//===-- MachineBlockPlacement.cpp - Basic Block Code Layout optimization --===// // // The LLVM Compiler Infrastructure // // This file is distributed under the University of Illinois Open Source // License. See LICENSE.TXT for details. // //===----------------------------------------------------------------------===// // // This file implements basic block placement transformations using the CFG // structure and branch probability estimates. // // The pass strives to preserve the structure of the CFG (that is, retain // a topological ordering of basic blocks) in the absence of a *strong* signal // to the contrary from probabilities. However, within the CFG structure, it // attempts to choose an ordering which favors placing more likely sequences of // blocks adjacent to each other. // // The algorithm works from the inner-most loop within a function outward, and // at each stage walks through the basic blocks, trying to coalesce them into // sequential chains where allowed by the CFG (or demanded by heavy // probabilities). Finally, it walks the blocks in topological order, and the // first time it reaches a chain of basic blocks, it schedules them in the // function in-order. // //===----------------------------------------------------------------------===// #include "llvm/CodeGen/Passes.h" #include "llvm/ADT/DenseMap.h" #include "llvm/ADT/SmallPtrSet.h" #include "llvm/ADT/SmallVector.h" #include "llvm/ADT/Statistic.h" #include "llvm/CodeGen/MachineBasicBlock.h" #include "llvm/CodeGen/MachineBlockFrequencyInfo.h" #include "llvm/CodeGen/MachineBranchProbabilityInfo.h" #include "llvm/CodeGen/MachineDominators.h" #include "llvm/CodeGen/MachineFunction.h" #include "llvm/CodeGen/MachineFunctionPass.h" #include "llvm/CodeGen/MachineLoopInfo.h" #include "llvm/CodeGen/MachineModuleInfo.h" #include "llvm/Support/Allocator.h" #include "llvm/Support/CommandLine.h" #include "llvm/Support/Debug.h" #include "llvm/Target/TargetInstrInfo.h" #include "llvm/Target/TargetLowering.h" #include "llvm/Target/TargetSubtargetInfo.h" #include using namespace llvm; #define DEBUG_TYPE "block-placement" STATISTIC(NumCondBranches, "Number of conditional branches"); STATISTIC(NumUncondBranches, "Number of uncondittional branches"); STATISTIC(CondBranchTakenFreq, "Potential frequency of taking conditional branches"); STATISTIC(UncondBranchTakenFreq, "Potential frequency of taking unconditional branches"); static cl::opt AlignAllBlock("align-all-blocks", cl::desc("Force the alignment of all " "blocks in the function."), cl::init(0), cl::Hidden); // FIXME: Find a good default for this flag and remove the flag. static cl::opt ExitBlockBias( "block-placement-exit-block-bias", cl::desc("Block frequency percentage a loop exit block needs " "over the original exit to be considered the new exit."), cl::init(0), cl::Hidden); static cl::opt OutlineOptionalBranches( "outline-optional-branches", cl::desc("Put completely optional branches, i.e. branches with a common " "post dominator, out of line."), cl::init(false), cl::Hidden); namespace { class BlockChain; /// \brief Type for our function-wide basic block -> block chain mapping. typedef DenseMap BlockToChainMapType; } namespace { /// \brief A chain of blocks which will be laid out contiguously. /// /// This is the datastructure representing a chain of consecutive blocks that /// are profitable to layout together in order to maximize fallthrough /// probabilities and code locality. We also can use a block chain to represent /// a sequence of basic blocks which have some external (correctness) /// requirement for sequential layout. /// /// Chains can be built around a single basic block and can be merged to grow /// them. They participate in a block-to-chain mapping, which is updated /// automatically as chains are merged together. class BlockChain { /// \brief The sequence of blocks belonging to this chain. /// /// This is the sequence of blocks for a particular chain. These will be laid /// out in-order within the function. SmallVector Blocks; /// \brief A handle to the function-wide basic block to block chain mapping. /// /// This is retained in each block chain to simplify the computation of child /// block chains for SCC-formation and iteration. We store the edges to child /// basic blocks, and map them back to their associated chains using this /// structure. BlockToChainMapType &BlockToChain; public: /// \brief Construct a new BlockChain. /// /// This builds a new block chain representing a single basic block in the /// function. It also registers itself as the chain that block participates /// in with the BlockToChain mapping. BlockChain(BlockToChainMapType &BlockToChain, MachineBasicBlock *BB) : Blocks(1, BB), BlockToChain(BlockToChain), LoopPredecessors(0) { assert(BB && "Cannot create a chain with a null basic block"); BlockToChain[BB] = this; } /// \brief