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A way to reduce build time of AMP code?

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I have two non-trivial projects implemented in AMP now and both take a really long time to compile. The first about 30 minutes, and the second started to take upto 3 hours (both use upto 1.8 GB of memory). I tried to observe more carefully on the second project why/when this occurs and it appears to be the moment I start using tile_static memory. I suspect it's the race-condition check (DX-compiler) or some other code-analysis which goes crazy about my implementation. Which isn't enormous, just 100 lines maybe.

In addition, the compiler takes 100% of all of my 4 cores, to such a degree that the OS becomes irresponsive. My current approach is to jump to the task manager quickly after I started a build and set the priority to lowest.

So my question is if I can reduce the build time somehow? For compute shaders I can turn off optimizations - for my first project the DC-shader I did to hold the build times in check doesn't benefit from above O0 fe. - and I can also turn off the correctness verification. I wish I could do something like that for AMP.

Oh, and the produced (debug) executable is 80MB vs. 600kB pure C++ ConcRT vs. 69 kB just C++, is that normal?

Thanks for any suggestion to solve this.


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