No in-tree alias analysis used this facility, and it was not called in
any particularly rigorous way, so it seems unlikely to be correct.
Note that one of the only stateful AA implementations in-tree,
GlobalsModRef is completely broken currently (and any AA passes like it
are equally broken) because Module AA passes are not effectively
invalidated when a function pass that fails to update the AA stack runs.
Ultimately, it doesn't seem like we know how we want to build stateful
AA, and until then trying to support and maintain correctness for an
untested API is essentially impossible. To that end, I'm planning to rip
out all of the update API. It can return if and when we need it and know
how to build it on top of the new pass manager and as part of *tested*
stateful AA implementations in the tree.
Differential Revision: http://reviews.llvm.org/D10889
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While often you want to use something specialized like StringMap, when
the strings already have persistent storage a normal densemap over them
can be more efficient.
This can't go into StringRef.h because of really obnoxious header chains
from the hashing code to the endian detection code to CPU feature
detection code to StringMap.
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This will allow classes to implement the AA interface without deriving
from the class or referencing an internal enum of some other class as
their return types.
Also, to a pretty fundamental extent, concepts such as 'NoAlias',
'MayAlias', and 'MustAlias' are first class concepts in LLVM and we
aren't saving anything by scoping them heavily.
My mild preference would have been to use a scoped enum, but that
feature is essentially completely broken AFAICT. I'm extremely
disappointed. For example, we cannot through any reasonable[1] means
construct an enum class (or analog) which has scoped names but converts
to a boolean in order to test for the possibility of aliasing.
[1]: Richard Smith came up with a "solution", but it requires class
templates, and lots of boilerplate setting up the enumeration multiple
times. Something like Boost.PP could potentially bundle this up, but
even that would be quite painful and it doesn't seem realistically worth
it. The enum class solution would probably work without the need for
a bool conversion.
Differential Revision: http://reviews.llvm.org/D10495
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accurately describe what is being tracked.
While these two enums do track mod/ref information and aliasing
information, they don't represent the exact same things as either the
mod/ref enums or the alias result enum in AA. They're definitions are
dominated by the structure of their lattice and the bit's various
semantics. This patch just calls them what they are and tries to spell
out usefully distinct names for these things.
This will clear the path for using a raw unscoped enum to represent some
of these concepts across LLVM's analysis library.
No functionality changed here.
Differential Revision: http://reviews.llvm.org/D10494
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names for counts with the word 'Count' to make them less ambiguous.
This will be an actual error if we use unscoped enums for any of these,
and generally this seems much clearer to read.
Also, use clang-format to normalize the formatting of this code which
seems to have been needlessly odd.
No functionality changed here.
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This is now living in MemoryLocation, which is what it pertains to. It
is also an enum there rather than a static data member which is left
never defined.
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that it is its own entity in the form of MemoryLocation, and update all
the callers.
This is an entirely mechanical change. References to "Location" within
AA subclases become "MemoryLocation", and elsewhere
"AliasAnalysis::Location" becomes "MemoryLocation". Hope that helps
out-of-tree folks update.
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virtual interface on AliasAnalysis only deals with ModRef information.
This interface was both computing memory locations by using TLI and
other tricks to estimate the size of memory referenced by an operand,
and computing ModRef information through similar investigations. This
change narrows the scope of the virtual interface on AliasAnalysis
slightly.
Note that all of this code could live in BasicAA, and be done with
a single investigation of the argument, if it weren't for the fact that
the generic code in AliasAnalysis::getModRefBehavior for a callsite
calls into the virtual aspect of (now) getArgModRefInfo. But this
patch's arrangement seems a not terrible way to go for now.
The other interesting wrinkle is how we could reasonably extend LLVM
with support for custom memory location sizes and mod/ref behavior for
library routines. After discussions with Hal on the review, the
conclusion is that this would be best done by fleshing out the much
desired support for extensions to TLI, and support these types of
queries in that interface where we would likely be doing other library
API recognition and analysis.
Differential Revision: http://reviews.llvm.org/D10259
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The new naming is (to me) much easier to understand. Here is a summary
of the new state of the world:
- '*Threshold' is the threshold for full unrolling. It is measured
against the estimated unrolled cost as computed by getUserCost in TTI
(or CodeMetrics, etc). We will exceed this threshold when unrolling
loops where unrolling exposes a significant degree of simplification
of the logic within the loop.
- '*PercentDynamicCostSavedThreshold' is the percentage of the loop's
estimated dynamic execution cost which needs to be saved by unrolling
to apply a discount to the estimated unrolled cost.
