalculate the vector accumulation result in advance.
New/Delete Optimization
Compilers conforming to C++14 are allowed to omit calls to new and delete on certain conditions, specifically when the number of allocation calls is not part of the observable behavior of the program (N3664 standard paper).
This has already generated much discussion on SO:
clang vs gcc - optimization including operator new
Is the compiler allowed to optimize out heap memory allocations?
Optimization of raw new[]/delete[] vs std::vector
Clang invoked with -std=c++14 -stdlib=libc++ indeed performs this optimization and eliminates the calls to new and delete, which do carry side effects, but supposedly do not affect the observable behaviour of the program. With -stdlib=libstdc++, Clang is stricter and keeps the calls to new and delete - although, by looking at the assembly, it's clear they are not really needed.
Now, when inspecting the main code generated by VS, we can find there two function calls (with the rest of vector construction and iteration code inlined into main):
call std::vector<int,std::allocator<int> >::_Range_construct_or_tidy<int const * __ptr64>
and
call void __cdecl operator delete(void * __ptr64)
The first is used for allocating the vector, and the second for deallocating it, and practically all other functions in the VS output are pulled in by these functions calls. This hints that Visual C++ will not optimize away calls to allocation functions (for C++14 conformance we should add the /std:c++14 flag, but the results are the same).
This blog post (May 10, 2017) from the Visual C++ team confirms that indeed, this optimization is not implemented. Searching the page for N3664 shows that "Avoiding/fusing allocations" is at status N/A, and linked comment says:
[E] Avoiding/fusing allocations is permitted but not required. For the time being, we’ve chosen not to implement this.
Combining new/delete optimization and constant propagation, it's easy to see the impact of these two optimizations in this Compiler Explorer 3-way comparison of Clang with -stdlib=libc++, Clang with -stdlib=libstdc++, and GCC.
STL Implementation
VS has its own STL implementation which is very differently structured than libc++ and stdlibc++, and that seems to have a large contribution to VS inferior code generation. While VS STL has some very useful features, such as checked iterators and iterator debugging hooks (_ITERATOR_DEBUG_LEVEL), it gives the general impression of being heavier and to perform less efficiently than stdlibc++.
For isolating the impact of the vector STL implementation, an interesting experiment is to use Clang for compilation, combined with the VS header files. Indeed, using Clang 5.0.0 with Visual Studio 2015 headers, results in the following code generation - clearly, the STL implementation has a huge impact!
main: # #main
.Lfunc_begin0:
.Lcfi0:
.seh_proc main
.seh_handler __CxxFrameHandler3, #unwind, #except
# BB#0: # %.lr.ph
pushq %rbp
.Lcfi1:
.seh_pushreg 5
pushq %rsi
.Lcfi2:
.seh_pushreg 6
pushq %rdi
.Lcfi3:
.seh_pushreg 7
pushq %rbx
.Lcfi4:
.seh_pushreg 3
subq $72, %rsp
.Lcfi5:
.seh_stackalloc 72
leaq 64(%rsp), %rbp
.Lcfi6:
.seh_setframe 5, 64
.Lcfi7:
.seh_endprologue
movq $-2, (%rbp)
movl $16, %ecx
callq "??2#YAPEAX_K#Z"
movq %rax, -24(%rbp)
leaq 16(%rax), %rcx
movq %rcx, -8(%rbp)
movups .L.ref.tmp(%rip), %xmm0
movups %xmm0, (%rax)
movq %rcx, -16(%rbp)
movl 4(%rax), %ebx
movl 8(%rax), %esi
movl 12(%rax), %edi
.Ltmp0:
leaq -24(%rbp), %rcx
callq "?_Tidy#?$vector#HV?$allocator#H#std###std##IEAAXXZ"
.Ltmp1:
# BB#1: # %"\01??1?$vector#HV?$allocator#H#std###std##QEAA#XZ.exit"
addl %ebx, %esi
leal 1(%rdi,%rsi), %eax
addq $72, %rsp
popq %rbx
popq %rdi
popq %rsi
popq %rbp
retq
.seh_handlerdata
.long ($cppxdata$main)#IMGREL
.text
Update - Visual Studio 2017
In Visual Studio 2017, <vector> has seen a major overhaul, as announced on this blog post from the Visual C++ team. Specifically, it mentions the following optimizations:
Eliminated unnecessary EH logic. For example, vector’s copy assignment operator had an unnecessary try-catch block. It just has to provide the basic guarantee, which we can achieve through proper action sequencing.
Improved performance by avoiding unnecessary rotate() calls. For example, emplace(where, val) was calling emplace_back() followed by rotate(). Now, vector calls rotate() in only one scenario (range insertion with input-only iterators, as previously described).
Improved performance with stateful allocators. For example, move construction with non-equal allocators now attempts to activate our memmove() optimization. (Previously, we used make_move_iterator(), which had the side effect of inhibiting the memmove() optimization.) Note that a further improvement is coming in VS 2017 Update 1, where move assignment will attempt to reuse the buffer in the non-POCMA non-equal case.
Curious, I went back to test this. When building the example in Visual Studio 2017, the result is still a multi page assembly listing, with many function calls, so even if code generation improved, it is difficult to notice.
