Does a function that only calls another function slow things down? - c

I saw some code that was something like this
int *func2(int *var) {
//Do some actual work
return var;
}
int *func1(int *var) {
return func2(var);
}
int main() {
int var;
var = func1(&var);
return 0;
}
This seems like an incredible waste to me but I figured the intermediate function might have previously had two function that it could call or there are some plans for expansion in the future. I was just wondering if compilers like gcc can detect this sort of thing and eliminate the useless function in the actual program or if this sort of thing actually wastes CPU cycles at runtime?

Don't do premature optimization. Focus on writing readable code. Even without optimization, the extra function call probably has a minimal effect on performance. The compiler may choose to inline it.
If you have performance issues later, you can test and profile to find the bottlenecks.

In most cases, if you turn up the compiler optimizations high enough, such trivial functions will be inlined. Thus there is no overhead.
So the answer to your question is: Yes, the compiler is usually smart enough to eliminate the call.
So don't worry about it unless you need to.
You can also use the inline keyword to make it more explicit: (although the compiler is still free to ignore it)
inline int *func1(int *var) {
return func2(var);
}

The super quick answer: Yes, maybe.
The quick answer: Yes, but usually not enough that you should care, and sometimes not at all.
The full answer: If the functions are all in the same translation unit and the compiler doesn't suck, the extra layer of function call will just get optimized out, and there will be zero impact on performance. Otherwise, if you're making external function calls, expect a small but nonzero performance cost. Most of the time it doesn't matter, but on functions that are super-short where every cycle counts, it could make your program twice as slow, or worse. Some worst-case examples:
A function like getc that just pulls the next byte from a buffer, advances the position, and returns (in the common case where the buffer is non-empty).
A function that advances a state machine via a trivial operation and returns, for example processing a single byte of a UTF-8 character.
Locking/synchronization primitives. This is a bit of a special case because the actual atomic memory access should dominate the execution time, making overhead seem insignificant. But if your intended usage case is just to hold locks for a single trivial operation (e.g. lock(); a++; unlock();) then even a small amount of added time with the lock held could have drastic effects on contention performance if the lock is highly contended.
Finally, the what-you-should-do answer: Write your code in the most natural way possible until testing/measurement shows you there's a performance problem. Only then should you think about uglifying your code for the sake of performance.

It would depend on the compiler and runtime environment. If the method call is on a stack there will be slight extra overhead from incrementing the stack. But in this case everything is by pointer so this might as well be a tail call and will probably be inlined. Inlining/tail call will cause the function to operate similar to a jump instead of a stack being incremented; meaning it would be similar to a loop or a goto when running.

Related

C Variable instantiation speed

I have a function in my main loop that's called ~200hz. It's running on an NXT, so the processor is pretty slow. In my function, it instantiates a variable, writes it to screen, and ends. Because of the processor speed, I need this function to be as quick as possible, and was wondering if it is faster to declare a variable in global scope and reset it every time the function is called, or instantiate it within the function. For clarification, which example would be faster?
int foo=0;
void bar() {
foo=0;
//do something with foo
}
vs
void bar() {
int foo=0;
//do something with foo
}
Obviously, I would want to use the second snippet in my code, because global variables are considered 'bad', but the NXT processor is really slow.
Whenever you have something like this, your best bet is to simply measure the speed of both options. There isn't really any way to know for sure which would be better without testing them, particularly given that you don't know how your compiler is even compiling your code.
Usually, allocation of automatic variables is a noop in C: all local variables are allocated with a single instruction that decrements the stack pointer, something that needs to be done anyway in almost all functions. And, usually, accesses to stack memory are the fastest you can get. So, in general, you should expect no performance difference between your two programs. If there is a difference, you should expect the global variable to be a tad slower.
However, I used the words "usually" and "in general" on purpose: Hardware may exist, where this is not the case. And I do not know about your processor. So, to be sure, heed Alex Kleiman's advice and measure. Measurement is the only source of truth when it comes to optimization.

