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Deciding ''when'' to inline a function is a complex problem, and compilers use sophisticated heuristics to make this decision. Inlining provides a trade-off between speed and size, and the “right” amount of inlining can depend on the target CPU, the overall program structure, and runtime behavior of the code. Some of the challenges and considerations include:
Deciding ''when'' to inline a function is a complex problem, and compilers use sophisticated heuristics to make this decision. Inlining provides a trade-off between speed and size, and the “right” amount of inlining can depend on the target CPU, the overall program structure, and runtime behavior of the code. Some of the challenges and considerations include:


* '''Predicting performance impact is non-trivial:''' While removing a function call generally improves execution speed, the net effect on a large program is not always positive. Inlining can ''increase'' or ''decrease'' performance depending on many factors. For example, inlining might speed up one part of the code but cause another part to slow down due to cache misses. The compiler has to predict whether inlining a particular function at a particular call site will be beneficial overall, which is undecidable with perfect accuracy. As studies and experience have shown, ''no compiler can always make the optimal inlining decision'' because it lacks full knowledge of runtime execution patterns and hardware microarchitectural effects <ref name"stackoverflow_lto">c++ - Link-time optimization and inline - Stack Overflow https://stackoverflow.com/questions/7046547/link-time-optimization-and-inline</ref>. The instruction cache behavior is especially critical: a program that fit in cache before might overflow it after inlining one too many functions, causing performance to drop. These complex interactions mean that inlining decisions are essentially heuristic guesses aimed at a balance.
* '''Predicting performance impact is non-trivial:''' While removing a function call generally improves execution speed, the net effect on a large program is not always positive. Inlining can ''increase'' or ''decrease'' performance depending on many factors. For example, inlining might speed up one part of the code but cause another part to slow down due to cache misses. The compiler has to predict whether inlining a particular function at a particular call site will be beneficial overall, which is undecidable with perfect accuracy. As studies and experience have shown, ''no compiler can always make the optimal inlining decision'' because it lacks full knowledge of runtime execution patterns and hardware microarchitectural effects <ref name="stackoverflow_lto">c++ - Link-time optimization and inline - Stack Overflow https://stackoverflow.com/questions/7046547/link-time-optimization-and-inline</ref>. The instruction cache behavior is especially critical: a program that fit in cache before might overflow it after inlining one too many functions, causing performance to drop. These complex interactions mean that inlining decisions are essentially heuristic guesses aimed at a balance.
* '''Compiler heuristics:''' Modern compilers treat the inlining decision as an optimization problem. They often set a '''“budget” for code growth''' and try to inline the most beneficial calls without exceeding that budget. This is sometimes modeled like a knapsack problem – choosing which function calls to inline to maximize estimated performance gain for a given allowable increase in code size. The heuristics involve metrics such as the size of the function (in internal intermediate representation instructions), the number of call sites, and the estimated frequency of each call. For instance, a call inside a loop that runs thousands of times is more profitable to inline than a call in a one-off initialization function. Compilers also consider whether inlining a function will enable ''subsequent optimizations'': if inlining a function exposes a constant or a branch that can simplify the code, the compiler gives that more weight. These factors are combined into a cost/benefit analysis for each call site. If the estimated benefit (e.g., saved cycles) outweighs the cost (e.g., added instructions and bytes of code), the call is inlined – otherwise it’s left as a regular call <ref name"stackoverflow_lto">c++ - Link-time optimization and inline - Stack Overflow https://stackoverflow.com/questions/7046547/link-time-optimization-and-inline</ref>. Different compilers (and even different versions of the same compiler) use different formulas and thresholds for this. For example, GCC and Clang assign a certain “cost” to the function based on IR instruction count and adjust it if the function is marked <code>inline</code> (which gives a hint benefit) or if the call is in a hot path, etc. MSVC similarly has internal thresholds and will inline more aggressively at <code>/Ob2</code> than at <code>/Ob1</code>. These heuristics are continually refined to produce good results across typical programs.
