FlasCC compiled swc library is very slow on first function call - how can I speed it up?

Hi everyone,
I have a C++ library that fits a mesh onto images of faces, now compiled into an swc.
I have just exposed one function from the library, that operates on a BitmapData and returns a Vector of Points indicating various parts of the face.
The problem is that the first call to the library (to process the first image) seems to take about 10 seconds. After that repeated calls take a fraction of a second.
Is there any way I can improve the performance on the first call, by initialising my library class in an init method or something? In the target application most users will only call the library once, so I need to improve this.
UPDATE: Profiling in Flash Builder, the [verify] action (which I understand is JIT bytecode verification) takes 10.1 seconds. The other main culprits are [avm1] (1.7s) and global$init.global$init (2.0s).
Can this be normal behaviour that JIT verification takes 10 seconds? Or can I speed it up? The source C++ code is probably 100,000 lines because it includes several modules from OpenCV, however so does Alex Mac's OpenCV demo and it doesn't take this long.
Below is the code for my library wrapper. Very grateful for any help!
#include <AS3/AS3.h>
#include <AS3/AS3++.h>
#include <Flash++.h>
#include "FlashCLM.h"
using namespace AS3::local;
// First we mark the function declaration with a GCC attribute specifying the
// AS3 signature we want it to have in the generated SWC. The function will
// be located in the com.FrameFish namespace.
void fitCLM() __attribute__((used,
          annotate("as3sig:public function fitCLM(img:BitmapData,shape:Vector.<Point>):int"),
          annotate("as3package:com.FrameFish"),
          annotate("as3import:flash.utils.ByteArray"),
          annotate("as3import:flash.geom.Point"),
          annotate("as3import:flash.display.BitmapData"),
          annotate("as3import:flash.Vector")));
void fitCLM(){
          AS3_Trace("fitCLM starting");
          // Copy pixels to C ram
          inline_as3(
                    "var ba:ByteArray = img.getPixels(img.rect);\n"
        "var imgPtr:int = CModule.malloc(ba.length);\n"
                    "ba.position = 0;\n"
                    "CModule.writeBytes(imgPtr, ba.length, ba);\n"
    uint8_t* pixels = 0;
    AS3_GetScalarFromVar(pixels, imgPtr);
          // Get the width and height of image
          inline_as3(
                    "var w:int = img.width;\n"
                    "var h:int = img.height;\n"
          int width, height;
          AS3_GetScalarFromVar(width, w);
          AS3_GetScalarFromVar(height, h);
          // Fit CLM
          ff::FlashCLM clm;
          int shapeSize = 58*2; // Size of the imm_face_db markup
          int* shapeBuffer = new int[shapeSize];
          int result;
          clm.fit(pixels, width, height, shapeBuffer, &shapeSize, &result);
          // Copy shape to as3 shape vector
          if (result == ff::FlashCLM::FOUND){
                    for (int i=1; i<shapeSize; i+=2){
                              inline_as3(
                                        "var x:Number = %0;\n"
                                        "var y:Number = %1;\n"
                                        "var p:Point = new Point(x,y);\n"
                                        "shape.push(p);\n"
                                        : : "r"(shapeBuffer[i-1]), "r"(shapeBuffer[i])
          // Clean up C memory
          inline_as3(
                    "CModule.free(imgPtr);\n"
          delete shapeBuffer;
    // return the result (using an AS3 return rather than a C/C++ return)
    AS3_Return(result);
int main(){
    // We still need a main function for the SWC. this function must be called
    // so that all the static init code is executed before any library functions
    // are used.
    // The main function for a library must throw an exception so that it does
    // not return normally. Returning normally would cause the static
    // destructors to be executed leaving the library in an unuseable state.
    AS3_GoAsync();

I never did get to the bottom of it. I got this response from Alex Mac:
It's hard to give good advice at the C++ level because the problem is more
of  a code generation issue. When a function ends up requiring too many
registers to be live at once the resulting AS3 code can in some cases cause
the verifier to take a long time to run. Exception handling and
setjmp/longjmp can contribute to this, but so can things beyond your
control when LLVM inlines too much into a single function and ends up
generating unreasonable code...
In the end I moved most of my C++ code out of flash and on to a server. To
me flascc was a nice idea but didn't live up to the hype

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    Elaine

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