Iterator over blocks within the chain. typedef SmallVectorImpl::iterator iterator; /// \brief Beginning of blocks within the chain. iterator begin() { return Blocks.begin(); } /// \brief End of blocks within the chain. iterator end() { return Blocks.end(); } /// \brief Merge a block chain into this one. /// /// This routine merges a block chain into this one. It takes care of forming /// a contiguous sequence of basic blocks, updating the edge list, and /// updating the block -> chain mapping. It does not free or tear down the /// old chain, but the old chain's block list is no longer valid. void merge(MachineBasicBlock *BB, BlockChain *Chain) { assert(BB); assert(!Blocks.empty()); // Fast path in case we don't have a chain already. if (!Chain) { assert(!BlockToChain[BB]); Blocks.push_back(BB); BlockToChain[BB] = this; return; } assert(BB == *Chain->begin()); assert(Chain->begin() != Chain->end()); // Update the incoming blocks to point to this chain, and add them to the // chain structure. for (MachineBasicBlock *ChainBB : *Chain) { Blocks.push_back(ChainBB); assert(BlockToChain[ChainBB] == Chain && "Incoming blocks not in chain"); BlockToChain[ChainBB] = this; } } #ifndef NDEBUG /// \brief Dump the blocks in this chain. LLVM_DUMP_METHOD void dump() { for (MachineBasicBlock *MBB : *this) MBB->dump(); } #endif // NDEBUG /// \brief Count of predecessors within the loop currently being processed. /// /// This count is updated at each loop we process to represent the number of /// in-loop predecessors of this chain. unsigned LoopPredecessors; }; } namespace { class MachineBlockPlacement : public MachineFunctionPass { /// \brief A typedef for a block filter set. typedef SmallPtrSet BlockFilterSet; /// \brief A handle to the branch probability pass. const MachineBranchProbabilityInfo *MBPI; /// \brief A handle to the function-wide block frequency pass. const MachineBlockFrequencyInfo *MBFI; /// \brief A handle to the loop info. const MachineLoopInfo *MLI; /// \brief A handle to the target's instruction info. const TargetInstrInfo *TII; /// \brief A handle to the target's lowering info. const TargetLoweringBase *TLI; /// \brief A handle to the post dominator tree. MachineDominatorTree *MDT; /// \brief A set of blocks that are unavoidably execute, i.e. they dominate /// all terminators of the MachineFunction. SmallPtrSet UnavoidableBlocks; /// \brief Allocator and owner of BlockChain structures. /// /// We build BlockChains lazily while processing the loop structure of /// a function. To reduce malloc traffic, we allocate them using this /// slab-like allocator, and destroy them after the pass completes. An /// important guarantee is that this allocator produces stable pointers to /// the chains. SpecificBumpPtrAllocator ChainAllocator; /// \brief Function wide BasicBlock to BlockChain mapping. /// /// This mapping allows efficiently moving from any given basic block to the /// BlockChain it participates in, if any. We use it to, among other things, /// allow implicitly defining edges between chains as the existing edges /// between basic blocks. DenseMap BlockToChain; void markChainSuccessors(BlockChain &Chain, MachineBasicBlock *LoopHeaderBB, SmallVectorImpl &BlockWorkList, const BlockFilterSet *BlockFilter = nullptr); MachineBasicBlock *selectBestSuccessor(MachineBasicBlock *BB, BlockChain &Chain, const BlockFilterSet *BlockFilter); MachineBasicBlock * selectBestCandidateBlock(BlockChain &Chain, SmallVectorImpl &WorkList, const BlockFilterSet *BlockFilter); MachineBasicBlock * getFirstUnplacedBlock(MachineFunction &F, const BlockChain &PlacedChain, MachineFunction::iterator &PrevUnplacedBlockIt, const BlockFilterSet *BlockFilter); void buildChain(MachineBasicBlock *BB, BlockChain &Chain, SmallVectorImpl &BlockWorkList, const BlockFilterSet *BlockFilter = nullptr); MachineBasicBlock *findBestLoopTop(MachineLoop &L, const BlockFilterSet &LoopBlockSet); MachineBasicBlock *findBestLoopExit(MachineFunction &F, MachineLoop &L, const BlockFilterSet &LoopBlockSet); void buildLoopChains(MachineFunction &F, MachineLoop &L); void rotateLoop(BlockChain &LoopChain, MachineBasicBlock *ExitingBB, const BlockFilterSet &LoopBlockSet); void buildCFGChains(MachineFunction &F); public: static char ID; // Pass identification, replacement for typeid MachineBlockPlacement() : MachineFunctionPass(ID) { initializeMachineBlockPlacementPass(*PassRegistry::getPassRegistry()); } bool runOnMachineFunction(MachineFunction &F) override; void getAnalysisUsage(AnalysisUsage &AU) const override { AU.addRequired(); AU.addRequired(); AU.addRequired(); AU.addRequired(); MachineFunctionPass::getAnalysisUsage(AU); } }; } char MachineBlockPlacement::ID = 0; char &llvm::MachineBlockPlacementID = MachineBlockPlacement::ID; INITIALIZE_PASS_BEGIN(MachineBlockPlacement, "block-placement", "Branch Probability Basic Block