- '*DynamicCostSavingsDiscount' is the discount applied to the estimated
unrolling cost when the dynamic savings are expected to be high.
When actually analyzing the loop, we now produce both an estimated
unrolled cost, and an estimated rolled cost. The rolled cost is notably
a dynamic estimate based on our analysis of the expected execution of
each iteration.
While we're still working to build up the infrastructure for making
these estimates, to me it is much more clear *how* to make them better
when they have reasonably descriptive names. For example, we may want to
apply estimated (from heuristics or profiles) dynamic execution weights
to the *dynamic* cost estimates. If we start doing that, we would also
need to track the static unrolled cost and the dynamic unrolled cost, as
only the latter could reasonably be weighted by profile information.
This patch is sadly not without functionality change for the new unroll
analysis logic. Buried in the heuristic management were several things
that surprised me. For example, we never subtracted the optimized
instruction count off when comparing against the unroll heursistics!
I don't know if this just got lost somewhere along the way or what, but
with the new accounting of things, this is much easier to keep track of
and we use the post-simplification cost estimate to compare to the
thresholds, and use the dynamic cost reduction ratio to select whether
we can exceed the baseline threshold.
The old values of these flags also don't necessarily make sense. My
impression is that none of these thresholds or discounts have been tuned
yet, and so they're just arbitrary placehold numbers. As such, I've not
bothered to adjust for the fact that this is now a discount and not
a tow-tier threshold model. We need to tune all these values once the
logic is ready to be enabled.
Differential Revision: http://reviews.llvm.org/D9966
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port it to the new pass manager.
All this does is extract the inner "location" class used by AA into its
own full fledged type. This seems *much* cleaner as MemoryDependence and
soon MemorySSA also use this heavily, and it doesn't make much sense
being inside the AA infrastructure.
This will also make it much easier to break apart the AA infrastructure
into something that stands on its own rather than using the analysis
group design.
There are a few places where this makes APIs not make sense -- they were
taking an AliasAnalysis pointer just to build locations. I'll try to
clean those up in follow-up commits.
Differential Revision: http://reviews.llvm.org/D10228
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best approach of each.
For vNi16, we use SHL + ADD + SRL pattern that seem easily the best.
For vNi32, we use the PUNPCK + PSADBW + PACKUSWB pattern. In some cases
there is a huge improvement with this in IACA's estimated throughput --
over 2x higher throughput!!!! -- but the measurements are too good to be
true. In one narrow case, the SHL + ADD + SHL + ADD + SRL pattern looks
slightly faster, but I'm not sure I believe any of the measurements at
this point. Both are the exact same uops though. Hard to be confident of
anything past that.
If anyone wants to collect very detailed (Agner-level) timings with the
result of this patch, or with the i32 case replaced with SHL + ADD + SHl
+ ADD + SRL, I'd be very interested. Note that you'll need to test it on
both Ivybridge and Haswell, with both SSE3, SSSE3, and AVX selected as
I saw unique behavior in each of these buckets with IACA all of which
should be checked against measured performance.
But this patch is still a useful improvement by dropping duplicate work
and getting the much nicer PSADBW lowering for v2i64.
I'd still like to rephrase this in terms of generic horizontal sum. It's
a bit lame to have a special case of that just for popcount.
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helper that skips creating a cast when it isn't necessary.
It's really somewhat concerning that this was caused by the the presence
of a no-op bitcast, but...
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shorter one. NFC.
In addition to being much shorter to type and requiring fewer arguments,
this change saves over 30 lines from this one file, all wasted on total
boilerplate...
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around a value using its existing SDLoc.
Start using this in just one function to save omg lines of code.
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shifting vectors of bytes as x86 doesn't have direct support for that.
This removes a bunch of redundant masking in the generated code for SSE2
and SSE3.
In order to avoid the really significant code size growth this would
have triggered, I also factored the completely repeatative logic for
shifting and masking into two lambdas which in turn makes all of this
much easier to read IMO.
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in-register LUT technique.
Summary:
A description of this technique can be found here:
http://wm.ite.pl/articles/sse-popcount.html
The core of the idea is to use an in-register lookup table and the
PSHUFB instruction to compute the population count for the low and high
nibbles of each byte, and then to use horizontal sums to aggregate these
into vector population counts with wider element types.
On x86 there is an instruction that will directly compute the horizontal
sum for the low 8 and high 8 bytes, giving vNi64 popcount very easily.
