Why the Build System is Slow

A common complaint about the build system is that it’s slow. There are many reasons contributing to its slowness. We will attempt to document them here.

First, it is important to distinguish between a clobber build and an incremental build. The reasons for why each are slow can be different.

The build does a lot of work

It may not be obvious, but the main reason the build system is slow is because it does a lot of work! The source tree consists of a few thousand C++ files. On a modern machine, we spend over 120 minutes of CPU core time compiling files! So, if you are looking for the root cause of slow clobber builds, look at the sheer volume of C++ files in the tree.

You don’t have enough CPU cores and MHz

The build should be CPU bound. If the build system maintainers are optimizing the build system perfectly, every CPU core in your machine should be 100% saturated during a build. While this isn’t currently the case (keep reading below), generally speaking, the more CPU cores you have in your machine and the more total MHz in your machine, the better.

We highly recommend building with no fewer than 4 physical CPU cores. Please note the physical in this sentence. Hyperthreaded cores (an Intel Core i7 will report 8 CPU cores but only 4 are physical for example) only yield at most a 1.25x speedup per core.

We also recommend using the most modern CPU model possible. Haswell chips deliver much more performance per CPU cycle than say Sandy Bridge CPUs.

This cause impacts both clobber and incremental builds.

You are building with a slow I/O layer

The build system can be I/O bound if your I/O layer is slow. Linking libxul on some platforms and build architectures can perform gigabytes of I/O.

To minimize the impact of slow I/O on build performance, we highly recommend building with an SSD. Power users with enough memory may opt to build from a RAM disk. Mechanical disks should be avoided if at all possible.

Some may dispute the importance of an SSD on build times. It is true that the beneficial impact of an SSD can be mitigated if your system has lots of memory and the build files stay in the page cache. However, operating system memory management is complicated. You don’t really have control over what or when something is evicted from the page cache. Therefore, unless your machine is a dedicated build machine or you have more memory than is needed by everything running on your machine, chances are you’ll run into page cache eviction and you I/O layer will impact build performance. That being said, an SSD certainly doesn’t hurt build times. And, anyone who has used a machine with an SSD will tell you how great of an investment it is for performance all around the operating system. On top of that, some automated tests are I/O bound (like those touching SQLite databases), so an SSD will make tests faster.

This cause impacts both clobber and incremental builds.

You don’t have enough memory

The build system allocates a lot of memory, especially when building many things in parallel. If you don’t have enough free system memory, the build will cause swap activity, slowing down your system and the build. Even if you never get to the point of swapping, the build system performs a lot of I/O and having all accessed files in memory and the page cache can significantly reduce the influence of the I/O layer on the build system.

We recommend building with no less than 8 GB of system memory. As always, the more memory you have, the better. For a bare bones machine doing nothing more than building the source tree, anything more than 16 GB is likely entering the point of diminishing returns.

This cause impacts both clobber and incremental builds.

You are building on Windows

New processes on Windows are about a magnitude slower to spawn than on UNIX-y systems such as Linux. This is because Windows has optimized new threads while the *NIX platforms typically optimize new processes. Anyway, the build system spawns thousands of new processes during a build. Parts of the build that rely on rapid spawning of new processes are slow on Windows as a result. This is most pronounced when running configure. The configure file is a giant shell script and shell scripts rely heavily on new processes. This is why configure can run over a minute slower on Windows.

Another reason Windows builds are slower is because Windows lacks proper symlink support. On systems that support symlinks, we can generate a file into a staging area then symlink it into the final directory very quickly. On Windows, we have to perform a full file copy. This incurs much more I/O. And if done poorly, can muck with file modification times, messing up build dependencies. As of the summer of 2013, the impact of symlinks is being mitigated through the use of an install manifest.

These issues impact both clobber and incremental builds.

Recursive make traversal is slow

The build system has traditionally been built by employing recursive make. Recursive make involves make iterating through directories / make files sequentially and executing each in turn. This is inefficient for directories containing few targets/tasks because make could be starved for work when processing these directories. Any time make is starved, the build isn’t using all available CPU cycles and the build is slower as a result.

Work has started in bug 907365 to fix this issue by changing the way make traverses all the make files.

The impact of slow recursive make traversal is mostly felt on incremental builds. Traditionally, most of the wall time during a no-op build is spent in make traversal.

make is inefficient

Compared to modern build backends like Tup or Ninja, make is slow and inefficient. We can only make make so fast. At some point, we’ll hit a performance plateau and will need to use a different tool to make builds faster.

Please note that clobber and incremental builds are different. A clobber build with make will likely be as fast as a clobber build with a modern build system.

C++ header dependency hell

Modifying a .h file can have significant impact on the build system. If you modify a .h that is used by 1000 C++ files, all of those 1000 C++ files will be recompiled.

Our code base has traditionally been sloppy managing the impact of changed headers on build performance. Bug 785103 tracks improving the situation.

This issue mostly impacts the times of an incremental build.

A search/indexing service on your machine is running

Many operating systems have a background service that automatically indexes filesystem content to make searching faster. On Windows, you have the Windows Search Service. On OS X, you have Finder.

These background services sometimes take a keen interest in the files being produced as part of the build. Since the build system produces hundreds of megabytes or even a few gigabytes of file data, you can imagine how much work this is to index! If this work is being performed while the build is running, your build will be slower.

OS X’s Finder is notorious for indexing when the build is running. And, it has a tendency to suck up a whole CPU core. This can make builds several minutes slower. If you build with mach and have the optional psutil package built (it requires Python development headers - see Python and the Build System for more) and Finder is running during a build, mach will print a warning at the end of the build, complete with instructions on how to fix it.