Placement", false, false) INITIALIZE_PASS_DEPENDENCY(MachineBranchProbabilityInfo) INITIALIZE_PASS_DEPENDENCY(MachineBlockFrequencyInfo) INITIALIZE_PASS_DEPENDENCY(MachineDominatorTree) INITIALIZE_PASS_DEPENDENCY(MachineLoopInfo) INITIALIZE_PASS_END(MachineBlockPlacement, "block-placement", "Branch Probability Basic Block Placement", false, false) #ifndef NDEBUG /// \brief Helper to print the name of a MBB. /// /// Only used by debug logging. static std::string getBlockName(MachineBasicBlock *BB) { std::string Result; raw_string_ostream OS(Result); OS << "BB#" << BB->getNumber(); OS << " (derived from LLVM BB '" << BB->getName() << "')"; OS.flush(); return Result; } /// \brief Helper to print the number of a MBB. /// /// Only used by debug logging. static std::string getBlockNum(MachineBasicBlock *BB) { std::string Result; raw_string_ostream OS(Result); OS << "BB#" << BB->getNumber(); OS.flush(); return Result; } #endif /// \brief Mark a chain's successors as having one fewer preds. /// /// When a chain is being merged into the "placed" chain, this routine will /// quickly walk the successors of each block in the chain and mark them as /// having one fewer active predecessor. It also adds any successors of this /// chain which reach the zero-predecessor state to the worklist passed in. void MachineBlockPlacement::markChainSuccessors( BlockChain &Chain, MachineBasicBlock *LoopHeaderBB, SmallVectorImpl &BlockWorkList, const BlockFilterSet *BlockFilter) { // Walk all the blocks in this chain, marking their successors as having // a predecessor placed. for (MachineBasicBlock *MBB : Chain) { // Add any successors for which this is the only un-placed in-loop // predecessor to the worklist as a viable candidate for CFG-neutral // placement. No subsequent placement of this block will violate the CFG // shape, so we get to use heuristics to choose a favorable placement. for (MachineBasicBlock *Succ : MBB->successors()) { if (BlockFilter && !BlockFilter->count(Succ)) continue; BlockChain &SuccChain = *BlockToChain[Succ]; // Disregard edges within a fixed chain, or edges to the loop header. if (&Chain == &SuccChain || Succ == LoopHeaderBB) continue; // This is a cross-chain edge that is within the loop, so decrement the // loop predecessor count of the destination chain. if (SuccChain.LoopPredecessors > 0 && --SuccChain.LoopPredecessors == 0) BlockWorkList.push_back(*SuccChain.begin()); } } } /// \brief Select the best successor for a block. /// /// This looks across all successors of a particular block and attempts to /// select the "best" one to be the layout successor. It only considers direct /// successors which also pass the block filter. It will attempt to avoid /// breaking CFG structure, but cave and break such structures in the case of /// very hot successor edges. /// /// \returns The best successor block found, or null if none are viable. MachineBasicBlock * MachineBlockPlacement::selectBestSuccessor(MachineBasicBlock *BB, BlockChain &Chain, const BlockFilterSet *BlockFilter) { const BranchProbability HotProb(4, 5); // 80% MachineBasicBlock *BestSucc = nullptr; // FIXME: Due to the performance of the probability and weight routines in // the MBPI analysis, we manually compute probabilities using the edge // weights. This is suboptimal as it means that the somewhat subtle // definition of edge weight semantics is encoded here as well. We should // improve the MBPI interface to efficiently support query patterns such as // this. uint32_t BestWeight = 0; uint32_t WeightScale = 0; uint32_t SumWeight = MBPI->getSumForBlock(BB, WeightScale); DEBUG(dbgs() << "Attempting merge from: " << getBlockName(BB) << "\n"); for (MachineBasicBlock *Succ : BB->successors()) { if (BlockFilter && !BlockFilter->count(Succ)) continue; BlockChain &SuccChain = *BlockToChain[Succ]; if (&SuccChain == &Chain) { DEBUG(dbgs() << " " << getBlockName(Succ) << " -> Already merged!\n"); continue; } if (Succ != *SuccChain.begin()) { DEBUG(dbgs() << " " << getBlockName(Succ) << " -> Mid chain!\n"); continue; } uint32_t SuccWeight = MBPI->getEdgeWeight(BB, Succ); BranchProbability SuccProb(SuccWeight / WeightScale, SumWeight); // If we outline optional branches, look whether Succ is unavoidable, i.e. // dominates all terminators of the MachineFunction. If it does, other // successors must be optional. Don't do this for cold branches. if (OutlineOptionalBranches && SuccProb > HotProb.getCompl() && UnavoidableBlocks.count(Succ) > 0) return Succ; // Only consider successors which are either "hot", or wouldn't violate // any CFG constraints. if (SuccChain.LoopPredecessors != 0) { if (SuccProb < HotProb) { DEBUG(dbgs() << " " << getBlockName(Succ) << " -> " << SuccProb << " (prob) (CFG conflict)\n"); continue; } // Make sure that a hot successor doesn't have a globally more // important predecessor. BlockFrequency CandidateEdgeFreq = MBFI->getBlockFreq(BB) * SuccProb * HotProb.getCompl(); bool BadCFGConflict = false; for (MachineBasicBlock *Pred : Succ->predecessors()) { if (Pred == Succ || (BlockFilter && !BlockFilter->count(Pred)) || BlockToChain[Pred] == &Chain) continue; BlockFrequency PredEdgeFreq = MBFI->getBlockFreq(Pred) * MBPI->getEdgeProbability(Pred, Succ); if (PredEdgeFreq >= CandidateEdgeFreq) { BadCFGConflict = true; break; } } if (BadCFGConflict) { DEBUG(dbgs() << " " << getBlockName(Succ) << " -> " << SuccProb << " (prob) (non-cold CFG conflict)\n"); continue; } } DEBUG(dbgs() << " " << getBlockName(Succ) << " -> " << SuccProb << " (prob)" << (SuccChain.LoopPredecessors != 0 ? " (CFG break)" : "") << "\n"); if (BestSucc && BestWeight >= SuccWeight) continue; BestSucc = Succ; BestWeight = SuccWeight; } return BestSucc; } /// \brief Select the best block from a worklist. /// /// This looks through the provided worklist as a list of candidate basic /// blocks and select the most profitable one to place. The definition of /// profitable only really makes sense in the context of a loop. This returns /// the most frequently visited block in the worklist, which in the case of /// a loop, is the one most desirable to be physically close to the rest of the /// loop body in order to improve icache behavior. /// /// \returns The best block found, or null if none are viable. MachineBasicBlock *MachineBlockPlacement::selectBestCandidateBlock( BlockChain &Chain, SmallVectorImpl &WorkList, const BlockFilterSet *BlockFilter) { // Once we need to walk the worklist looking for a candidate, cleanup the // worklist of already placed entries. // FIXME: If this shows up on profiles, it could be folded (at the cost of // some code complexity) into the loop below. WorkList.erase(std::remove_if(WorkList.begin(), WorkList.end(), [&](MachineBasicBlock *BB) { return BlockToChain.lookup(BB) == &Chain; }), WorkList.end()); MachineBasicBlock *BestBlock = nullptr; BlockFrequency BestFreq; for (MachineBasicBlock *MBB : WorkList) { BlockChain &SuccChain = *BlockToChain[MBB]; if (&SuccChain == &Chain) { DEBUG(dbgs() << " " << getBlockName(MBB) << " -> Already merged!\n"); continue; } assert(SuccChain.LoopPredecessors == 0 && "Found CFG-violating block"); BlockFrequency CandidateFreq = MBFI->getBlockFreq(MBB); DEBUG(dbgs() << " " << getBlockName(MBB) << " -> "; MBFI->printBlockFreq(dbgs(), CandidateFreq) << " (freq)\n"); if (BestBlock && BestFreq >= CandidateFreq) continue; BestBlock = MBB; BestFreq = CandidateFreq; } return BestBlock; } /// \brief Retrieve the first unplaced basic block. /// /// This routine is called when we are unable to use the CFG to walk through /// all of the basic blocks and form a chain due to unnatural loops in the CFG. /// We walk through the function's blocks in order, starting from the /// LastUnplacedBlockIt. We update this iterator on each call to avoid /// re-scanning the entire sequence on repeated calls to this routine. MachineBasicBlock *MachineBlockPlacement::getFirstUnplacedBlock( MachineFunction &F, const BlockChain &PlacedChain, MachineFunction::iterator &PrevUnplacedBlockIt, const BlockFilterSet *BlockFilter) { for (MachineFunction::iterator I = PrevUnplacedBlockIt, E = F.end(); I != E; ++I) { if (BlockFilter && !BlockFilter->count(I)) continue; if (BlockToChain[I] != &PlacedChain) { PrevUnplacedBlockIt = I; // Now select the head of the chain to which the unplaced block belongs // as the block to place. This will force the entire chain to be placed, // and satisfies the requirements of merging chains. return *BlockToChain[I]->begin(); } } return nullptr; } void MachineBlockPlacement::buildChain( MachineBasicBlock *BB, BlockChain &Chain, SmallVectorImpl &BlockWorkList, const BlockFilterSet *BlockFilter) { assert(BB); assert(BlockToChain[BB] == &Chain); MachineFunction &F = *BB->getParent(); MachineFunction::iterator PrevUnplacedBlockIt = F.begin(); MachineBasicBlock *LoopHeaderBB = BB; markChainSuccessors(Chain, LoopHeaderBB, BlockWorkList, BlockFilter); BB = *std::prev(Chain.end()); for (;;) { assert(BB); assert(BlockToChain[BB] == &Chain); assert(*std::prev(Chain.end()) == BB); // Look for the best viable successor if there is one to place immediately // after this block. MachineBasicBlock *BestSucc = selectBestSuccessor(BB, Chain, BlockFilter); // If an immediate successor isn't available, look for the best viable // block among those we've identified as not violating the loop's CFG at // this point. This won't be a fallthrough, but it will increase locality. if (!BestSucc) BestSucc = selectBestCandidateBlock(Chain, BlockWorkList, BlockFilter); if (!BestSucc) { BestSucc = getFirstUnplacedBlock(F, Chain, PrevUnplacedBlockIt, BlockFilter); if (!BestSucc) break; DEBUG(dbgs() << "Unnatural loop CFG detected, forcibly merging the " "layout successor until the CFG reduces\n"); } // Place