Various tricks are used to get vNi32 and vNi16 from the vNi8 that the
LUT computes.
The base implemantion of this, and most of the work, was done by Bruno
in a follow up to D6531. See Bruno's detailed post there for lots of
timing information about these changes.
I have extended Bruno's patch in the following ways:
0) I committed the new tests with baseline sequences so this shows
a diff, and regenerated the tests using the update scripts.
1) Bruno had noticed and mentioned in IRC a redundant mask that
I removed.
2) I introduced a particular optimization for the i32 vector cases where
we use PSHL + PSADBW to compute the the low i32 popcounts, and PSHUFD
+ PSADBW to compute doubled high i32 popcounts. This takes advantage
of the fact that to line up the high i32 popcounts we have to shift
them anyways, and we can shift them by one fewer bit to effectively
divide the count by two. While the PSHUFD based horizontal add is no
faster, it doesn't require registers or load traffic the way a mask
would, and provides more ILP as it happens on different ports with
high throughput.
3) I did some code cleanups throughout to simplify the implementation
logic.
4) I refactored it to continue to use the parallel bitmath lowering when
SSSE3 is not available to preserve the performance of that version on
SSE2 targets where it is still much better than scalarizing as we'll
still do a bitmath implementation of popcount even in scalar code
there.
With #1 and #2 above, I analyzed the result in IACA for sandybridge,
ivybridge, and haswell. In every case I measured, the throughput is the
same or better using the LUT lowering, even v2i64 and v4i64, and even
compared with using the native popcnt instruction! The latency of the
LUT lowering is often higher than the latency of the scalarized popcnt
instruction sequence, but I think those latency measurements are deeply
misleading. Keeping the operation fully in the vector unit and having
many chances for increased throughput seems much more likely to win.
With this, we can lower every integer vector popcount implementation
using the LUT strategy if we have SSSE3 or better (and thus have
PSHUFB). I've updated the operation lowering to reflect this. This also
fixes an issue where we were scalarizing horribly some AVX lowerings.
Finally, there are some remaining cleanups. There is duplication between
the two techniques in how they perform the horizontal sum once the byte
population count is computed. I'm going to factor and merge those two in
a separate follow-up commit.
Differential Revision: http://reviews.llvm.org/D10084
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a separate routine, generalize it to work for all the integer vector
sizes, and do general code cleanups.
This dramatically improves lowerings of byte and short element vector
popcount, but more importantly it will make the introduction of the
LUT-approach much cleaner.
The biggest cleanup I've done is to just force the legalizer to do the
bitcasting we need. We run these iteratively now and it makes the code
much simpler IMO. Other changes were minor, and mostly naming and
splitting things up in a way that makes it more clear what is going on.
The other significant change is to use a different final horizontal sum
approach. This is the same number of instructions as the old method, but
shifts left instead of right so that we can clear everything but the
final sum with a single shift right. This seems likely better than
a mask which will usually have to read the mask from memory. It is
certaily fewer u-ops. Also, this will be temporary. This and the LUT
approach share the need of horizontal adds to finish the computation,
and we have more clever approaches than this one that I'll switch over
to.
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organize them by the width of vector.
This makes it a lot easier to see that we're covering all of the vector
types but not doing so excessively. This also adds tests across the
spectrum of SSE versions in addition to the AVX versions.
If you're really tired of seeing the *massive* sprawl of scalarized code
for this, don't worry, I'm just about to land Bruno's patch that
dramatically improve the situation for SSSE3 and newer.
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Extracted from the D6531 patch by Bruno Cardoso Lopes, and re-generated
to reflect the current state of the world. This should let Bruno's D6531
actually show the delta between the approaches by running the x86 test
case update script after re-building.
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manager arguments...
I have no idea why, but compilers seem to hate this and its late, so I'm
not going to debug it. :: sigh :: This is why we can't have nice things.
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when invoking run methods.
This technique was suggested by Dinesh Dwivedi who also wrote the
original patch. During the code review, they explained to me that this
isn't a fully general technique as we need to know the signatures of the
method candidates. Since this is really a narrower utility, I switched
the names and structure to be more clearly a specialized run method
invoke helper and commented it accordingly. I still think this is
a pretty big win.
Very sorry to Dinesh for the extreme delay in landing this patch. I've
been far to busy poking at other things.
Original review: http://reviews.llvm.org/D3543
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model the dense vector instruction bonuses.
Previously, this code really didn't effectively compute the density of
inlined vector instructions and apply the intended inliner bonus. It
would try to compute it repeatedly while analyzing the function and
didn't handle the case where future vector instructions would tip the
scales back towards the bonus.
