kromanova added a comment.

In http://reviews.llvm.org/D15999#331639, @silvas wrote:

> In http://reviews.llvm.org/D15999#331601, @kromanova wrote:
>
> >
>
>
> I don't think we did any testing at SCE, but we probably should have. I don't 
> think Google's primary codebases (nor Apple's, or anybody else pretty much) 
> include the intrinsic headers in basically every TU so the impact is probably 
> not a huge concern overall. However, games include these headers in basically 
> every TU so we at SCE should take a look.


Yes, typical PS4 codebase will heavily include x86 intrinsics headers. At the 
same time, typical PS4 codebase will use precompiled headers or modules for 
most of the time, so I hope the real world impact of doxygen comment will not 
be huge in any case. BTW, in my experiment, I'm planning to measure worst case 
scenario (no modules, no PCH). I think t(ahe benefit of having (1) tooltips and 
autocomplication in XCode, (2) Intellisense tooltips in MS Visual Studio, (3) 
internal intrinsics documentation for clang, (4) ability to generate up-to-date 
internal intrinsic documentation based on the latest Clang headers, etc, should 
overweigh the drawback of slower compile time for the applications/games that 
are heavily using intrinsic headers, but opted not to use modules or PCH. 
Still, I agree that we need to make this measurement. And I'm curious too :)


Repository:
  rL LLVM

http://reviews.llvm.org/D15999



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