Get rid of /Fo-related build slowdown
Closed this issue · 2 comments
GoogleCodeExporter commented
There are a number of files that share the same name, requiring us to the
specify that one (or more) of those files use a unique object file name.
This is cumbersome to maintain using our current methodology, which is
appending an oridinal (when we add the D3D 12 Device.cpp, is it
Device4.obj? Device5.obj?). Getting this right is a cause of subtle build
errors that typically will not manifest on the machine of the developer
who adds the file right away.
But more annoyingly, using this option (/Fo) causes VS to compile that
file in isolation rather than in bulk with the rest of the files that use
the default object name -- examining BuildLog.htm will illustrate just how
many unique .rsp files are generated. Each of these constitute spinning up
a new cl.exe process, which starts to impact build time. VS will also
abort the build and display errors for each cl.exe invocation in turn,
which means you don't get great error coverage visibility when you happen
to screw up really large changes.
Finding an alternative build or file name methodology that does not
involve using /Fo so often on a per-file basis will be an improvement.
Original issue reported on code.google.com by josh.petrie
on 1 Apr 2009 at 6:16
GoogleCodeExporter commented
This is fixed by all the file renaming we did.
Original comment by josh.petrie
on 20 May 2009 at 4:20
- Changed state: Fixed
GoogleCodeExporter commented
*Mostly fixed. I haven't quite finished yet.
Original comment by promit....@gmail.com
on 20 May 2009 at 4:46