Instead, speculatively apply all possible bonuses to the threshold
initially. Once we *know* that a certain bonus can not be applied,
subtract it. This should delay early bailout enough to get much more
consistent results without actually causing us to analyze huge swaths of
code. I expect some (hopefully mild) compile time hit here, and some
swings in performance, but this was definitely the intended behavior of
these bonuses.
This also dramatically simplifies the computation of the bonuses to not
interact with each other in confusing ways. The previous code didn't do
a good job of this and the values for bonuses may be surprising but are
at least now clearly written in the code.
Finally, fix code to be in line with comments and use zero as the
bailout condition.
Patch by Easwaran Raman, with some comment tweaks by me to try and
further clarify what is going on with this code.
http://reviews.llvm.org/D8267
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lazily built.
Also, make it a much more generic SCEV cache, which today exposes only
a reduced GEP model description but could be extended in the future to
do other profitable caching of SCEV information.
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accumulating estimated cost, and other loop-centric logic from the logic
used to analyze instructions in a particular iteration.
This makes the visitor very narrow in scope -- all it does is visit
instructions, update a map of simplified values, and return whether it
is able to optimize away a particular instruction.
The two cost metrics are now returned as an optional struct. When the
optional is left unengaged, there is no information about the unrolled
cost of the loop, when it is engaged the cost metrics are available to
run against the thresholds.
No functionality changed.
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problem instead of suggesting doing something that is trivial to do but
incorrect given the current design of the libraries.
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simplified model for use simulating each iteration into a separate
helper function that just returns the cache.
Building this cache had nothing to do with the rest of the unroll
analysis and so this removes an unnecessary coupling, etc. It should
also make it easier to think about the concept of providing fast cached
access to basic SCEV models as an orthogonal concept to the overall
unroll simulation.
I'd really like to see this kind of caching logic folded into SCEV
itself, it seems weird for us to provide it at this layer rather than
making repeated queries into SCEV fast all on their own.
No functionality changed.
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a single location.
This reduces code duplication a bit and will also pave the way for
a better separation between the visitation algorithm and the unroll
analysis.
No functionality changed.
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This commit broke an x86 test and the bots have been broken for well
over an hour now so I'm just reverting.
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checking and make the cache faster and smaller.
I had thought that using an APInt here would be useful, but I think
I was just wrong. Notably, we don't have to do any fancy overflow
checking, we can just bound the values as quite small and do the math in
a higher precision integer. I've switched to a signed integer so that
UBSan will even point out if we ever have integer overflow. I've added
various asserts to try to catch things as well and hoisted the overflow
checks so that we just leave the too-large offsets out of the SCEV-GEP
cache. This makes the value in the cache quite a bit smaller which is
probably worthwhile.
No functionality changed here (for trip counts under 1 billion).
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libc++. This lets me almost self-host on Linux with libc++ and libc++abi
very simply.
Currently, MCJIT and OrcJIT are failing due to uncaught exceptions, and
the Go binding tests are failing to build due to not linking in the
correct C++ standard library.
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This will provide the analogous replacements for the PassManagerBuilder
and other code long term. This code is extracted from the opt tool
currently, and I plan to extend it as I build up support for using the
new pass manager in Clang and other places.
Mailing this out for review in part to let folks comment on the terrible names
here. A brief word about why I chose the names I did.
The library is called "Passes" to try and make it clear that it is a high-level
utility and where *all* of the passes come together and are registered in
a common library. I didn't want it to be *limited* to a registry though, the
registry is just one component.
The class is a "PassBuilder" but this name I'm less happy with. It doesn't
build passes in any traditional sense and isn't a Builder-style API at all. The
class is a PassRegisterer or PassAdder, but neither of those really make a lot
of sense. This class is responsible for constructing passes for registry in an
analysis manager or for population of a pass pipeline. If anyone has a better
name, I would love to hear it. The other candidate I looked at was
PassRegistrar, but that doesn't really fit either. There is no register of all
the passes in use, and so I think continuing the "registry" analog outside of
the registry of pass *names* and *types* is a mistake. The objects themselves
are just objects with the new pass manager.
Differential Revision: http://reviews.llvm.org/D8054
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already been added and the inconsistency made choosing names and
changing code more annoying. Plus, wow are they better for this code!
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result reasonable.
This code predated clang-format and so there was a reasonable amount of
crufty formatting that had accumulated. This should ensure that neither
myself nor others end up with formatting-only changes sneaking into
other fixes.
