directly query the function information which this set was representing.
This simplifies the interface of the inline cost analysis, and makes the
always-inline pass significantly more efficient.
Previously, always-inline would first make a single set of every
function in the module *except* those marked with the always-inline
attribute. It would then query this set at every call site to see if the
function was a member of the set, and if so, refuse to inline it. This
is quite wasteful. Instead, simply check the function attribute directly
when looking at the callsite.
The normal inliner also had similar redundancy. It added every function
in the module with the noinline attribute to its set to ignore, even
though inside the cost analysis function we *already tested* the
noinline attribute and produced the same result.
The only tricky part of removing this is that we have to be able to
correctly remove only the functions inlined by the always-inline pass
when finalizing, which requires a bit of a hack. Still, much less of
a hack than the set of all non-always-inline functions was. While I was
touching this function, I switched a heavy-weight set to a vector with
sort+unique. The algorithm already had a two-phase insert and removal
pattern, we were just needlessly paying the uniquing cost on every
insert.
This probably speeds up some compiles by a small amount (-O0 compiles
with lots of always-inline, so potentially heavy libc++ users), but I've
not tried to measure it.
I believe there is no functional change here, but yell if you spot one.
None are intended.
Finally, the direction this is going in is to greatly simplify the
inline cost query interface so that we can replace its implementation
with a much more clever one. Along the way, all the APIs get simplified,
so it seems incrementally good.
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are optimization hints, but at -O0 we're not optimizing. This becomes a problem
when the alwaysinline attribute is abused.
rdar://10921594
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This is the initial checkin of the basic-block autovectorization pass along with some supporting vectorization infrastructure.
Special thanks to everyone who helped review this code over the last several months (especially Tobias Grosser).
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Before 3.0, I'd like to add a mechanism for automatically loading a set of plugins from a config file. API suggestions welcome...
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but it solves a layering violation since things in Support are not supposed to
use things in Transforms.
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to CallGraphSCCPass's instead of passing around a
std::vector<CallGraphNode*>. No functionality change,
but now we have a much tidier interface.
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The Caller cost info would be reset everytime a callee was inlined. If the
caller has lots of calls and there is some mutual recursion going on, the
caller cost info could be calculated many times.
This patch reduces inliner runtime from 240s to 0.5s for a function with 20000
small function calls.
This is a more conservative version of r98089 that doesn't break the clang
test CodeGenCXX/temp-order.cpp. That test relies on rather extreme inlining
for constant folding.
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The Caller cost info would be reset everytime a callee was inlined. If the
caller has lots of calls and there is some mutual recursion going on, the
caller cost info could be calculated many times.
This patch reduces inliner runtime from 240s to 0.5s for a function with 20000
small function calls.
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This time it's for real! I am going to hook this up in the frontends as well.
The inliner has some experimental heuristics for dealing with the inline hint.
When given a -respect-inlinehint option, functions marked with the inline
keyword are given a threshold just above the default for -O3.
We need some experiments to determine if that is the right thing to do.
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No functional change except the forgotten test for
InlineLimit.getNumOccurrences() == 0 in the CurrentThreshold2 calculation.
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argpromotion and structretpromote. Basically, when replacing
a function, they used the 'changeFunction' api which changes
the entry in the function map (and steals/reuses the callgraph
node).
This has some interesting effects: first, the problem is that it doesn't
update the "callee" edges in any callees of the function in the call graph.
Second, this covers for a major problem in all the CGSCC pass stuff, which
is that it is completely broken when functions are deleted if they *don't*
reuse a CGN. (there is a cute little fixme about this though :).
This patch changes the protocol that CGSCC passes must obey: now the CGSCC
pass manager copies the SCC and preincrements its iterator to avoid passes
invalidating it. This allows CGSCC passes to mutate the current SCC. However
multiple passes may be run on that SCC, so if passes do this, they are now
required to *update* the SCC to be current when they return.
Other less interesting parts of this patch are that it makes passes update
the CG more directly, eliminates changeFunction, and requires clients of
replaceCallSite to specify the new callee CGN if they are changing it.
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calls into a function and if the calls bring in arrays, try to merge
them together to reduce stack size. For example, in the testcase
we'd previously end up with 4 allocas, now we end up with 2 allocas.
As described in the comments, this is not really the ideal solution
to this problem, but it is surprisingly effective. For example, on
176.gcc, we end up eliminating 67 arrays at "gccas" time and another
24 at "llvm-ld" time.
One piece of concern that I didn't look into: at -O0 -g with
forced inlining this will almost certainly result in worse debug
info. I think this is acceptable though given that this is a case
of "debugging optimized code", and we don't want debug info to
prevent the optimizer from doing things anyway.
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the inliner; prevents nondeterministic behavior
when the same address is reallocated.
Don't build call graph nodes for debug intrinsic calls;
they're useless, and there were typically a lot of them.
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function.
- This explicitly models the costs for functions which should
"always" or "never" be inlined. This fixes bugs where such costs
were not previously respected.
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Furthermore, double the limit when more than 10% of the callee instructions are vector instructions. Multimedia kernels tend to love inlining.
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out how to run a collection of passes optimially given their behaviors and
charactaristics.
Convert code to use it.
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