Is function call an effective memory barrier for modern platforms?

In a codebase I reviewed, I found the following idiom.
void notify(struct actor_t act) {
write(act.pipe, "M", 1);
}
// thread A sending data to thread B
void send(byte *data) {
global.data = data;
notify(threadB);
}
// in thread B event loop
read(this.sock, &cmd, 1);
switch (cmd) {
case 'M': use_data(global.data);break;
...
}
"Hold it", I said to the author, a senior member of my team, "there's no memory barrier here! You don't guarantee that global.data will be flushed from the cache to main memory. If thread A and thread B will run in two different processors - this scheme might fail".
The senior programmer grinned, and explained slowly, as if explaining his five years old boy how to tie his shoelaces: "Listen young boy, we've seen here many thread related bugs, in high load testing, and in real clients", he paused to scratch his longish beard, "but we've never had a bug with this idiom".
"But, it says in the book..."
"Quiet!", he hushed me promptly, "Maybe theoretically, it's not guaranteed, but in practice, the fact you used a function call is effectively a memory barrier. The compiler will not reorder the instruction global.data = data, since it can't know if anyone using it in the function call, and the x86 architecture will ensure that the other CPUs will see this piece of global data by the time thread B reads the command from the pipe. Rest assured, we have ample real world problems to worry about. We don't need to invest extra effort in bogus theoretical problems.
"Rest assured my boy, in time you'll understand to separate the real problem from the I-need-to-get-a-PhD non-problems."
Is he correct? Is that really a non-issue in practice (say x86, x64 and ARM)?
It's against everything I learned, but he does have a long beard and a really smart looks!
Extra points if you can show me a piece of code proving him wrong!
Memory barriers aren't just to prevent instruction reordering. Even if instructions aren't reordered it can still cause problems with cache coherence. As for the reordering - it depends on your compiler and settings. ICC is particularly agressive with reordering. MSVC w/ whole program optimization can be, too.
If your shared data variable is declared as volatile, even though it's not in the spec most compilers will generate a memory variable around reads and writes from the variable and prevent reordering. This is not the correct way of using volatile, nor what it was meant for.
(If I had any votes left, I'd +1 your question for the narration.)
In practice, a function call is a compiler barrier, meaning that the compiler will not move global memory accesses past the call. A caveat to this is functions which the compiler knows something about, e.g. builtins, inlined functions (keep in mind IPO!) etc.
So a processor memory barrier (in addition to a compiler barrier) is in theory needed to make this work. However, since you're calling read and write which are syscalls that change the global state, I'm quite sure that the kernel issues memory barriers somewhere in the implementation of those. There is no such guarantee though, so in theory you need the barriers.
The basic rule is: the compiler must make the global state appear to be exactly as you coded it, but if it can prove that a given function doesn't use global variables then it can implement the algorithm any way it chooses.
The upshot is that traditional compilers always treated functions in another compilation unit as a memory barrier because they couldn't see inside those functions. Increasingly, modern compilers are growing "whole program" or "link time" optimization strategies which break down these barriers and will cause poorly written code to fail, even though it's been working fine for years.
If the function in question is in a shared library then it won't be able to see inside it, but if the function is one defined by the C standard then it doesn't need to -- it already knows what the function does -- so you have to be careful of those also. Note that a compiler will not recognise a kernel call for what it is, but the very act of inserting something that the compiler can't recognise (inline assembler, or a function call to an assembler file) will create a memory barrier in itself.
In your case, notify will either be a black box the compiler can't see inside (a library function) or else it will contain a recognisable memory barrier, so you are most likely safe.
In practice, you have to write very bad code to fall over this.
In practice, he's correct and a memory barrier is implied in this specific case.
But the point is that if its presence is "debatable", the code is already too complex and unclear.
Really guys, use a mutex or other proper constructs. It's the only safe way to deal with threads and to write maintainable code.
And maybe you'll see other errors, like that the code is unpredictable if send() is called more than one time.

