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Delivering Sample-based PGO for PlayStation(R)4

Users of the PlayStation(R)4 toolchain have a number of expectations from their development tools: good runtime performance is vitally important, as is the ability to debug fully optimized code. The team at Sony Interactive Entertainment have been working on delivering a Profile Guided Optimization solution to our users to allow them to maximize their runtime performance.

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Demo of a repository for statically compiled programs

ARTICLE BY: Paul Bowen-Huggett
POSTED: Nov 17, 2016
TAGS: LLVM, LLVM Developers Meeting, Toolchain

Paul presents a proof of concept of an approach which improves compile and link times by replacing the conventional use of object files with an incrementally updated repository without requiring change to existing build infrastructure. It aims to present the idea at a high-level using a live demo of some trivial tools and initiate discussion of a real implementation within the LLVM framework.

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Quick wins for speedy links

ARTICLE BY: Binutils Team
POSTED: Mar 03, 2016
TAGS: De-duplication, Dead-code stripping, Linker, LTO, Toolchain

Linking is the final stage when building your C/C++ program code. As a developer, you must wait for the link to complete before you can run or debug your program. Any delay in the process slows development and can become frustrating.

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