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	and it wasn't generating calls through @PLT for these functions. hasLocalLinkage() is now false for available_externally, I attempted to fix the inliner and dce to handle available_externally properly. It passed make check. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@72328 91177308-0d34-0410-b5e6-96231b3b80d8
		
			
				
	
	
		
			316 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			316 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//===- InlineCost.cpp - Cost analysis for inliner -------------------------===//
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//
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//                     The LLVM Compiler Infrastructure
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//
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// This file is distributed under the University of Illinois Open Source
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// License. See LICENSE.TXT for details.
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//
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//===----------------------------------------------------------------------===//
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//
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// This file implements inline cost analysis.
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//
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//===----------------------------------------------------------------------===//
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#include "llvm/Transforms/Utils/InlineCost.h"
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#include "llvm/Support/CallSite.h"
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#include "llvm/CallingConv.h"
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#include "llvm/IntrinsicInst.h"
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using namespace llvm;
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// CountCodeReductionForConstant - Figure out an approximation for how many
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// instructions will be constant folded if the specified value is constant.
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//
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unsigned InlineCostAnalyzer::FunctionInfo::
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         CountCodeReductionForConstant(Value *V) {
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  unsigned Reduction = 0;
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  for (Value::use_iterator UI = V->use_begin(), E = V->use_end(); UI != E; ++UI)
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    if (isa<BranchInst>(*UI))
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      Reduction += 40;          // Eliminating a conditional branch is a big win
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    else if (SwitchInst *SI = dyn_cast<SwitchInst>(*UI))
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      // Eliminating a switch is a big win, proportional to the number of edges
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      // deleted.
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      Reduction += (SI->getNumSuccessors()-1) * 40;
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    else if (CallInst *CI = dyn_cast<CallInst>(*UI)) {
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      // Turning an indirect call into a direct call is a BIG win
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      Reduction += CI->getCalledValue() == V ? 500 : 0;
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    } else if (InvokeInst *II = dyn_cast<InvokeInst>(*UI)) {
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      // Turning an indirect call into a direct call is a BIG win
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      Reduction += II->getCalledValue() == V ? 500 : 0;
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    } else {
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      // Figure out if this instruction will be removed due to simple constant
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      // propagation.
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      Instruction &Inst = cast<Instruction>(**UI);
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      bool AllOperandsConstant = true;
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      for (unsigned i = 0, e = Inst.getNumOperands(); i != e; ++i)
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        if (!isa<Constant>(Inst.getOperand(i)) && Inst.getOperand(i) != V) {
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          AllOperandsConstant = false;
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          break;
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        }
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      if (AllOperandsConstant) {
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        // We will get to remove this instruction...
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        Reduction += 7;
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        // And any other instructions that use it which become constants
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        // themselves.
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        Reduction += CountCodeReductionForConstant(&Inst);
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      }
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    }
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  return Reduction;
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}
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// CountCodeReductionForAlloca - Figure out an approximation of how much smaller
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// the function will be if it is inlined into a context where an argument
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// becomes an alloca.
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//
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unsigned InlineCostAnalyzer::FunctionInfo::
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         CountCodeReductionForAlloca(Value *V) {
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  if (!isa<PointerType>(V->getType())) return 0;  // Not a pointer
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  unsigned Reduction = 0;
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  for (Value::use_iterator UI = V->use_begin(), E = V->use_end(); UI != E;++UI){
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    Instruction *I = cast<Instruction>(*UI);
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    if (isa<LoadInst>(I) || isa<StoreInst>(I))
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      Reduction += 10;
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    else if (GetElementPtrInst *GEP = dyn_cast<GetElementPtrInst>(I)) {
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      // If the GEP has variable indices, we won't be able to do much with it.
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      if (!GEP->hasAllConstantIndices())
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        Reduction += CountCodeReductionForAlloca(GEP)+15;
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    } else {
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      // If there is some other strange instruction, we're not going to be able
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      // to do much if we inline this.
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      return 0;
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    }
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  }
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  return Reduction;
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}
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/// analyzeFunction - Fill in the current structure with information gleaned
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/// from the specified function.
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void InlineCostAnalyzer::FunctionInfo::analyzeFunction(Function *F) {
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  unsigned NumInsts = 0, NumBlocks = 0, NumVectorInsts = 0;
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  // Look at the size of the callee.  Each basic block counts as 20 units, and
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  // each instruction counts as 5.