Infinite recursive calls should raise a stack overflow in this case?

I've recently thought about this case of stack overflow:
int f()
{
return f();
}
int main(void)
{
f();
return 0;
}
which definitely crashes the program. But my question is why is this not the same as an infinite loop? The compiler in the case of a recursive call at the return line could realize there's no need to keep any information of the calling function since the returning point to the called function is the same than that of the caller.
Now, in this case I agree the compiler needs to keep the information of the functions making the calls in the stack:
int f()
{
int x = f();
return x;
}
int main(void)
{
f();
return 0;
}
For sure I'm missing something, I'd appreciate if someone explains it to me. Regards
It turns out that in some compilers, with the right optimization flags, this actually won't cause a stack overflow! In fact, I tried compiling your program in g++. With optimization at defaults, it causes a stack overflow, but at optimization level -O3 it just goes into an infinite loop.
The reason that there's a difference between infinite recursion and infinite loops has to do with how the compiler, by default, implements these constructs. Loops historically have been implemented using branching instructions that tell the processor to pick up execution at a different part of the program. All these instructions do is jump the program counter someplace else, which just modifies the contents of a register. Function calls, on the other hand, are implemented by adding a new activation record to the stack to encode the arguments, return address, etc. so that when the function returns, it knows where to return to.
That said, this isn't "the way" that function calls or branches have to be implemented. You could, in theory, implement loops by using function calls and returns, though no compiler does so. Similarly, with functions that are tail-recursive (as is your example), compilers are often smart enough to elide all of the stack manipulations and to convert it to a naive branch instruction to avoid the overhead of stack setup and teardown.
In short, the reason you get different behavior is based on how the compiler decides to implement the code. If it's smart enough to see that it doesn't need to do an expensive function call setup, then it will convert the call into a simple loop instruction and loop forever. If it doesn't detect this, then it will fall back on the naive function call mechanism.
You aren't missing anything. Compile the program using gcc -O2 and there is no stack overflow.
It still needs to push the program counter on the stack each time a new function is called.
That is one of the reason why the stack grows at each function invocation.
My guess is that C compiler writers probably do not feel it highly necessary to optimize the output of infinitely recursive calls to empty functions...
C is not required to eliminate tail calls. (Scheme is required to perform TCO.)
I think that it really is a question of the compiler then and how optimized it is. I would imagine that in both cases, a while loop and this endlessly recursive call, the machine
instructions written are as explicitly as possible converting your wishes into instructions. As you know, for the while loop, the you are just jmp'ing back to the specific location and continuing from there. with the recursive call, you are pushing on a new value on the stack, so, per your question, I guess its really a question of how smart your compiler is ...

In C, does using static variables in a function make it faster?