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just arbitrarily interleaving unrelated control flows once they get
moved "out-of-line" (both outside of natural CFG ordering and with
diamonds that cannot be fully laid out by chaining fallthrough edges).
This easy solution doesn't work in practice, and it isn't just a small
bug. It looks like a very different strategy will be required. I'm
working on that now, and it'll again go behind some flag so that
everyone can experiment and make sure it is working well for them.
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a flag for now.
First off, thanks to Daniel Jasper for really pointing out the issue
here. It's been here forever (at least, I think it was there when
I first wrote this code) without getting really noticed or fixed.
The key problem is what happens when two reasonably common patterns
happen at the same time: we outline multiple cold regions of code, and
those regions in turn have diamonds or other CFGs for which we can't
just topologically lay them out. Consider some C code that looks like:
if (a1()) { if (b1()) c1(); else d1(); f1(); }
if (a2()) { if (b2()) c2(); else d2(); f2(); }
done();
Now consider the case where a1() and a2() are unlikely to be true. In
that case, we might lay out the first part of the function like:
a1, a2, done;
And then we will be out of successors in which to build the chain. We go
to find the best block to continue the chain with, which is perfectly
reasonable here, and find "b1" let's say. Laying out successors gets us
to:
a1, a2, done; b1, c1;
At this point, we will refuse to lay out the successor to c1 (f1)
because there are still un-placed predecessors of f1 and we want to try
to preserve the CFG structure. So we go get the next best block, d1.
... wait for it ...
Except that the next best block *isn't* d1. It is b2! d1 is waaay down
inside these conditionals. It is much less important than b2. Except
that this is exactly what we didn't want. If we keep going we get the
entire set of the rest of the CFG *interleaved*!!!
a1, a2, done; b1, c1; b2, c2; d1, f1; d2, f2;
So we clearly need a better strategy here. =] My current favorite
strategy is to actually try to place the block whose predecessor is
closest. This very simply ensures that we unwind these kinds of CFGs the
way that is natural and fitting, and should minimize the number of cache
lines instructions are spread across.
It also happens to be *dead simple*. It's like the datastructure was
specifically set up for this use case or something. We only push blocks
onto the work list when the last predecessor for them is placed into the
chain. So the back of the worklist *is* the nearest next block.
Unfortunately, a change like this is going to cause *soooo* many
benchmarks to swing wildly. So for now I'm adding this under a flag so
that we and others can validate that this is fixing the problems
described, that it seems possible to enable, and hopefully that it fixes
more of our problems long term.
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vectors. This lets us fix the rest of the v16 lowering problems when
pshufb is clearly better.
We might still be able to improve some of the lowerings by enabling the
other combine-based rewriting to fire for non-128-bit vectors, but this
at least should remove any regressions from using the fancy v16i16
lowering strategy.
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repeated 128-bit lane shuffles of wider vector types and use it to lower
256-bit v16i16 vector shuffles where applicable.
This should let us perfectly lowering the pattern of pshuflw and pshufhw
even for AVX2 256-bit patterns.
I've not added AVX-512 support, but it should be trivial for someone
working on that to wire up.
Note that currently this generates bad, long shuffle chains because we
don't combine 256-bit target shuffles. The subsequent patches will fix
that.
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by mirroring v8i16 test cases across both 128-bit lanes. This should
highlight problems where we aren't correctly using 128-bit shuffles to
implement things.
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going back through the entire vector shuffle lowering.
This is an important step to being able to re-use this logic.
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blend as legal.
We made the same mistake in two different places. Whenever we are custom
lowering a v32i8 blend we need to check whether we are custom lowering
it only for constant conditions that can be shuffled, or whether we
actually have AVX2 and full dynamic blending support on bytes. Both are
fixed, with comments added to make it clear what is going on and a new
test case.
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dynamic blends.
This makes it much more clear what is going on. The case we're handling
is that of dynamic conditions, and we're bailing when the nature of the
vector types and subtarget preclude lowering the dynamic condition
vselect as an actual blend.
No functionality changed here, but this will make a subsequent bug-fix
to this code much more clear.
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change functionality, but makes it more clear that the dynamic case and
the shuffle case don't overlap in any interesting way.
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formulaic into the top v8i16 lowering routine.
This makes the generalized lowering a completely general and single path
lowering which will allow generalizing it in turn for multiple 128-bit
lanes.
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the wrong answer. We also got initializer lists which are *way* cleaner
for this kind of thing. Let's use those and make this a normal, boring
functionn accepting ArrayRef.
