2015-02-20 20:30:47 +00:00
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//===- LowerBitSets.h - Bitset lowering pass --------------------*- C++ -*-===//
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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 defines parts of the bitset lowering pass implementation that may
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// be usefully unit tested.
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//
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//===----------------------------------------------------------------------===//
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#ifndef LLVM_TRANSFORMS_IPO_LOWERBITSETS_H
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#define LLVM_TRANSFORMS_IPO_LOWERBITSETS_H
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#include "llvm/ADT/DenseMap.h"
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#include "llvm/ADT/SmallVector.h"
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#include <stdint.h>
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#include <limits>
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2015-02-24 23:17:02 +00:00
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#include <set>
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2015-02-20 20:30:47 +00:00
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#include <vector>
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namespace llvm {
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class DataLayout;
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class GlobalVariable;
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class Value;
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struct BitSetInfo {
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// The actual bitset.
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std::vector<uint8_t> Bits;
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// The byte offset into the combined global represented by the bitset.
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uint64_t ByteOffset;
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// The size of the bitset in bits.
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uint64_t BitSize;
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// Log2 alignment of the bit set relative to the combined global.
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// For example, a log2 alignment of 3 means that bits in the bitset
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// represent addresses 8 bytes apart.
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unsigned AlignLog2;
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bool isSingleOffset() const {
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return Bits.size() == 1 && Bits[0] == 1;
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}
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2015-02-25 20:42:41 +00:00
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bool isAllOnes() const {
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for (unsigned I = 0; I != Bits.size() - 1; ++I)
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if (Bits[I] != 0xFF)
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return false;
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if (BitSize % 8 == 0)
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return Bits[Bits.size() - 1] == 0xFF;
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return Bits[Bits.size() - 1] == (1 << (BitSize % 8)) - 1;
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}
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2015-02-20 20:30:47 +00:00
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bool containsGlobalOffset(uint64_t Offset) const;
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bool containsValue(const DataLayout *DL,
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const DenseMap<GlobalVariable *, uint64_t> &GlobalLayout,
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Value *V, uint64_t COffset = 0) const;
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};
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struct BitSetBuilder {
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SmallVector<uint64_t, 16> Offsets;
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uint64_t Min, Max;
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BitSetBuilder() : Min(std::numeric_limits<uint64_t>::max()), Max(0) {}
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void addOffset(uint64_t Offset) {
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if (Min > Offset)
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Min = Offset;
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if (Max < Offset)
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Max = Offset;
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Offsets.push_back(Offset);
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}
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BitSetInfo build();
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};
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2015-02-24 23:17:02 +00:00
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/// This class implements a layout algorithm for globals referenced by bit sets
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/// that tries to keep members of small bit sets together. This can
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/// significantly reduce bit set sizes in many cases.
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///
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/// It works by assembling fragments of layout from sets of referenced globals.
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/// Each set of referenced globals causes the algorithm to create a new
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/// fragment, which is assembled by appending each referenced global in the set
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/// into the fragment. If a referenced global has already been referenced by an
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/// fragment created earlier, we instead delete that fragment and append its
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/// contents into the fragment we are assembling.
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///
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/// By starting with the smallest fragments, we minimize the size of the
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/// fragments that are copied into larger fragments. This is most intuitively
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/// thought about when considering the case where the globals are virtual tables
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/// and the bit sets represent their derived classes: in a single inheritance
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/// hierarchy, the optimum layout would involve a depth-first search of the
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/// class hierarchy (and in fact the computed layout ends up looking a lot like
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/// a DFS), but a naive DFS would not work well in the presence of multiple
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/// inheritance. This aspect of the algorithm ends up fitting smaller
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/// hierarchies inside larger ones where that would be beneficial.
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///
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/// For example, consider this class hierarchy:
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///
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/// A B
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/// \ / | \
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/// C D E
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///
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/// We have five bit sets: bsA (A, C), bsB (B, C, D, E), bsC (C), bsD (D) and
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/// bsE (E). If we laid out our objects by DFS traversing B followed by A, our
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/// layout would be {B, C, D, E, A}. This is optimal for bsB as it needs to
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/// cover the only 4 objects in its hierarchy, but not for bsA as it needs to
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/// cover 5 objects, i.e. the entire layout. Our algorithm proceeds as follows:
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///
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/// Add bsC, fragments {{C}}
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/// Add bsD, fragments {{C}, {D}}
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/// Add bsE, fragments {{C}, {D}, {E}}
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/// Add bsA, fragments {{A, C}, {D}, {E}}
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/// Add bsB, fragments {{B, A, C, D, E}}
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///
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/// This layout is optimal for bsA, as it now only needs to cover two (i.e. 3
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/// fewer) objects, at the cost of bsB needing to cover 1 more object.
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///
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/// The bit set lowering pass assigns an object index to each object that needs
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/// to be laid out, and calls addFragment for each bit set passing the object
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/// indices of its referenced globals. It then assembles a layout from the
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/// computed layout in the Fragments field.
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struct GlobalLayoutBuilder {
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/// The computed layout. Each element of this vector contains a fragment of
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/// layout (which may be empty) consisting of object indices.
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std::vector<std::vector<uint64_t>> Fragments;
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/// Mapping from object index to fragment index.
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std::vector<uint64_t> FragmentMap;
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GlobalLayoutBuilder(uint64_t NumObjects)
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: Fragments(1), FragmentMap(NumObjects) {}
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2015-02-25 11:04:36 +00:00
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/// Add F to the layout while trying to keep its indices contiguous.
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/// If a previously seen fragment uses any of F's indices, that
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/// fragment will be laid out inside F.
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2015-02-24 23:17:02 +00:00
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void addFragment(const std::set<uint64_t> &F);
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};
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2015-02-20 20:30:47 +00:00
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} // namespace llvm
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#endif
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