Scaling Compiler Cells: Estimating C++ Build Performance with LLM-Assisted Workflows
A truly tiny C++ compiler doesn’t exist because the language is huge. But you can still get a practical, space-efficient toolchain that compiles real C++ (C++17/20) for your “digital DNA streams” by trimming LLVM/Clang hard—or by restructuring the pipeline so only a thin on-device piece is needed.
Here are three viable footprints, from smallest-on-device to smallest-overall-build:
1) Ultra-small on device (proxy + precompiled IR)
Idea: Don’t ship a full compiler to the device. Ship a tiny client that accepts code/IR chunks (“DNA strands”) and offloads compilation to a host (or your compiler accelerator). The device stores caches and does only linking/patching.
- On device footprint: ~5–20 MB
- Thin client (custom) + lld (linker) + cache.
- RAM needed: 64–256 MB during link.
- How it works:
- Author on host → compile to bitcode (LLVM IR) or a compact device IR.
- Device pulls pre-optimized objects, does incremental link (lld is tiny and fast) and applies relocation/patching.
- Throughput: Very high; “compiles” are near-instant on device because the heavy passes run on host/accelerator.
Best when your “digital DNA” is streaming modules/functions that you can pre-optimize and ship as objects/IR deltas.
2) Small, local C++ compiler (trimmed Clang/LLVM + lld)
Idea: Build a MinSizeRel LLVM with only your target(s) and only the projects you need.
- Disk footprint (realistic): ~40–120 MB total
clang
+lld
shared libs, one target (e.g., x86-64 or aarch64), no extras.
- RAM to compile: 256–512 MB for -O2 on medium modules.
- Throughput: Excellent for “DNA streams” (many small/medium translation units).
- Key CMake knobs (example):
-DCMAKE_BUILD_TYPE=MinSizeRel -DLLVM_ENABLE_PROJECTS="clang;lld" -DLLVM_TARGETS_TO_BUILD="X86" # or "AArch64" -DLLVM_BUILD_TOOLS=OFF -DLLVM_INCLUDE_TESTS=OFF -DLLVM_INCLUDE_EXAMPLES=OFF -DCLANG_ENABLE_ARCMT=OFF -DCLANG_ENABLE_STATIC_ANALYZER=OFF -DLLVM_ENABLE_ZLIB=OFF -DLLVM_ENABLE_ZSTD=OFF -DLLVM_ENABLE_TERMINFO=OFF -DLLVM_ENABLE_RTTI=ON # keep, Clang needs it -DLLVM_ENABLE_EH=ON # keep, Clang needs it
After install: strip binaries, remove unused headers, keep only one C++ standard library (
libc++
+libc++abi
orlibstdc++
) and one C runtime (musl
orpicolibc
) if static linking matters.
This is the smallest real C++ toolchain you can rely on day-to-day without giving up modern language features.
3) Moderate footprint, fast builds (GCC or fuller LLVM)
Idea: Accept a larger disk/RAM footprint to avoid deep surgery.
- Disk: 200–500 MB (shared libs) depending on targets/features.
- RAM: 512 MB–1.5 GB for heavy -O3/LTO.
- Throughput: Great; less engineering time.
Design choices specific to “digital DNA streams”
“DNA streams” usually mean many small, composable units. That’s perfect for staying small and fast:
- Sharding: Keep functions/modules tiny; compile at -O2 with -fno-exceptions and -fno-rtti if your code allows (massive speed and size wins).
- Stable ABI surface: Put heavy templates/meta-programming behind prebuilt headers (PCH) or ship them as precompiled modules; your compiler then touches far less code per update.
- ThinLTO (optional): On the host side only. Device links incrementally with lld.
- Deterministic builds: Turn on deterministic options so caches are maximally reusable between stream updates.
Minimal viable on-device stacks (copy-paste checklists)
A. Offload model (tiniest device)
- Device binaries:
lld
(linker), your DNA runtime .a/.so, and a small update agent (~<10 MB if you’re spartan).
- Protocol:
- Device receives
.o
or compact IR blocks over gRPC/HTTP. - Writes them to cache, runs
lld -r
(partial link) or final link.
- Device receives
- Pros: almost no compiler on device.
- Cons: needs a host/accelerator reachable during updates.
B. Local trimmed LLVM/Clang (no host dependency)
- Build with the CMake flags above.
- Keep one C++ stdlib and one target.
- Use
lld
(much smaller/faster thanld
/gold
). - Ship PCH or C++ modules for your DNA framework.
- Expect ~40–120 MB disk; 256–512 MB RAM for routine compiles.
What not to do if you want small & fast
- Don’t try to use a “tiny C compiler” (tcc, 8cc, chibicc) for C++—they’re C-only.
- Don’t ship many backends/targets you don’t need.
- Don’t enable sanitizers, static analyzer, or ARCMT in the production toolchain.
- Don’t statically link everything “for convenience”—shared libs + strip saves lots of space.
If you can relax “must be C++”
If your “DNA” authoring can be C (or a DSL transpiled to C), tiny toolchains become available:
- tcc or lacc compilers: sub-megabyte scale, compile in milliseconds.
