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If the source of a move is in spill slot, the reload may be folded to essentially a load from stack slot. It's ok to mark the stack slot value as available for reuse. But it should not be clobbered since the destination of the move is live.
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@41109 91177308-0d34-0410-b5e6-96231b3b80d8
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@ -320,7 +320,7 @@ public:
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ModifyStackSlotOrReMat(SlotOrReMat);
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PhysRegsAvailable.insert(std::make_pair(Reg, SlotOrReMat));
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SpillSlotsOrReMatsAvailable[SlotOrReMat] = (Reg << 1) | (unsigned)CanClobber;
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SpillSlotsOrReMatsAvailable[SlotOrReMat]= (Reg << 1) | (unsigned)CanClobber;
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if (SlotOrReMat > VirtRegMap::MAX_STACK_SLOT)
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DOUT << "Remembering RM#" << SlotOrReMat-VirtRegMap::MAX_STACK_SLOT-1;
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@ -333,7 +333,8 @@ public:
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/// value of the specified stackslot register if it desires. The specified
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/// stack slot must be available in a physreg for this query to make sense.
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bool canClobberPhysReg(int SlotOrReMat) const {
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assert(SpillSlotsOrReMatsAvailable.count(SlotOrReMat) && "Value not available!");
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assert(SpillSlotsOrReMatsAvailable.count(SlotOrReMat) &&
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"Value not available!");
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return SpillSlotsOrReMatsAvailable.find(SlotOrReMat)->second & 1;
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}
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@ -347,9 +348,9 @@ public:
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/// it and any of its aliases.
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void ClobberPhysReg(unsigned PhysReg);
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/// ModifyStackSlotOrReMat - This method is called when the value in a stack slot
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/// changes. This removes information about which register the previous value
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/// for this slot lives in (as the previous value is dead now).
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/// ModifyStackSlotOrReMat - This method is called when the value in a stack
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/// slot changes. This removes information about which register the previous
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/// value for this slot lives in (as the previous value is dead now).
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void ModifyStackSlotOrReMat(int SlotOrReMat);
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};
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}
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@ -409,11 +410,12 @@ void AvailableSpills::ClobberPhysReg(unsigned PhysReg) {
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ClobberPhysRegOnly(PhysReg);
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}
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/// ModifyStackSlotOrReMat - This method is called when the value in a stack slot
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/// changes. This removes information about which register the previous value
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/// for this slot lives in (as the previous value is dead now).
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/// ModifyStackSlotOrReMat - This method is called when the value in a stack
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/// slot changes. This removes information about which register the previous
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/// value for this slot lives in (as the previous value is dead now).
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void AvailableSpills::ModifyStackSlotOrReMat(int SlotOrReMat) {
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std::map<int, unsigned>::iterator It = SpillSlotsOrReMatsAvailable.find(SlotOrReMat);
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std::map<int, unsigned>::iterator It =
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SpillSlotsOrReMatsAvailable.find(SlotOrReMat);
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if (It == SpillSlotsOrReMatsAvailable.end()) return;
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unsigned Reg = It->second >> 1;
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SpillSlotsOrReMatsAvailable.erase(It);
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@ -557,8 +559,8 @@ namespace {
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ReusedOp(unsigned o, unsigned ss, unsigned prr, unsigned apr,
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unsigned vreg)
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: Operand(o), StackSlotOrReMat(ss), PhysRegReused(prr), AssignedPhysReg(apr),
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VirtReg(vreg) {}
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: Operand(o), StackSlotOrReMat(ss), PhysRegReused(prr),
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AssignedPhysReg(apr), VirtReg(vreg) {}
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};
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/// ReuseInfo - This maintains a collection of ReuseOp's for each operand that
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@ -976,6 +978,7 @@ void LocalSpiller::RewriteMBB(MachineBasicBlock &MBB, VirtRegMap &VRM) {
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// If we have folded references to memory operands, make sure we clear all
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// physical registers that may contain the value of the spilled virtual
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// register
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SmallSet<int, 1> FoldedSS;
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for (tie(I, End) = VRM.getFoldedVirts(&MI); I != End; ++I) {
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DOUT << "Folded vreg: " << I->second.first << " MR: "
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<< I->second.second;
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@ -986,6 +989,7 @@ void LocalSpiller::RewriteMBB(MachineBasicBlock &MBB, VirtRegMap &VRM) {
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continue;
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}
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int SS = VRM.getStackSlot(VirtReg);
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FoldedSS.insert(SS);
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DOUT << " - StackSlot: " << SS << "\n";
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// If this folded instruction is just a use, check to see if it's a
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@ -1093,9 +1097,11 @@ void LocalSpiller::RewriteMBB(MachineBasicBlock &MBB, VirtRegMap &VRM) {
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int FrameIdx;
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if (unsigned DestReg = TII->isLoadFromStackSlot(&MI, FrameIdx)) {
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assert(DestReg == VirtReg && "Unknown load situation!");
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// If it is a folded reference, then it's not safe to clobber.
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bool Folded = FoldedSS.count(FrameIdx);
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// Otherwise, if it wasn't available, remember that it is now!
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Spills.addAvailable(FrameIdx, &MI, DestReg);
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Spills.addAvailable(FrameIdx, &MI, DestReg, !Folded);
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goto ProcessNextInst;
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}
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