My function will be called thousands of times. If i want to make it faster, will changing the local function variables to static be of any use? My logic behind this is that, because static variables are persistent between function calls, they are allocated only the first time, and thus, every subsequent call will not allocate memory for them and will become faster, because the memory allocation step is not done.
Also, if the above is true, then would using global variables instead of parameters be faster to pass information to the function every time it is called? i think space for parameters is also allocated on every function call, to allow for recursion (that's why recursion uses up more memory), but since my function is not recursive, and if my reasoning is correct, then taking off parameters will in theory make it faster.
I know these things I want to do are horrible programming habits, but please, tell me if it is wise. I am going to try it anyway but please give me your opinion.
The overhead of local variables is zero. Each time you call a function, you are already setting up the stack for the parameters, return values, etc. Adding local variables means that you're adding a slightly bigger number to the stack pointer (a number which is computed at compile time).
Also, local variables are probably faster due to cache locality.
If you are only calling your function "thousands" of times (not millions or billions), then you should be looking at your algorithm for optimization opportunities after you have run a profiler.
Re: cache locality (read more here):
Frequently accessed global variables probably have temporal locality. They also may be copied to a register during function execution, but will be written back into memory (cache) after a function returns (otherwise they wouldn't be accessible to anything else; registers don't have addresses).
Local variables will generally have both temporal and spatial locality (they get that by virtue of being created on the stack). Additionally, they may be "allocated" directly to registers and never be written to memory.
The best way to find out is to actually run a profiler. This can be as simple as executing several timed tests using both methods and then averaging out the results and comparing, or you may consider a full-blown profiling tool which attaches itself to a process and graphs out memory use over time and execution speed.
Do not perform random micro code-tuning because you have a gut feeling it will be faster. Compilers all have slightly different implementations of things and what is true on one compiler on one environment may be false on another configuration.
To tackle that comment about fewer parameters: the process of "inlining" functions essentially removes the overhead related to calling a function. Chances are a small function will be automatically in-lined by the compiler, but you can suggest a function be inlined as well.
In a different language, C++, the new standard coming out supports perfect forwarding, and perfect move semantics with rvalue references which removes the need for temporaries in certain cases which can reduce the cost of calling a function.
I suspect you're prematurely optimizing, however, you should not be this concerned with performance until you've discovered your real bottlenecks.
Absolutly not! The only "performance" difference is when variables are initialised
int anint = 42;
vs
static int anint = 42;
In the first case the integer will be set to 42 every time the function is called in the second case ot will be set to 42 when the program is loaded.
However the difference is so trivial as to be barely noticable. Its a common misconception that storage has to be allocated for "automatic" variables on every call. This is not so C uses the already allocated space in the stack for these variables.
Static variables may actually slow you down as its some aggresive optimisations are not possible on static variables. Also as locals are in a contiguous area of the stack they are easier to cache efficiently.
There is no one answer to this. It will vary with the CPU, the compiler, the compiler flags, the number of local variables you have, what the CPU's been doing before you call the function, and quite possibly the phase of the moon.
Consider two extremes; if you have only one or a few local variables, it/they might easily be stored in registers rather than be allocated memory locations at all. If register "pressure" is sufficiently low that this may happen without executing any instructions at all.
At the opposite extreme there are a few machines (e.g., IBM mainframes) that don't have stacks at all. In this case, what we'd normally think of as stack frames are actually allocated as a linked list on the heap. As you'd probably guess, this can be quite slow.
When it comes to accessing the variables, the situation's somewhat similar -- access to a machine register is pretty well guaranteed to be faster than anything allocated in memory can possible hope for. OTOH, it's possible for access to variables on the stack to be pretty slow -- it normally requires something like an indexed indirect access, which (especially with older CPUs) tends to be fairly slow. OTOH, access to a global (which a static is, even though its name isn't globally visible) typically requires forming an absolute address, which some CPUs penalize to some degree as well.