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The new shuffle lowering has been the default for some time. I've
enabled the new legality testing by default with no really blocking
regressions. I've fuzz tested this very heavily (many millions of fuzz
test cases have passed at this point). And this cleans up a ton of code.
=]
Thanks again to the many folks that helped with this transition. There
was a lot of work by others that went into the new shuffle lowering to
make it really excellent.
In case you aren't using a diff algorithm that can handle this:
X86ISelLowering.cpp: 22 insertions(+), 2940 deletions(-)
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is going well, remove the flag and the code for the old legality tests.
This is the first step toward removing the entire old vector shuffle
lowering. *Much* more code to delete coming up next.
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reflects the fact that the x86 backend can in fact lower any shuffle you
want it to with reasonably high code quality.
My recent work on the new vector shuffle has made this regress *very*
little. The diff in the test cases makes me very, very happy.
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one test case that is only partially tested in 32-bits into two test
cases so that the script doesn't generate massive spews of tests for the
cases we don't care about.
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This doesn't pass 'ninja check-llvm' for me. Lots of tests, including
the ones updated, fail with crashes and other explosions.
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systematic lowering of v8i16.
This required a slight strategy shift to prefer unpack lowerings in more
places. While this isn't a cut-and-dry win in every case, it is in the
overwhelming majority. There are only a few places where the old
lowering would probably be a touch faster, and then only by a small
margin.
In some cases, this is yet another significant improvement.
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addition to lowering to trees rooted in an unpack.
This saves shuffles and or registers in many various ways, lets us
handle another class of v4i32 shuffles pre SSE4.1 without domain
crosses, etc.
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terribly complex partial blend logic.
This code path was one of the more complex and bug prone when it first
went in and it hasn't faired much better. Ultimately, with the simpler
basis for unpack lowering and support bit-math blending, this is
completely obsolete. In the worst case without this we generate
different but equivalent instructions. However, in many cases we
generate much better code. This is especially true when blends or pshufb
is available.
This does expose one (minor) weakness of the unpack lowering that I'll
try to address.
In case you were wondering, this is actually a big part of what I've
been trying to pull off in the recent string of commits.
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needed, and significantly improve the SSSE3 path.
This makes the new strategy much more clear. If we can blend, we just go
with that. If we can't blend, we try to permute into an unpack so
that we handle cases where the unpack doing the blend also simplifies
the shuffle. If that fails and we've got SSSE3, we now call into
factored-out pshufb lowering code so that we leverage the fact that
pshufb can set up a blend for us while shuffling. This generates great
code, especially because we *know* we don't have a fast blend at this
point. Finally, we fall back on decomposing into permutes and blends
because we do at least have a bit-math-based blend if we need to use
that.
This pretty significantly improves some of the v8i16 code paths. We
never need to form pshufb for the single-input shuffles because we have
effective target-specific combines to form it there, but we were missing
its effectiveness in the blends.
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them into permutes and a blend with the generic decomposition logic.
This works really well in almost every case and lets the code only
manage the expansion of a single input into two v8i16 vectors to perform
the actual shuffle. The blend-based merging is often much nicer than the
pack based merging that this replaces. The only place where it isn't we
end up blending between two packs when we could do a single pack. To
handle that case, just teach the v2i64 lowering to handle these blends
by digging out the operands.
With this we're down to only really random permutations that cause an
explosion of instructions.
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v16i8 shuffles, and replace it with new facilities.
This uses precise patterns to match exact unpacks, and the new
generalized unpack lowering only when we detect a case where we will
have to shuffle both inputs anyways and they terminate in exactly
a blend.
This fixes all of the blend horrors that I uncovered by always lowering
blends through the vector shuffle lowering. It also removes *sooooo*
much of the crazy instruction sequences required for v16i8 lowering
previously. Much cleaner now.
The only "meh" aspect is that we sometimes use pshufb+pshufb+unpck when
it would be marginally nicer to use pshufb+pshufb+por. However, the
difference there is *tiny*. In many cases its a win because we re-use
the pshufb mask. In others, we get to avoid the pshufb entirely. I've
left a FIXME, but I'm dubious we can really do better than this. I'm
actually pretty happy with this lowering now.
For SSE2 this exposes some horrors that were really already there. Those
will have to fixed by changing a different path through the v16i8
lowering.
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on things not being marked as either custom or legal, but we now do
custom lowering of more VSELECT nodes. To cope with this, manually
replicate the legality tests here. These have to stay in sync with the
set of tests used in the custom lowering of VSELECT.