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  for (Function::const_iterator BB = F->begin(), E = F->end(); BB != E; ++BB) {
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    for (BasicBlock::const_iterator II = BB->begin(), E = BB->end();
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         II != E; ++II) {
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      if (isa<PHINode>(II)) continue;           // PHI nodes don't count.
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      // Special handling for calls.
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      if (isa<CallInst>(II) || isa<InvokeInst>(II)) {
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        if (isa<DbgInfoIntrinsic>(II))
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          continue;  // Debug intrinsics don't count as size.
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        CallSite CS = CallSite::get(const_cast<Instruction*>(&*II));
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        // If this function contains a call to setjmp or _setjmp, never inline
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        // it.  This is a hack because we depend on the user marking their local
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        // variables as volatile if they are live across a setjmp call, and they
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        // probably won't do this in callers.
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        if (Function *F = CS.getCalledFunction())
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          if (F->isDeclaration() && 
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              (F->isName("setjmp") || F->isName("_setjmp"))) {
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            NeverInline = true;
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            return;
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          }
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        // Calls often compile into many machine instructions.  Bump up their
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        // cost to reflect this.
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        if (!isa<IntrinsicInst>(II))
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          NumInsts += 5;
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      }
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      if (const AllocaInst *AI = dyn_cast<AllocaInst>(II)) {
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        if (!AI->isStaticAlloca())
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          this->usesDynamicAlloca = true;
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      }
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      if (isa<ExtractElementInst>(II) || isa<VectorType>(II->getType()))
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        ++NumVectorInsts; 
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      // Noop casts, including ptr <-> int,  don't count.
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      if (const CastInst *CI = dyn_cast<CastInst>(II)) {
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        if (CI->isLosslessCast() || isa<IntToPtrInst>(CI) || 
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            isa<PtrToIntInst>(CI))
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          continue;
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      } else if (const GetElementPtrInst *GEPI =
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                 dyn_cast<GetElementPtrInst>(II)) {
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        // If a GEP has all constant indices, it will probably be folded with
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        // a load/store.
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        if (GEPI->hasAllConstantIndices())
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          continue;
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      }
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      ++NumInsts;
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    }
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    ++NumBlocks;
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  }
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  this->NumBlocks      = NumBlocks;
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  this->NumInsts       = NumInsts;
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  this->NumVectorInsts = NumVectorInsts;
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  // Check out all of the arguments to the function, figuring out how much
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  // code can be eliminated if one of the arguments is a constant.
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  for (Function::arg_iterator I = F->arg_begin(), E = F->arg_end(); I != E; ++I)
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    ArgumentWeights.push_back(ArgInfo(CountCodeReductionForConstant(I),
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                                      CountCodeReductionForAlloca(I)));
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}
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// getInlineCost - The heuristic used to determine if we should inline the
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// function call or not.
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//
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InlineCost InlineCostAnalyzer::getInlineCost(CallSite CS,
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                               SmallPtrSet<const Function *, 16> &NeverInline) {
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  Instruction *TheCall = CS.getInstruction();
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  Function *Callee = CS.getCalledFunction();
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  Function *Caller = TheCall->getParent()->getParent();
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      // Don't inline functions which can be redefined at link-time to mean
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      // something else.
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   if (Callee->mayBeOverridden() ||
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       // Don't inline functions marked noinline.
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       Callee->hasFnAttr(Attribute::NoInline) || NeverInline.count(Callee))
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    return llvm::InlineCost::getNever();
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  // InlineCost - This value measures how good of an inline candidate this call
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  // site is to inline.  A lower inline cost make is more likely for the call to
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  // be inlined.  This value may go negative.
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  //
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  int InlineCost = 0;
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  // If there is only one call of the function, and it has internal linkage,
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  // make it almost guaranteed to be inlined.
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  //
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  if ((Callee->hasLocalLinkage() || Callee->hasAvailableExternallyLinkage()) && 
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      Callee->hasOneUse())
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    InlineCost -= 15000;
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  // If this function uses the coldcc calling convention, prefer not to inline
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  // it.
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  if (Callee->getCallingConv() == CallingConv::Cold)
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    InlineCost += 2000;
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  // If the instruction after the call, or if the normal destination of the
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  // invoke is an unreachable instruction, the function is noreturn.  As such,
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  // there is little point in inlining this.
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  if (InvokeInst *II = dyn_cast<InvokeInst>(TheCall)) {
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    if (isa<UnreachableInst>(II->getNormalDest()->begin()))
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      InlineCost += 10000;
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  } else if (isa<UnreachableInst>(++BasicBlock::iterator(TheCall)))
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    InlineCost += 10000;
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  // Get information about the callee...