* '''Compiler heuristics:''' Modern compilers treat the inlining decision as an optimization problem. They often set a '''“budget” for code growth''' and try to inline the most beneficial calls without exceeding that budget. This is sometimes modeled like a knapsack problem – choosing which function calls to inline to maximize estimated performance gain for a given allowable increase in code size. The heuristics involve metrics such as the size of the function (in internal intermediate representation instructions), the number of call sites, and the estimated frequency of each call. For instance, a call inside a loop that runs thousands of times is more profitable to inline than a call in a one-off initialization function. Compilers also consider whether inlining a function will enable ''subsequent optimizations'': if inlining a function exposes a constant or a branch that can simplify the code, the compiler gives that more weight. These factors are combined into a cost/benefit analysis for each call site. If the estimated benefit (e.g., saved cycles) outweighs the cost (e.g., added instructions and bytes of code), the call is inlined – otherwise it’s left as a regular call <ref name="stackoverflow_lto">c++ - Link-time optimization and inline - Stack Overflow https://stackoverflow.com/questions/7046547/link-time-optimization-and-inline</ref>. Different compilers (and even different versions of the same compiler) use different formulas and thresholds for this. For example, GCC and Clang assign a certain “cost” to the function based on IR instruction count and adjust it if the function is marked <code>inline</code> (which gives a hint benefit) or if the call is in a hot path, etc. MSVC similarly has internal thresholds and will inline more aggressively at <code>/Ob2</code> than at <code>/Ob1</code>. These heuristics are continually refined to produce good results across typical programs.
* '''Profile-guided inlining:''' One way to improve inlining decisions is to use ''profile-guided optimization (PGO)''. PGO involves compiling the program, running it on sample workloads to gather actual execution frequencies of functions and branches, and then feeding that profile data back into a second compilation. With PGO, the compiler knows which functions are actually hot (called frequently in practice) and which call sites are executed often. This information can greatly inform the inlining heuristics – for example, the compiler might inline a function it knows is called millions of times a second, but not inline another function that is rarely used, even if they are similar in size. Using PGO, compilers can be more bold about inlining hot paths and avoid code bloat on cold paths. That said, the gains from PGO-based inlining, while real, are often in the single-digit percentages of performance <ref name"stackoverflow_lto">c++ - Link-time optimization and inline - Stack Overflow https://stackoverflow.com/questions/7046547/link-time-optimization-and-inline</ref>. It helps the compiler make more informed decisions, but it doesn’t fundamentally eliminate the trade-offs. In some cases PGO might even cause slight regressions if the profile data misleads the heuristics (e.g., if the runtime usage differs from the training run). Still, PGO is a valuable tool for squeezing out extra performance by fine-tuning inlining and other optimizations based on actual usage.
* '''Profile-guided inlining:''' One way to improve inlining decisions is to use ''profile-guided optimization (PGO)''. PGO involves compiling the program, running it on sample workloads to gather actual execution frequencies of functions and branches, and then feeding that profile data back into a second compilation. With PGO, the compiler knows which functions are actually hot (called frequently in practice) and which call sites are executed often. This information can greatly inform the inlining heuristics – for example, the compiler might inline a function it knows is called millions of times a second, but not inline another function that is rarely used, even if they are similar in size. Using PGO, compilers can be more bold about inlining hot paths and avoid code bloat on cold paths. That said, the gains from PGO-based inlining, while real, are often in the single-digit percentages of performance <ref name="stackoverflow_lto">c++ - Link-time optimization and inline - Stack Overflow https://stackoverflow.com/questions/7046547/link-time-optimization-and-inline</ref>. It helps the compiler make more informed decisions, but it doesn’t fundamentally eliminate the trade-offs. In some cases PGO might even cause slight regressions if the profile data misleads the heuristics (e.g., if the runtime usage differs from the training run). Still, PGO is a valuable tool for squeezing out extra performance by fine-tuning inlining and other optimizations based on actual usage.