- Then your runtime stays in C; the device footprint can be <10 MB including linker and libs.
Bottom line
- Smallest on device: ~5–20 MB (offload heavy lifting; device only links & patches).
- Smallest self-contained real C++ compiler: ~40–120 MB (trimmed Clang + lld, single target, stripped), 256–512 MB RAM to compile typical “digital DNA” units at -O2.
- For maximal robustness, use the offload+cache model with
lld
on device; for autonomy, ship the trimmed Clang/lld toolchain.
1) What one C++ “compiler cell” costs (rough ranges)
Compile workers (Clang/LLVM, single TU)
- -O0/-O1 (dev/iterative): ~1 CPU thread, 200–500 MB RAM, light I/O
- -O2 (typical prod): ~1 CPU thread, 600–1,200 MB RAM, moderate I/O
- -O3 (heavy templates) w/o LTO: 1–2 CPU threads effective, 1.5–3 GB RAM
- Link step (lld): bursty; 1–4 GB RAM for medium projects (serialize 1–2 links)
Memory, not CPU, is usually the limiter; NVMe can still be a bottleneck if you hammer it with thousands of tiny files.
LLM assist per cell
Best practice: one shared LLM service, not one per cell.
- On GPU (recommended): 7B model, 4-bit quant → 5–8 GB VRAM total, CPU <1 core avg.
- On CPU (if no GPU): 7B, 4-bit → 4–8 GB RAM shared, 2–4 CPU threads shared.
2) How many cells fit? (practical concurrency limits)
Use this quick rule:
cells ≈ min( CPU_threads × 0.8 , (RAM_available_GB / RAM_per_compile_GB) )
Assume OS+background reserve ≈ 6 GB → RAM_available ≈ 26 GB on a 32 GB system.
Profile A — Fast iteration (-O0/-O1)
- RAM/cell: 0.3 GB (avg)
- CPU bound? Mostly yes
- Max by RAM: 26 / 0.3 ≈ ~85 (theoretical)
- Max by CPU (16T × 0.8): ~12–14
- Recommendation: 12–14 cells
Profile B — Typical builds (-O2)
- RAM/cell: 0.6–1.2 GB
- Max by RAM: 26 / 1.0 ≈ ~26 (theoretical)
- Max by CPU: ~12–14
- I/O reality check: NVMe + metadata will throttle if you go too high
- Recommendation: 10–12 cells (keep headroom for link bursts)
Profile C — Heavy C++ templates (-O3, no LTO)
- RAM/cell: 1.5–3 GB
- Max by RAM: 26 / 2.0 ≈ ~13 (theoretical)
- CPU: still fine at 12–14, but RAM is the limiter
- Recommendation: 6–8 cells (avoid swap during template explosions)
Profile D — LTO/ThinLTO (link-time)
- Compilation cells: like B/C above
- Link phase: serialize 1 (sometimes 2) ThinLTO links; don’t stack them
- Recommendation: 8–10 compile cells, 1 link in parallel
3) With an LLM in the loop
LLM on GPU (shared 7B, 4-bit, 6–8 GB VRAM)
- VRAM: 6–8 GB (fits on 8–12 GB cards)
- CPU impact: small; treat as ~0.5–1 core total
- Cells unchanged from the above recommendations. Good!
LLM on CPU (no GPU)
- Reserve: 4–8 GB RAM and 2–4 CPU threads (shared)
- Adjust:
- -O2 profile: drop from 10–12 → 6–8 cells
- -O3 profile: drop from 6–8 → 4–6 cells
One LLM service, N compiler workers. Don’t spin an LLM per cell—wastes memory and context caches.
4) Concrete presets you can just use
- Preset S (snappy dev): 14 compiler cells @ -O0/-O1, GPU LLM 7B (6 GB VRAM).
- Preset M (balanced -O2): 10 compiler cells, 1 linker slot, GPU LLM 7B.
- Preset H (heavy -O3): 6 compiler cells, 1 linker slot, GPU LLM 7B.
- Preset C (CPU LLM): 6 compiler cells @ -O2, LLM on CPU (reserve 6 GB RAM, 3 threads).
5) How to pack more cells without upgrading hardware
- Use
lld
and ThinLTO, not full LTO. Serialize links. - Trim toolchain (single target, strip binaries).
- ccache/sccache (or
clang
modules/PCH) to slash recompiles. - tmpfs/ramdisk for intermediates (cuts NVMe thrash).
- SoA IR & function sharding (your “digital DNA” granularity helps).
- Pin memory limits per job (
-fno-rtti -fno-exceptions
where possible). - Stagger links (jobserver tokens for link slots = 1–2).
On an 8C/16T, 32 GB, NVMe, 8–12 GB VRAM gamer PC:
- -O0/-O1: 12–14 cells
- -O2 (typical): 10–12 cells (GPU LLM) • 6–8 (CPU LLM)
- -O3 heavy templates: 6–8 cells (GPU LLM) • 4–6 (CPU LLM)
- LTO/ThinLTO links: keep 1 link running; don’t overlap many