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Binary bloat discussion #1627
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Bloaty output from single class extension file, template_release, mach-o format: Symbols, first 100:
Compileunits, first 100:
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I tried compiling that extension (plus the proper registration, see the attached project) using godot-cpp 4.3 branch ( # emcc --version
emcc (Emscripten gcc/clang-like replacement + linker emulating GNU ld) 3.1.64 (a1fe3902bf73a3802eae0357d273d0e37ea79898)
# wasm32-clang --version
clang version 19.0.0git (https:/github.com/llvm/llvm-project 4d8e42ea6a89c73f90941fd1b6e899912e31dd34)
Target: wasm32 This resulted in binaries way smaller than the 2MiB mentioned in the OP: # scons platform=web
872K project/bin/libgdexample.web.template_debug.wasm32.wasm
# scons platform=web target=template_release
876K project/bin/libgdexample.web.template_release.wasm32.wasm I also tried building with a dedicated build profile (also attached in the project): # scons platform=web build_profile=build_profile.json
184K project/bin/libgdexample.web.template_debug.wasm32.wasm
# scons platform=web target=template_release build_profile=build_profile.json
184K project/bin/libgdexample.web.template_release.wasm32.wasm This is as much as I can do to test these claims, given you did not provide a full MRP, nor the relevant toolchain information. MRP (to be extracted as godot-cpp subfolder, or you should adjust the godot-cpp include to match the proper location): Note: Reported results are for threads builds, but nothreads results in similar sizes. EDIT: Since in the OP you mentioned godot-cpp 4.4-dev I'm re-running the builds with current Here are the results: Regular:
Profile:
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@jordo Thanks for creating this issue! Finding ways to reduce the binary size of extensions, especially for the web or mobile, is a worthy goal :-)
A change like this makes sense to me. Something else @Faless and I discussed while we were at GodotCon was the possibility of replacing the function name with a hash. In this case, it probably wouldn't make much difference (if we used |
@Faless Sorry, can you build and post your wasm artifacts with debug symbols? I would like to take a look at the dissasembly for those. Specifically the two you posted at the end of your comment: |
The 2MiB size i mentioned in the OP is a mach-o universal binary, so it includes two architectures. A single architecture build for mach-o or targetting other ASM formats results in a ~1MB file which is similar to what you have posted. |
One thing to notice, is that unlike Godot itself, we don't build with |
Results with Regular:
Build profile:
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@dsnopek well, nevermind, it seems that the regression is due to #1603 (which is needed), and in fact I can't reproduce it on Linux. I guess emscripten just adds more stuff to handle (u)int64_t via BigInts. |
Godot version
4.4-dev
godot-cpp version
4.4-dev
System information
wasm in particular
Issue description
This is intended to primarily be a tracking issue looking at ways to reduce the binary size of these extension libraries. Intended to be an open discussion to followup on #1621
Steps to reproduce
Compiling the simplest of extensions, a single file single including a single header results in a 2MB library (Reviewer EDIT: macos universal library, i.e. 1MB for each architecture). Example:
Minimal reproduction project
N/A
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