this block, updating the datastructures to reflect its placement. BlockChain &SuccChain = *BlockToChain[BestSucc]; // Zero out LoopPredecessors for the successor we're about to merge in case // we selected a successor that didn't fit naturally into the CFG. SuccChain.LoopPredecessors = 0; DEBUG(dbgs() << "Merging from " << getBlockNum(BB) << " to " << getBlockNum(BestSucc) << "\n"); markChainSuccessors(SuccChain, LoopHeaderBB, BlockWorkList, BlockFilter); Chain.merge(BestSucc, &SuccChain); BB = *std::prev(Chain.end()); } DEBUG(dbgs() << "Finished forming chain for header block " << getBlockNum(*Chain.begin()) << "\n"); } /// \brief Find the best loop top block for layout. /// /// Look for a block which is strictly better than the loop header for laying /// out at the top of the loop. This looks for one and only one pattern: /// a latch block with no conditional exit. This block will cause a conditional /// jump around it or will be the bottom of the loop if we lay it out in place, /// but if it it doesn't end up at the bottom of the loop for any reason, /// rotation alone won't fix it. Because such a block will always result in an /// unconditional jump (for the backedge) rotating it in front of the loop /// header is always profitable. MachineBasicBlock * MachineBlockPlacement::findBestLoopTop(MachineLoop &L, const BlockFilterSet &LoopBlockSet) { // Check that the header hasn't been fused with a preheader block due to // crazy branches. If it has, we need to start with the header at the top to // prevent pulling the preheader into the loop body. BlockChain &HeaderChain = *BlockToChain[L.getHeader()]; if (!LoopBlockSet.count(*HeaderChain.begin())) return L.getHeader(); DEBUG(dbgs() << "Finding best loop top for: " << getBlockName(L.getHeader()) << "\n"); BlockFrequency BestPredFreq; MachineBasicBlock *BestPred = nullptr; for (MachineBasicBlock *Pred : L.getHeader()->predecessors()) { if (!LoopBlockSet.count(Pred)) continue; DEBUG(dbgs() << " header pred: " << getBlockName(Pred) << ", " << Pred->succ_size() << " successors, "; MBFI->printBlockFreq(dbgs(), Pred) << " freq\n"); if (Pred->succ_size() > 1) continue; BlockFrequency PredFreq = MBFI->getBlockFreq(Pred); if (!BestPred || PredFreq > BestPredFreq || (!(PredFreq < BestPredFreq) && Pred->isLayoutSuccessor(L.getHeader()))) { BestPred = Pred; BestPredFreq = PredFreq; } } // If no direct predecessor is fine, just use the loop header. if (!BestPred) return L.getHeader(); // Walk backwards through any straight line of predecessors. while (BestPred->pred_size() == 1 && (*BestPred->pred_begin())->succ_size() == 1 && *BestPred->pred_begin() != L.getHeader()) BestPred = *BestPred->pred_begin(); DEBUG(dbgs() << " final top: " << getBlockName(BestPred) << "\n"); return BestPred; } /// \brief Find the best loop exiting block for layout. /// /// This routine implements the logic to analyze the loop looking for the best /// block to layout at the top of the loop. Typically this is done to maximize /// fallthrough opportunities. MachineBasicBlock * MachineBlockPlacement::findBestLoopExit(MachineFunction &F, MachineLoop &L, const BlockFilterSet &LoopBlockSet) { // We don't want to layout the loop linearly in all cases. If the loop header // is just a normal basic block in the loop, we want to look for what block // within the loop is the best one to layout at the top. However, if the loop // header has be pre-merged into a chain due to predecessors not having // analyzable branches, *and* the predecessor it is merged with is *not* part // of the loop, rotating the header into the middle of the loop will create // a non-contiguous range of blocks which is Very Bad. So start with the // header and only rotate if safe. BlockChain &HeaderChain = *BlockToChain[L.getHeader()]; if (!LoopBlockSet.count(*HeaderChain.begin())) return nullptr; BlockFrequency BestExitEdgeFreq; unsigned BestExitLoopDepth = 0; MachineBasicBlock *ExitingBB = nullptr; // If there are exits to outer loops, loop rotation can severely limit // fallthrough opportunites unless it selects such an exit. Keep a set of // blocks where rotating to exit with that block will reach an outer loop. SmallPtrSet BlocksExitingToOuterLoop; DEBUG(dbgs() << "Finding best loop exit for: " << getBlockName(L.getHeader()) << "\n"); for (MachineBasicBlock *MBB : L.getBlocks()) { BlockChain &Chain = *BlockToChain[MBB]; // Ensure that this block is at the end of a chain; otherwise it could be // mid-way through an inner loop or a successor of an analyzable branch. if (MBB != *std::prev(Chain.end())) continue; // Now walk the successors. We need to establish whether this has a viable // exiting successor and whether it has a viable non-exiting successor. // We store the old exiting state and restore it if a viable looping // successor isn't found. MachineBasicBlock *OldExitingBB = ExitingBB; BlockFrequency