Bottom line: even the advice to profile your code may be misplaced -- the difference may easily be so tiny that even a profiler won't detect it dependably, and the only way to be sure is to examine the assembly language that's produced (and spend a few years learning assembly language well enough to know say anything when you do look at it). The other side of this is that when you're dealing with a difference you can't even measure dependably, the chances that it'll have a material effect on the speed of real code is so remote that it's probably not worth the trouble.
It looks like the static vs non-static has been completely covered but on the topic of global variables. Often these will slow down a programs execution rather than speed it up.
The reason is that tightly scoped variables make it easy for the compiler to heavily optimise, if the compiler has to look all over your application for instances of where a global might be used then its optimising won't be as good.
This is compounded when you introduce pointers, say you have the following code:
int myFunction()
{
SomeStruct *A, *B;
FillOutSomeStruct(B);
memcpy(A, B, sizeof(A);
return A.result;
}
the compiler knows that the pointer A and B can never overlap and so it can optimise the copy. If A and B are global then they could possibly point to overlapping or identical memory, this means the compiler must 'play it safe' which is slower. The problem is generally called 'pointer aliasing' and can occur in lots of situations not just memory copies.
http://en.wikipedia.org/wiki/Pointer_alias
Using static variables may make a function a tiny bit faster. However, this will cause problems if you ever want to make your program multi-threaded. Since static variables are shared between function invocations, invoking the function simultaneously in different threads will result in undefined behaviour. Multi-threading is the type of thing you may want to do in the future to really speed up your code.
Most of the things you mentioned are referred to as micro-optimizations. Generally, worrying about these kind of things is a bad idea. It makes your code harder to read, and harder to maintain. It's also highly likely to introduce bugs. You'll likely get more bang for your buck doing optimizations at a higher level.
As M2tM suggests, running a profiler is also a good idea. Check out gprof for one which is quite easy to use.
You can always time your application to truly determine what is fastest. Here is what I understand: (all of this depends on the architecture of your processor, btw)
C functions create a stack frame, which is where passed parameters are put, and local variables are put, as well as the return pointer back to where the caller called the function. There is no memory management allocation here. It usually a simple pointer movement and thats it. Accessing data off the stack is also pretty quick. Penalties usually come into play when you're dealing with pointers.
As for global or static variables, they're the same...from the standpoint that they're going to be allocated in the same region of memory. Accessing these may use a different method of access than local variables, depends on the compiler.
The major difference between your scenarios is memory footprint, not so much speed.
Using static variables can actually make your code significantly slower. Static variables must exist in a 'data' region of memory. In order to use that variable, the function must execute a load instruction to read from main memory, or a store instruction to write to it. If that region is not in the cache, you lose many cycles. A local variable that lives on the stack will most surely have an address that is in the cache, and might even be in a cpu register, never appearing in memory at all.
I agree with the others comments about profiling to find out stuff like that, but generally speaking, function static variables should be slower. If you want them, what you are really after is a global. Function statics insert code/data to check if the thing has been initialized already that gets run every time your function is called.
Profiling may not see the difference, disassembling and knowing what to look for might.
I suspect you are only going to get a variation as much as a few clock cycles per loop (on average depending on the compiler, etc). Sometimes the change will be dramatic improvement or dramatically slower, and that wont necessarily be because the variables home has moved to/from the stack. Lets say you save four clock cycles per function call for 10000 calls on a 2ghz processor. Very rough calculation: 20 microseconds saved. Is 20 microseconds a lot or a little compared to your current execution time?
You will likely get more a performance improvement by making all of your char and short variables into ints, among other things. Micro-optimization is a good thing to know but takes lots of time experimenting, disassembling, timing the execution of your code, understanding that fewer instructions does not necessarily mean faster for example.
Take your specific program, disassemble both the function in question and the code that calls it. With and without the static. If you gain only one or two instructions and this is the only optimization you are going to do, it is probably not worth it. You may not be able to see the difference while profiling. Changes in where the cache lines hit could show up in profiling before changes in the code for example.