* '''Limitations and overrides:''' There are practical limits to inlining. Compilers will not inline a function in certain scenarios, no matter what: for example, a recursive function usually can’t be fully inlined (it would lead to infinite code expansion), although some compilers will unroll a recursion a fixed number of times if marked inline. If a function’s address is taken (meaning a pointer to the function is used), most compilers have to generate an actual function body for it, and they might not inline all calls either because the function now needs to exist independently <ref name="ms_inline">Inline Functions (C++) | Microsoft Learn https://learn.microsoft.com/en-us/cpp/cpp/inline-functions-cpp?view=msvc-170</ref>. Virtual function calls in C++ cannot be inlined unless the compiler can deduce the exact target (e.g., the object’s dynamic type is known or the function is devirtualized); thus, inlining across a polymorphic call often requires whole-program analysis or final devirtualization. Additionally, as mentioned earlier, compilers impose certain limits to avoid ''pathological code expansion'': GCC, for instance, has parameters like '''<code>inline-unit-growth</code>''' and '''<code>max-inline-insns-single</code>''' that prevent inlining from blowing up the code more than a certain factor <ref name="gcc_opt">Optimize Options (Using the GNU Compiler Collection (GCC)) https://gcc.gnu.org/onlinedocs/gcc/Optimize-Options.html</ref> <ref name="gcc_opt">Optimize Options (Using the GNU Compiler Collection (GCC)) https://gcc.gnu.org/onlinedocs/gcc/Optimize-Options.html</ref>. These ensure that even under <code>-O3</code>, the compiler won’t inline everything blindly and will stop if the function grows too large due to inlining.
* '''Limitations and overrides:''' There are practical limits to inlining. Compilers will not inline a function in certain scenarios, no matter what: for example, a recursive function usually can’t be fully inlined (it would lead to infinite code expansion), although some compilers will unroll a recursion a fixed number of times if marked inline. If a function’s address is taken (meaning a pointer to the function is used), most compilers have to generate an actual function body for it, and they might not inline all calls either because the function now needs to exist independently <ref name="ms_inline">Inline Functions (C++) | Microsoft Learn https://learn.microsoft.com/en-us/cpp/cpp/inline-functions-cpp?view=msvc-170</ref>. Virtual function calls in C++ cannot be inlined unless the compiler can deduce the exact target (e.g., the object’s dynamic type is known or the function is devirtualized); thus, inlining across a polymorphic call often requires whole-program analysis or final devirtualization. Additionally, as mentioned earlier, compilers impose certain limits to avoid ''pathological code expansion'': GCC, for instance, has parameters like '''<code>inline-unit-growth</code>''' and '''<code>max-inline-insns-single</code>''' that prevent inlining from blowing up the code more than a certain factor <ref name="gcc_opt">Optimize Options (Using the GNU Compiler Collection (GCC)) https://gcc.gnu.org/onlinedocs/gcc/Optimize-Options.html</ref> <ref name="gcc_opt">Optimize Options (Using the GNU Compiler Collection (GCC)) https://gcc.gnu.org/onlinedocs/gcc/Optimize-Options.html</ref>. These ensure that even under <code>-O3</code>, the compiler won’t inline everything blindly and will stop if the function grows too large due to inlining.