OldBestExitEdgeFreq = BestExitEdgeFreq; bool HasLoopingSucc = false; // FIXME: Due to the performance of the probability and weight routines in // the MBPI analysis, we use the internal weights and manually compute the // probabilities to avoid quadratic behavior. uint32_t WeightScale = 0; uint32_t SumWeight = MBPI->getSumForBlock(MBB, WeightScale); for (MachineBasicBlock *Succ : MBB->successors()) { if (Succ->isLandingPad()) continue; if (Succ == MBB) continue; BlockChain &SuccChain = *BlockToChain[Succ]; // Don't split chains, either this chain or the successor's chain. if (&Chain == &SuccChain) { DEBUG(dbgs() << " exiting: " << getBlockName(MBB) << " -> " << getBlockName(Succ) << " (chain conflict)\n"); continue; } uint32_t SuccWeight = MBPI->getEdgeWeight(MBB, Succ); if (LoopBlockSet.count(Succ)) { DEBUG(dbgs() << " looping: " << getBlockName(MBB) << " -> " << getBlockName(Succ) << " (" << SuccWeight << ")\n"); HasLoopingSucc = true; continue; } unsigned SuccLoopDepth = 0; if (MachineLoop *ExitLoop = MLI->getLoopFor(Succ)) { SuccLoopDepth = ExitLoop->getLoopDepth(); if (ExitLoop->contains(&L)) BlocksExitingToOuterLoop.insert(MBB); } BranchProbability SuccProb(SuccWeight / WeightScale, SumWeight); BlockFrequency ExitEdgeFreq = MBFI->getBlockFreq(MBB) * SuccProb; DEBUG(dbgs() << " exiting: " << getBlockName(MBB) << " -> " << getBlockName(Succ) << " [L:" << SuccLoopDepth << "] ("; MBFI->printBlockFreq(dbgs(), ExitEdgeFreq) << ")\n"); // Note that we bias this toward an existing layout successor to retain // incoming order in the absence of better information. The exit must have // a frequency higher than the current exit before we consider breaking // the layout. BranchProbability Bias(100 - ExitBlockBias, 100); if (!ExitingBB || BestExitLoopDepth < SuccLoopDepth || ExitEdgeFreq > BestExitEdgeFreq || (MBB->isLayoutSuccessor(Succ) && !(ExitEdgeFreq < BestExitEdgeFreq * Bias))) { BestExitEdgeFreq = ExitEdgeFreq; ExitingBB = MBB; } } // Restore the old exiting state, no viable looping successor was found. if (!HasLoopingSucc) { ExitingBB = OldExitingBB; BestExitEdgeFreq = OldBestExitEdgeFreq; continue; } } // Without a candidate exiting block or with only a single block in the // loop, just use the loop header to layout the loop. if (!ExitingBB || L.getNumBlocks() == 1) return nullptr; // Also, if we have exit blocks which lead to outer loops but didn't select // one of them as the exiting block we are rotating toward, disable loop // rotation altogether. if (!BlocksExitingToOuterLoop.empty() && !BlocksExitingToOuterLoop.count(ExitingBB)) return nullptr; DEBUG(dbgs() << " Best exiting block: " << getBlockName(ExitingBB) << "\n"); return ExitingBB; } /// \brief Attempt to rotate an exiting block to the bottom of the loop. /// /// Once we have built a chain, try to rotate it to line up the hot exit block /// with fallthrough out of the loop if doing so doesn't introduce unnecessary /// branches. For example, if the loop has fallthrough into its header and out /// of its bottom already, don't rotate it. void MachineBlockPlacement::rotateLoop(BlockChain &LoopChain, MachineBasicBlock *ExitingBB, const BlockFilterSet &LoopBlockSet) { if (!ExitingBB) return; MachineBasicBlock *Top = *LoopChain.begin(); bool ViableTopFallthrough = false; for (MachineBasicBlock *Pred : Top->predecessors()) { BlockChain *PredChain = BlockToChain[Pred]; if (!LoopBlockSet.count(Pred) && (!PredChain || Pred == *std::prev(PredChain->end()))) { ViableTopFallthrough = true; break; } } // If the header has viable fallthrough, check whether the current loop // bottom is a viable exiting block. If so, bail out as rotating will // introduce an unnecessary branch. if (ViableTopFallthrough) { MachineBasicBlock *Bottom = *std::prev(LoopChain.end()); for (MachineBasicBlock *Succ : Bottom->successors()) { BlockChain *SuccChain = BlockToChain[Succ]; if (!LoopBlockSet.count(Succ) && (!SuccChain || Succ == *SuccChain->begin())) return; } } BlockChain::iterator ExitIt = std::find(LoopChain.begin(), LoopChain.end(), ExitingBB); if (ExitIt == LoopChain.end()) return; std::rotate(LoopChain.begin(), std::next(ExitIt), LoopChain.end()); } /// \brief Forms basic block chains from the natural loop structures. /// /// These chains are designed to preserve the existing *structure* of the code /// as much as possible. We can then stitch the chains together in a way which /// both preserves the topological structure and minimizes taken conditional /// branches. void MachineBlockPlacement::buildLoopChains(MachineFunction &F, MachineLoop &L) { // First recurse through any nested loops, building chains for those inner // loops. for (MachineLoop *InnerLoop : L) buildLoopChains(F, *InnerLoop); SmallVector BlockWorkList; BlockFilterSet LoopBlockSet(L.block_begin(), L.block_end()); // First check to see if there is an obviously preferable