Does Function pointer make the program slow?

I read about function pointers in C.
And everyone said that will make my program run slow.
Is it true?
I made a program to check it.
And I got the same results on both cases. (measure the time.)
So, is it bad to use function pointer?
Thanks in advance.
To response for some guys.
I said 'run slow' for the time that I have compared on a loop.
like this:
int end = 1000;
int i = 0;
while (i < end) {
fp = func;
fp ();
}
When you execute this, i got the same time if I execute this.
while (i < end) {
func ();
}
So I think that function pointer have no difference of time
and it don't make a program run slow as many people said.
You see, in situations that actually matter from the performance point of view, like calling the function repeatedly many times in a cycle, the performance might not be different at all.
This might sound strange to people, who are used to thinking about C code as something executed by an abstract C machine whose "machine language" closely mirrors the C language itself. In such context, "by default" an indirect call to a function is indeed slower than a direct one, because it formally involves an extra memory access in order to determine the target of the call.
However, in real life the code is executed by a real machine and compiled by an optimizing compiler that has a pretty good knowledge of the underlying machine architecture, which helps it to generate the most optimal code for that specific machine. And on many platforms it might turn out that the most efficient way to perform a function call from a cycle actually results in identical code for both direct and indirect call, leading to the identical performance of the two.
Consider, for example, the x86 platform. If we "literally" translate a direct and indirect call into machine code, we might end up with something like this
// Direct call
do-it-many-times
call 0x12345678
// Indirect call
do-it-many-times
call dword ptr [0x67890ABC]
The former uses an immediate operand in the machine instruction and is indeed normally faster than the latter, which has to read the data from some independent memory location.
At this point let's remember that x86 architecture actually has one more way to supply an operand to the call instruction. It is supplying the target address in a register. And a very important thing about this format is that it is normally faster than both of the above. What does this mean for us? This means that a good optimizing compiler must and will take advantage of that fact. In order to implement the above cycle, the compiler will try to use a call through a register in both cases. If it succeeds, the final code might look as follows
// Direct call
mov eax, 0x12345678
do-it-many-times
call eax
// Indirect call
mov eax, dword ptr [0x67890ABC]
do-it-many-times
call eax
Note, that now the part that matters - the actual call in the cycle body - is exactly and precisely the same in both cases. Needless to say, the performance is going to be virtually identical.
One might even say, however strange it might sound, that on this platform a direct call (a call with an immediate operand in call) is slower than an indirect call as long as the operand of the indirect call is supplied in a register (as opposed to being stored in memory).
Of course, the whole thing is not as easy in general case. The compiler has to deal with limited availability of registers, aliasing issues etc. But is such simplistic cases as the one in your example (and even in much more complicated ones) the above optimization will be carried out by a good compiler and will completely eliminate any difference in performance between a cyclic direct call and a cyclic indirect call. This optimization works especially well in C++, when calling a virtual function, since in a typical implementation the pointers involved are fully controlled by the compiler, giving it full knowledge of the aliasing picture and other relevant stuff.
Of course, there's always a question of whether your compiler is smart enough to optimize things like that...
I think when people say this they're referring to the fact that using function pointers may prevent compiler optimizations (inlining) and processor optimizations (branch prediction). However, if function pointers are an effective way to accomplish something that you're trying to do, chances are that any other method of doing it would have the same drawbacks.
And unless your function pointers are being used in tight loops in a performance critical application or on a very slow embedded system, chances are the difference is negligible anyway.
And everyone said that will make my
program run slow. Is it true?
Most likely this claim is false. For one, if the alternative to using function pointers are something like
if (condition1) {
func1();
} else if (condition2)
func2();
} else if (condition3)
func3();
} else {
func4();
}
this is most likely relatively much slower than just using a single function pointer. While calling a function through a pointer does have some (typically neglectable) overhead, it is normally not the direct-function-call versus through-pointer-call difference that is relevant to compare.
And secondly, never optimize for performance without any measurements. Knowing where the bottlenecks are is very difficult (read impossible) to know and sometimes this can be quite non-intuitively (for instance the linux kernel developers have started removing the inline keyword from functions because it actually hurt performance).