However, when building with clang 5.0.0 and Visual Studio 2017 headers, we get the following assembly:
main: # #main
.Lcfi0:
.seh_proc main
# BB#0:
subq $40, %rsp
.Lcfi1:
.seh_stackalloc 40
.Lcfi2:
.seh_endprologue
movl $16, %ecx
callq "??2#YAPEAX_K#Z" ; void * __ptr64 __cdecl operator new(unsigned __int64)
movq %rax, %rcx
callq "??3#YAXPEAX#Z" ; void __cdecl operator delete(void * __ptr64)
movl $10, %eax
addq $40, %rsp
retq
.seh_handlerdata
.text
Note the movl $10, %eax instruction - that is, with VS 2017's <vector>, clang was able to collapse everything, precalculate the result of 10, and keep only the calls to new and delete.
I'd say that is pretty amazing!
Function Inlining
Function inlining is probably the single most vital optimization in this example. By collapsing the code of called functions into their call sites, the compiler is able to perform further optimizations on the merged code, plus, removing of function calls is beneficial in reducing call overhead and removing of optimization barriers.
When inspecting the generated assembly for VS, and comparing the code before and after inlining (Compiler Explorer), we can see that most vector functions were indeed inlined, except for the allocation and deallocation functions. In particular, there are calls to memmove, which are the result of inlining of some higher level functions, such as _Uninitialized_copy_al_unchecked.
memmove is a library function, and therefore cannot be inlined. However, clang has a clever way around this - it replaces the call to memmove with a call to __builtin_memmove. __builtin_memmove is a builtin/intrinsic function, which has the same functionality as memmove, but as opposed to the plain function call, the compiler generates code for it and embeds it into the calling function. Consequently, the code could be further optimized inside the calling function and eventually removed as dead code.
Summary
To conclude, Clang is clearly superior than VS in this example, both thanks to high quality optimizations, and more efficient vector STL implementation. When using the same header files for Visual C++ and clang (the Visual Studio 2017 headers), Clang beats Visual C++ hands down.
While writing this answer, I couldn't help not to think, what would we do without Compiler Explorer? Thanks Matt Godbolt for this amazing tool!

Does a function local static variable automatically incur a branch?

For example:
int foo()
{
static int i = 0;
return i++;
}
The variable i will only be initialized to 0 the first time foo is called. Does this automatically mean there's a hidden branch in there to keep the initialization from happening more than once? Or are there more clever tricks to avoid this?
Yes, it must incur a branch, and it must also incur at least an atomic operation for safe concurrent initialization. The Standard requires that they are initialized on function entry, in a concurrency-safe way.
The implementation can only dodge this requirement if it can prove that the difference between lazy init and some earlier initialization like before main() is entered is equivalent. For example, simple PODs initialized from constants, the compiler may choose to initialize it earlier like a file-scope global since it's non-observable and saving the lazy initialization code, but that's a non-observable optimization.
Yes, there is a branch. Each time the function is entered, the code must check if the variable has already been initialized. But as will be explained below, you usually do not have to care about this branch.
Example
Check out this code:
#include <iostream>
struct Foo { Foo(){ std::cout << "FOO" << std::endl;} };
void foo(){ static Foo foo; }
int main(){ foo();}
Now, here is the first part of assembly code that gcc4.8 generates for the foo function:
_Z3foov:
.LFB974:
.cfi_startproc
.cfi_personality 0x3,__gxx_personality_v0
.cfi_lsda 0x3,.LLSDA974
pushq %rbp
.cfi_def_cfa_offset 16
.cfi_offset 6, -16
movq %rsp, %rbp
.cfi_def_cfa_register 6
pushq %r12
pushq %rbx
.cfi_offset 12, -24
.cfi_offset 3, -32
movl $_ZGVZ3foovE3foo, %eax
movzbl (%rax), %eax
testb %al, %al
jne .L7 <------------------- FIRST CHECK
movl $_ZGVZ3foovE3foo, %edi
call __cxa_guard_acquire <------------------- LOCK
testl %eax, %eax
setne %al
testb %al, %al
je .L7 <------------------- SECOND CHECK
movl $0, %r12d
movl $_ZZ3foovE3foo, %edi
A you see, there is a jne! Then, a guard is aquired using __cxa_guard_acquire, followed by a je. Thus, it seems that the compiler is generating the famous double checked locking pattern here.
Will every compiler generate a branch?
I am pretty sure the spec does NOT mandate that a branch or double checked locking must be used. It just mandates that the initialization must be thread safe. However, I do not see a way to perform a thread safe initialization without a branch. Thus, even though the spec does not mandate it, it is simply not possible with current CPU architectures to omit the branch here.
Is the branch expensive?
Considering whether you should care about this branch:
You should definitly NOT care about this branch, since it will be correctly predicted (as it once the object is initialized the branch always takes the same route). Thus, the branch is almost free. Trying to avoid a static local variable for optimization purposes should never yield any observable performance benefit.
Is there really no way around the branch?
If the constructor is not observable, like simply initialization with constant values, then it may be performed eagerly at program startup and the branch is omitted. If, however, it is observable, then things get pretty tricky:
The only possibility I see is stated in the answer of R. Martinho Fernandes (which has been deleted): The code could modify itself. I.e., simply remove the initialization code once the initialization is done. However, this is idea is impractical for the following reasons:
Self-modifying code is very hard to get thread-safe.
Usually, memory flagged executable is write protected so code is not allowed to rewrite itself.
It is just not worth it, as the branch is not expensive (see above).