* '''Link-time optimization (LTO):''' Traditional compilation limits inlining to within a single source file (translation unit) because the compiler can only see one .c/.cpp file at a time. '''Link-time optimization''' lifts this restriction by allowing inlining (and other optimizations) to occur across translation unit boundaries at link time. With LTO enabled (for example, <code>gcc -flto</code> or MSVC’s <code>/LTCG</code>), the compiler effectively sees the entire program or library, so it can inline functions from one module into another. This means even if you didn’t mark a function <code>inline</code> or put it in a header, LTO might inline it if it’s beneficial. For instance, a small utility function defined in one source file and called in another could be inlined during LTO, whereas without LTO that call would remain a regular function call (because the compiler wouldn’t have seen the function’s body while compiling the caller). LTO thus increases the scope of inlining and can yield significant performance improvements for codebases split across many files. One common use of LTO-driven inlining is for library functions: the compiler might inline standard library functions or other library calls if LTO is enabled and it has the library’s code. The downside is that LTO can make compile times (or link times) longer and increase memory usage during compilation, due to the larger optimization scope. Also, the same caution applies: even with whole-program visibility, the compiler still uses heuristics to decide what to inline <ref name"stackoverflow_lto">c++ - Link-time optimization and inline - Stack Overflow https://stackoverflow.com/questions/7046547/link-time-optimization-and-inline</ref>. Having more opportunities to inline (thanks to LTO) doesn’t mean it will inline everything; it still must choose carefully to avoid overwhelming code bloat or slower performance from cache misses.
* '''Link-time optimization (LTO):''' Traditional compilation limits inlining to within a single source file (translation unit) because the compiler can only see one .c/.cpp file at a time. '''Link-time optimization''' lifts this restriction by allowing inlining (and other optimizations) to occur across translation unit boundaries at link time. With LTO enabled (for example, <code>gcc -flto</code> or MSVC’s <code>/LTCG</code>), the compiler effectively sees the entire program or library, so it can inline functions from one module into another. This means even if you didn’t mark a function <code>inline</code> or put it in a header, LTO might inline it if it’s beneficial. For instance, a small utility function defined in one source file and called in another could be inlined during LTO, whereas without LTO that call would remain a regular function call (because the compiler wouldn’t have seen the function’s body while compiling the caller). LTO thus increases the scope of inlining and can yield significant performance improvements for codebases split across many files. One common use of LTO-driven inlining is for library functions: the compiler might inline standard library functions or other library calls if LTO is enabled and it has the library’s code. The downside is that LTO can make compile times (or link times) longer and increase memory usage during compilation, due to the larger optimization scope. Also, the same caution applies: even with whole-program visibility, the compiler still uses heuristics to decide what to inline <ref name="stackoverflow_lto">c++ - Link-time optimization and inline - Stack Overflow https://stackoverflow.com/questions/7046547/link-time-optimization-and-inline</ref>. Having more opportunities to inline (thanks to LTO) doesn’t mean it will inline everything; it still must choose carefully to avoid overwhelming code bloat or slower performance from cache misses.
* '''Alternate strategies:''' In cases where inlining is not beneficial or possible, other optimizations may be preferable. For example, compilers might use ''outline'' strategies (the opposite of inline) to reduce code size – i.e., they might decide ''not'' to inline to keep code small (especially at <code>-Os</code> or in constrained environments). Another strategy is '''partial inlining''', where the compiler might extract and inline only a portion of a function. GCC introduced something along these lines (sometimes called “IPA-split” or partial inlining) where it tries to inline the hot parts of a function into callers and keep the cold parts out-of-line, as a compromise. This is advanced and not directly under user control, but it shows that inlining doesn’t have to be all-or-nothing.
* '''Alternate strategies:''' In cases where inlining is not beneficial or possible, other optimizations may be preferable. For example, compilers might use ''outline'' strategies (the opposite of inline) to reduce code size – i.e., they might decide ''not'' to inline to keep code small (especially at <code>-Os</code> or in constrained environments). Another strategy is '''partial inlining''', where the compiler might extract and inline only a portion of a function. GCC introduced something along these lines (sometimes called “IPA-split” or partial inlining) where it tries to inline the hot parts of a function into callers and keep the cold parts out-of-line, as a compromise. This is advanced and not directly under user control, but it shows that inlining doesn’t have to be all-or-nothing.


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