A lot of people have put in some good answers, but I still think there's a point being missed. Function pointers do add an extra dereference which makes them several cycles slower, that number can increase based on poor branch prediction (which incidentally has almost nothing to do with the function pointer itself). Additionally functions called via a pointer cannot be inlined. But what people are missing is that most people use function pointers as an optimization.
The most common place you will find function pointers in c/c++ APIs is as callback functions. The reason so many APIs do this is because writing a system that invokes a function pointer whenever events occur is much more efficient than other methods like message passing. Personally I've also used function pointers as part of a more-complex input processing system, where each key on the keyboard has a function pointer mapped to it via a jump table. This allowed me to remove any branching or logic from the input system and merely handle the key press coming in.
Calling a function via a function pointer is somewhat slower than a static function call, since the former call includes an extra pointer dereferencing. But AFAIK this difference is negligible on most modern machines (except maybe some special platforms with very limited resources).
Function pointers are used because they can make the program much simpler, cleaner and easier to maintain (when used properly, of course). This more than makes up for the possible very minor speed difference.
A lot of good points in earlier replies.
However take a look at C qsort comparison function. Because the comparison function cannot be inlined and needs to follow standard stack based calling conventions, the total running time for the sort can be an order of magnitude (more exactly 3-10x) slower for integer keys, than otherwise same code with a direct, inlineable, call.
A typical inlined comparison would be a sequence of simple CMP and possibly CMOV/SET instruction. A function call also incurs the overhead of a CALL, setting up stack frame, doing the comparison, tearing down stack frame and returning the result. Note, that the stack operations can cause pipeline stalls due to CPU pipeline length and virtual registers. For example if value of say eax is needed before the instruction that last modified eax has finished executing (which typically takes about 12 clock cycles on the newest processors). Unless the CPU can execute other instructions out of order to wait for that, a pipeline stall will occur.
Using a function pointer is slower that just calling a function as it is another layer of indirection. (The pointer needs to be dereferenced to get the memory address of the function). While it is slower, compared to everything else your program may do (Read a file, write to the console) it is negligible.
If you need to use function pointers, use them because anything that tries to do the same thing but avoids using them will be slower and less maintainable that using function pointers.
Possibly.
The answer depends on what the function pointer is being used for and hence what the alternatives are. Comparing function pointer calls to direct function calls is misleading if a function pointer is being used to implement a choice that's part of our program logic and which can't simply be removed. I'll go ahead and nonetheless show that comparison and come back to this thought afterwards.
Function pointer calls have the most opportunity to degrade performance compared to direct function calls when they inhibit inlining. Because inlining is a gateway optimization, we can craft wildly pathological cases where function pointers are made arbitrarily slower than the equivalent direct function call:
void foo(int* x) {
*x = 0;
}
void (*foo_ptr)(int*) = foo;
int call_foo(int *p, int size) {
int r = 0;
for (int i = 0; i != size; ++i)
r += p[i];
foo(&r);
return r;
}
int call_foo_ptr(int *p, int size) {
int r = 0;
for (int i = 0; i != size; ++i)
r += p[i];
foo_ptr(&r);
return r;
}
Code generated for call_foo():
call_foo(int*, int):
xor eax, eax
ret
Nice. foo() has not only been inlined, but doing so has allowed the compiler to eliminate the entire preceding loop! The generated code simply zeroes out the return register by XORing the register with itself and then returns. On the other hand, compilers will have to generate code for the loop in call_foo_ptr() (100+ lines with gcc 7.3) and most of that code effectively does nothing (so long as foo_ptr still points to foo()). (In more typical scenarios, you can expect that inlining a small function into a hot inner loop might reduce execution time by up to about an order of magnitude.)
So in a worst case scenario, a function pointer call is arbitrarily slower than a direct function call, but this is misleading. It turns out that if foo_ptr had been const, then call_foo() and call_foo_ptr() would have generated the same code. However, this would require us to give up the opportunity for indirection provided by foo_ptr. Is it "fair" for foo_ptr to be const? If we're interested in the indirection provided by foo_ptr, then no, but if that's the case, then a direct function call is not a valid option either.
If a function pointer is being used to provide useful indirection, then we can move the indirection around or in some cases swap out function pointers for conditionals or even macros, but we can't simply remove it. If we've decided that function pointers are a good approach but performance is a concern, then we typically want to pull indirection up the call stack so that we pay the cost of indirection in an outer loop. For example, in the common case where a function takes a callback and calls it in a loop, we might try moving the innermost loop into the callback (and changing the responsibility of each callback invocation accordingly).

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