Ideally, we wouldn't do any of this combine-based-legalization when we
have an actual custom legalization step for VSELECT, but I'm not going
to be able to rewrite all of that today.
I don't have a test case for this currently, but it was found when
compiling a number of the test-suite benchmarks. I'll try to reduce
a test case and add it.
This should at least fix the test-suite fallout on build bots.
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lowering paths. I'm going to be leveraging this to simplify a lot of the
overly complex lowering of v8 and v16 shuffles in pre-SSSE3 modes.
Sadly, this isn't profitable on v4i32 and v2i64. There, the float and
double blending instructions for pre-SSE4.1 are actually pretty good,
and we can't beat them with bit math. And once SSE4.1 comes around we
have direct blending support and this ceases to be relevant.
Also, some of the test cases look odd because the domain fixer
canonicalizes these to floating point domain. That's OK, it'll use the
integer domain when it matters and some day I may be able to update
enough of LLVM to canonicalize the other way.
This restores almost all of the regressions from teaching x86's vselect
lowering to always use vector shuffle lowering for blends. The remaining
problems are because the v16 lowering path is still doing crazy things.
I'll be re-arranging that strategy in more detail in subsequent commits
to finish recovering the performance here.
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First, don't combine bit masking into vector shuffles (even ones the
target can handle) once operation legalization has taken place. Custom
legalization of vector shuffles may exist for these patterns (making the
predicate return true) but that custom legalization may in some cases
produce the exact bit math this matches. We only really want to handle
this prior to operation legalization.
However, the x86 backend, in a fit of awesome, relied on this. What it
would do is mark VSELECTs as expand, which would turn them into
arithmetic, which this would then match back into vector shuffles, which
we would then lower properly. Amazing.
Instead, the second change is to teach the x86 backend to directly form
vector shuffles from VSELECT nodes with constant conditions, and to mark
all of the vector types we support lowering blends as shuffles as custom
VSELECT lowering. We still mark the forms which actually support
variable blends as *legal* so that the custom lowering is bypassed, and
the legal lowering can even be used by the vector shuffle legalization
(yes, i know, this is confusing. but that's how the patterns are
written).
This makes the VSELECT lowering much more sensible, and in fact should
fix a bunch of bugs with it. However, as you'll see in the test cases,
right now what it does is point out the *hilarious* deficiency of the
new vector shuffle lowering when it comes to blends. Fortunately, my
very next patch fixes that. I can't submit it yet, because that patch,
somewhat obviously, forms the exact and/or pattern that the DAG combine
is matching here! Without this patch, teaching the vector shuffle
lowering to produce the right code infloops in the DAG combiner. With
this patch alone, we produce terrible code but at least lower through
the right paths. With both patches, all the regressions here should be
fixed, and a bunch of the improvements (like using 2 shufps with no
memory loads instead of 2 andps with memory loads and an orps) will
stay. Win!
There is one other change worth noting here. We had hilariously wrong
vectorization cost estimates for vselect because we fell through to the
code path that assumed all "expand" vector operations are scalarized.
However, the "expand" lowering of VSELECT is vector bit math, most
definitely not scalarized. So now we go back to the correct if horribly
naive cost of "1" for "not scalarized". If anyone wants to add actual
modeling of shuffle costs, that would be cool, but this seems an
improvement on its own. Note the removal of 16 and 32 "costs" for doing
a blend. Even in SSE2 we can blend in fewer than 16 instructions. ;] Of
course, we don't right now because of OMG bad code, but I'm going to fix
that. Next patch. I promise.
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actually removed all but a *very* small number of choices for v2i64.
Also remove dead code handling cases that simply cannot arise.
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quite literally the same work, we just need to special case the >64-bit
element shift code emission to emit the byte shift instructions and
offsets. This also makes reasoning about each of the vector lowering
strategies easier as we don't have to remember to use both forms.
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code.
While this didn't have the miscompile (it used MatchLeft consistently)
it missed some cases where it could use right shifts. I've added a test
case Craig Topper came up with to exercise the right shift matching.
This code is really identical between the two. I'm going to merge them
next so that we don't keep two copies of all of this logic.
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track state.
I didn't like this in the code review because the pattern tends to be
error prone, but I didn't see a clear way to rewrite it. Turns out that
there were bugs here, I found them when fuzz testing our shuffle
lowering for correctness on x86.
The core of the problem is that we need to consistently test all our
preconditions for the same directionality of shift and the same input
vector. Instead, formulate this as two predicates (one doesn't depend on
the input in any way), pass things like the directionality and input
vector as inputs, and loop over the alternatives.