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  FunctionInfo &CalleeFI = CachedFunctionInfo[Callee];
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  // If we haven't calculated this information yet, do so now.
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  if (CalleeFI.NumBlocks == 0)
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    CalleeFI.analyzeFunction(Callee);
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  // If we should never inline this, return a huge cost.
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  if (CalleeFI.NeverInline)
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    return InlineCost::getNever();
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  // FIXME: It would be nice to kill off CalleeFI.NeverInline. Then we
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  // could move this up and avoid computing the FunctionInfo for
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  // things we are going to just return always inline for. This
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  // requires handling setjmp somewhere else, however.
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  if (!Callee->isDeclaration() && Callee->hasFnAttr(Attribute::AlwaysInline))
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    return InlineCost::getAlways();
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  if (CalleeFI.usesDynamicAlloca) {
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    // Get infomation about the caller...
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    FunctionInfo &CallerFI = CachedFunctionInfo[Caller];
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    // If we haven't calculated this information yet, do so now.
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    if (CallerFI.NumBlocks == 0)
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      CallerFI.analyzeFunction(Caller);
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    // Don't inline a callee with dynamic alloca into a caller without them.
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    // Functions containing dynamic alloca's are inefficient in various ways;
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    // don't create more inefficiency.
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    if (!CallerFI.usesDynamicAlloca)
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      return InlineCost::getNever();
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  }
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  // Add to the inline quality for properties that make the call valuable to
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  // inline.  This includes factors that indicate that the result of inlining
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  // the function will be optimizable.  Currently this just looks at arguments
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  // passed into the function.
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  //
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  unsigned ArgNo = 0;
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  for (CallSite::arg_iterator I = CS.arg_begin(), E = CS.arg_end();
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       I != E; ++I, ++ArgNo) {
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    // Each argument passed in has a cost at both the caller and the callee
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    // sides.  This favors functions that take many arguments over functions
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    // that take few arguments.
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    InlineCost -= 20;
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    // If this is a function being passed in, it is very likely that we will be
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    // able to turn an indirect function call into a direct function call.
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    if (isa<Function>(I))
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      InlineCost -= 100;
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    // If an alloca is passed in, inlining this function is likely to allow
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    // significant future optimization possibilities (like scalar promotion, and
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    // scalarization), so encourage the inlining of the function.
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    //
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    else if (isa<AllocaInst>(I)) {
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      if (ArgNo < CalleeFI.ArgumentWeights.size())
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        InlineCost -= CalleeFI.ArgumentWeights[ArgNo].AllocaWeight;
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      // If this is a constant being passed into the function, use the argument
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      // weights calculated for the callee to determine how much will be folded
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      // away with this information.
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    } else if (isa<Constant>(I)) {
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      if (ArgNo < CalleeFI.ArgumentWeights.size())
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        InlineCost -= CalleeFI.ArgumentWeights[ArgNo].ConstantWeight;
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    }
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  }
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  // Now that we have considered all of the factors that make the call site more
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  // likely to be inlined, look at factors that make us not want to inline it.
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  // Don't inline into something too big, which would make it bigger.
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  //
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  InlineCost += Caller->size()/15;
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  // Look at the size of the callee. Each instruction counts as 5.
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  InlineCost += CalleeFI.NumInsts*5;
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  return llvm::InlineCost::get(InlineCost);
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}
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// getInlineFudgeFactor - Return a > 1.0 factor if the inliner should use a
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// higher threshold to determine if the function call should be inlined.
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float InlineCostAnalyzer::getInlineFudgeFactor(CallSite CS) {
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  Function *Callee = CS.getCalledFunction();
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  // Get information about the callee...
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  FunctionInfo &CalleeFI = CachedFunctionInfo[Callee];
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  // If we haven't calculated this information yet, do so now.
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  if (CalleeFI.NumBlocks == 0)
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    CalleeFI.analyzeFunction(Callee);
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  float Factor = 1.0f;
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  // Single BB functions are often written to be inlined.
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  if (CalleeFI.NumBlocks == 1)
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    Factor += 0.5f;
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  // Be more aggressive if the function contains a good chunk (if it mades up
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  // at least 10% of the instructions) of vector instructions.
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  if (CalleeFI.NumVectorInsts > CalleeFI.NumInsts/2)
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    Factor += 2.0f;
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  else if (CalleeFI.NumVectorInsts > CalleeFI.NumInsts/10)
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    Factor += 1.5f;
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  return Factor;
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}
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