This fixes a pattern of very rare miscompiles coming out of this code.
Turned up roughly 4 out of every 1 million v8 shuffles in my fuzz
testing. The new code is over half a million test runs with no failures
yet. I've also fuzzed every other function in the lowering code with
over 3.5 million test cases and not discovered any other miscompiles.
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This allows it to match still more places where previously we would have
to fall back on floating point shuffles or other more complex lowering
strategies.
I'm hoping to replace some of the hand-rolled unpack matching with this
routine is it gets more and more clever.
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to generically lower blends and is particularly nice because it is
available frome SSE2 onward. This removes a lot of the remaining domain
crossing blends in SSE2 code.
I'm hoping to replace some of the "interleaved" lowering hacks with
something closer to this which should be more principled. First, this
needs to learn how to detect and use other interleavings besides that of
the natural type provided. That will be a follow-up patch though.
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This blend instruction is ... really lame. The register usage is insane.
As a consequence this is probably only *barely* better than 2 pshufbs
followed by a por, and that mostly because it only has to read from
a single memory location.
However, this doesn't fix as much as I kind of expected, so more to go.
Pretty sure that the ordering and delegation of v16i8 is just really,
really bad.
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template now that we can use them.
This is, of course, horribly ugly because of the required recursive
formulation. Suggestions for making it less ugly welcome.
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classes. We can't use template aliases because on MSVC they don't appear
to work correctly in the common usage such as Format.h.
Many thanks to Zach for doing all the testing and debugging here. I just
slotted the fix into the code.
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advantage of the existence of a reasonable blend instruction.
The 256-bit vector shuffle lowering has leveraged the general technique
of decomposed shuffles and blends for quite some time, but this never
made it back into the 128-bit code, and there are a large number of
patterns where this is substantially better. For example, this removes
almost all domain crossing in vector shuffles that involve some blend
and some permutation with SSE4.1 and later. See the massive reduction
in 'shufps' for integer test cases in this commit.
This isn't perfect yet for a few reasons:
1) The v8i16 shuffle lowering continues to plague me. We don't always
form an unpack-based blend when that would be better. But the wins
pretty drastically outstrip the losses here.
2) The v16i8 shuffle lowering is just a disaster here. I never went and
implemented blend support here for some terrible reason. I'll do
that next probably. I've not updated it for now.
More variations on this technique are coming as well -- we don't
shuffle-into-unpack or shuffle-into-palignr, both of which would also be
profitable.
Note that some test cases grow significantly in the number of
instructions, but I expect to actually be faster. We use
pshufd+pshufd+blendw instead of a single shufps, but the pshufd's are
very likely to pipeline well (two ports on most modern intel chips) and
the blend is a *very* fast instruction. The domain switch penalty will
essentially always be more than a blend instruction, which is the only
increase in tree height.
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when that will allow it to lower with a single permute instead of
multiple permutes.
It tries to detect when it will only have to do a single permute in
either case to maximize folding of loads and such.
This cuts a *lot* of the avx2 shuffle permute counts in half. =]
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directly into blends of the splats.
These patterns show up even very late in the vector shuffle lowering
where we don't have any chance for DAG combining to kick in, and
blending is a tremendously simpler operation to model. By coercing the
shuffle into a blend we can much more easily match and lower shuffles of
splats.
Immediately with this change there are significantly more blends being
matched in the x86 vector shuffle lowering.
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vectors and detect equivalent inputs.
This lets the code match unpck-style instructions when only one of the
inputs are lined up but the other input is a splat and so which lanes we
pull from doesn't matter. Today, this doesn't really happen, but just by
accident. I have a patch that normalizes how we shuffle splats, and with
that patch this will be necessary for a lot of the mask equivalence
tests to work.
I don't really know how to write a test case for this specific change
until the other change lands though.
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don't try to do element insertion for non-zero-index floating point
vectors.
We don't have any useful patterns or lowering for element insertion into
high elements of a floating point vector, and the generic shuffle
lowering will end up being better -- namely it will fall back to unpck.
But we should try to handle other forms of element insertion before
matching unpck patterns.
While this doesn't matter much right now, I'm working on a patch that
makes unpck matching much more powerful, and that patch will break
without this re-ordering.
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I was somewhat surprised this pattern really came up, but it does. It
seems better to just directly handle it than try to special case every
place where we end up forming a shuffle that devolves to a shuffle of
a zero vector.
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