top block for the // loop. This will default to the header, but may end up as one of the // predecessors to the header if there is one which will result in strictly // fewer branches in the loop body. MachineBasicBlock *LoopTop = findBestLoopTop(L, LoopBlockSet); // If we selected just the header for the loop top, look for a potentially // profitable exit block in the event that rotating the loop can eliminate // branches by placing an exit edge at the bottom. MachineBasicBlock *ExitingBB = nullptr; if (LoopTop == L.getHeader()) ExitingBB = findBestLoopExit(F, L, LoopBlockSet); BlockChain &LoopChain = *BlockToChain[LoopTop]; // FIXME: This is a really lame way of walking the chains in the loop: we // walk the blocks, and use a set to prevent visiting a particular chain // twice. SmallPtrSet UpdatedPreds; assert(LoopChain.LoopPredecessors == 0); UpdatedPreds.insert(&LoopChain); for (MachineBasicBlock *LoopBB : L.getBlocks()) { BlockChain &Chain = *BlockToChain[LoopBB]; if (!UpdatedPreds.insert(&Chain).second) continue; assert(Chain.LoopPredecessors == 0); for (MachineBasicBlock *ChainBB : Chain) { assert(BlockToChain[ChainBB] == &Chain); for (MachineBasicBlock *Pred : ChainBB->predecessors()) { if (BlockToChain[Pred] == &Chain || !LoopBlockSet.count(Pred)) continue; ++Chain.LoopPredecessors; } } if (Chain.LoopPredecessors == 0) BlockWorkList.push_back(*Chain.begin()); } buildChain(LoopTop, LoopChain, BlockWorkList, &LoopBlockSet); rotateLoop(LoopChain, ExitingBB, LoopBlockSet); DEBUG({ // Crash at the end so we get all of the debugging output first. bool BadLoop = false; if (LoopChain.LoopPredecessors) { BadLoop = true; dbgs() << "Loop chain contains a block without its preds placed!\n" << " Loop header: " << getBlockName(*L.block_begin()) << "\n" << " Chain header: " << getBlockName(*LoopChain.begin()) << "\n"; } for (MachineBasicBlock *ChainBB : LoopChain) { dbgs() << " ... " << getBlockName(ChainBB) << "\n"; if (!LoopBlockSet.erase(ChainBB)) { // We don't mark the loop as bad here because there are real situations // where this can occur. For example, with an unanalyzable fallthrough // from a loop block to a non-loop block or vice versa. dbgs() << "Loop chain contains a block not contained by the loop!\n" << " Loop header: " << getBlockName(*L.block_begin()) << "\n" << " Chain header: " << getBlockName(*LoopChain.begin()) << "\n" << " Bad block: " << getBlockName(ChainBB) << "\n"; } } if (!LoopBlockSet.empty()) { BadLoop = true; for (MachineBasicBlock *LoopBB : LoopBlockSet) dbgs() << "Loop contains blocks never placed into a chain!\n" << " Loop header: " << getBlockName(*L.block_begin()) << "\n" << " Chain header: " << getBlockName(*LoopChain.begin()) << "\n" << " Bad block: " << getBlockName(LoopBB) << "\n"; } assert(!BadLoop && "Detected problems with the placement of this loop."); }); } void MachineBlockPlacement::buildCFGChains(MachineFunction &F) { // Ensure that every BB in the function has an associated chain to simplify // the assumptions of the remaining algorithm. SmallVector Cond; // For AnalyzeBranch. for (MachineFunction::iterator FI = F.begin(), FE = F.end(); FI != FE; ++FI) { MachineBasicBlock *BB = FI; BlockChain *Chain = new (ChainAllocator.Allocate()) BlockChain(BlockToChain, BB); // Also, merge any blocks which we cannot reason about and must preserve // the exact fallthrough behavior for. for (;;) { Cond.clear(); MachineBasicBlock *TBB = nullptr, *FBB = nullptr; // For AnalyzeBranch. if (!TII->AnalyzeBranch(*BB, TBB, FBB, Cond) || !FI->canFallThrough()) break; MachineFunction::iterator NextFI(std::next(FI)); MachineBasicBlock *NextBB = NextFI; // Ensure that the layout successor is a viable block, as we know that // fallthrough is a possibility. assert(NextFI != FE && "Can't fallthrough past the last block."); DEBUG(dbgs() << "Pre-merging due to unanalyzable fallthrough: " << getBlockName(BB) << " -> " << getBlockName(NextBB) << "\n"); Chain->merge(NextBB, nullptr); FI = NextFI; BB = NextBB; } } if (OutlineOptionalBranches) { // Find the nearest common dominator of all of F's terminators. MachineBasicBlock *Terminator = nullptr; for (MachineBasicBlock &MBB : F) { if (MBB.succ_size() == 0) { if (Terminator == nullptr) Terminator = &MBB; else Terminator = MDT->findNearestCommonDominator(Terminator, &MBB); } } // MBBs dominating this common dominator are unavoidable. UnavoidableBlocks.clear(); for (MachineBasicBlock &MBB : F) { if (MDT->dominates(&MBB, Terminator)) { UnavoidableBlocks.insert(&MBB); } } } // Build any loop-based chains. for (MachineLoop *L : *MLI) buildLoopChains(F, *L); SmallVector BlockWorkList; SmallPtrSet UpdatedPreds; for (MachineBasicBlock &MBB : F) { BlockChain &Chain = *BlockToChain[&MBB]; if (!UpdatedPreds.insert(&Chain).second) continue; assert(Chain.LoopPredecessors == 0); for (MachineBasicBlock *ChainBB : Chain) { assert(BlockToChain[ChainBB] == &Chain); for (MachineBasicBlock *Pred : ChainBB->predecessors()) { if (BlockToChain[Pred] == &Chain) continue; ++Chain.LoopPredecessors; } } if (Chain.LoopPredecessors == 0) BlockWorkList.push_back(*Chain.begin()); } BlockChain &FunctionChain = *BlockToChain[&F.front()]; buildChain(&F.front(), FunctionChain, BlockWorkList); #ifndef NDEBUG typedef SmallPtrSet FunctionBlockSetType; #endif DEBUG({ // Crash at the end so we get all of the debugging output first. bool BadFunc = false; FunctionBlockSetType FunctionBlockSet; for (MachineBasicBlock &MBB : F) FunctionBlockSet.insert(&MBB); for (MachineBasicBlock *ChainBB : FunctionChain) if (!FunctionBlockSet.erase(ChainBB)) { BadFunc = true; dbgs() << "Function chain contains a block not in the function!\n" << " Bad block: " << getBlockName(ChainBB) << "\n"; } if (!FunctionBlockSet.empty()) { BadFunc = true; for (MachineBasicBlock *RemainingBB : FunctionBlockSet) dbgs() << "Function contains blocks never placed into a chain!\n" << " Bad block: " << getBlockName(RemainingBB) << "\n"; } assert(!BadFunc && "Detected problems with the block placement."); }); // Splice the blocks into place. MachineFunction::iterator InsertPos = F.begin(); for (MachineBasicBlock *ChainBB : FunctionChain) { DEBUG(dbgs() << (ChainBB == *FunctionChain.begin() ? "Placing chain " : " ... ") << getBlockName(ChainBB) << "\n"); if (InsertPos != MachineFunction::iterator(ChainBB)) F.splice(InsertPos, ChainBB); else ++InsertPos; // Update the terminator of the previous block. if (ChainBB == *FunctionChain.begin()) continue; MachineBasicBlock *PrevBB = std::prev(MachineFunction::iterator(ChainBB)); // FIXME: It would be awesome of updateTerminator would just return rather // than assert when the branch cannot be analyzed in order to remove this // boiler plate. Cond.clear(); MachineBasicBlock *TBB = nullptr, *FBB = nullptr; // For AnalyzeBranch. if (!TII->AnalyzeBranch(*PrevBB, TBB, FBB, Cond)) { // The "PrevBB" is not yet updated to reflect current code layout, so, // o. it may fall-through to a block without explict "goto" instruction // before layout, and no longer fall-through it after layout; or // o. just opposite. // // AnalyzeBranch() may return erroneous value for FBB when these two // situations take place. For the first scenario FBB is mistakenly set // NULL; for the 2nd scenario, the FBB, which is expected to be NULL, // is mistakenly pointing to "*BI". // bool needUpdateBr = true; if (!Cond.empty() && (!FBB || FBB == ChainBB)) { PrevBB->updateTerminator(); needUpdateBr = false; Cond.clear(); TBB = FBB = nullptr; if (TII->AnalyzeBranch(*PrevBB, TBB, FBB, Cond)) { // FIXME: This should never take place. TBB = FBB = nullptr; } } // If PrevBB has a two-way branch, try to re-order the branches // such that we branch to the successor with higher weight first. if (TBB && !Cond.empty() && FBB && MBPI->getEdgeWeight(PrevBB, FBB) > MBPI->getEdgeWeight(PrevBB, TBB) && !TII->ReverseBranchCondition(Cond)) { DEBUG(dbgs() << "Reverse order of the two branches: " << getBlockName(PrevBB) << "\n"); DEBUG(dbgs() << " Edge weight: " << MBPI->getEdgeWeight(PrevBB, FBB) << " vs " << MBPI->getEdgeWeight(PrevBB, TBB) << "\n"); DebugLoc dl; // FIXME: this is nowhere TII->RemoveBranch(*PrevBB); TII->InsertBranch(*PrevBB, FBB, TBB, Cond, dl); needUpdateBr = true; } if (needUpdateBr) PrevBB->updateTerminator(); } } // Fixup the last block. Cond.clear(); MachineBasicBlock *TBB = nullptr, *FBB = nullptr; // For AnalyzeBranch. if (!TII->AnalyzeBranch(F.back(), TBB, FBB, Cond)) F.back().updateTerminator(); // Walk through the backedges of the function now that we have fully laid out // the basic blocks and align the destination of each backedge. We don't rely // exclusively on the loop info here so that we can align backedges in // unnatural CFGs and backedges that were introduced purely because of the // loop rotations done during this layout pass. if (F.getFunction()->hasFnAttribute(Attribute::OptimizeForSize)) return; if (FunctionChain.begin() == FunctionChain.end()) return; // Empty chain. const BranchProbability ColdProb(1, 5); // 20% BlockFrequency EntryFreq = MBFI->getBlockFreq(F.begin()); BlockFrequency WeightedEntryFreq = EntryFreq * ColdProb; for (MachineBasicBlock *ChainBB : FunctionChain) { if (ChainBB == *FunctionChain.begin()) continue; // Don't align non-looping basic blocks. These are unlikely to execute // enough times to matter in practice. Note that we'll still handle // unnatural CFGs inside of a natural outer loop (the common case) and // rotated loops. MachineLoop *L = MLI->getLoopFor(ChainBB); if (!L) continue; unsigned Align = TLI->getPrefLoopAlignment(L); if (!Align) continue; // Don't care about loop alignment. // If the block is cold relative to the function entry don't waste space // aligning it. BlockFrequency Freq = MBFI->getBlockFreq(ChainBB); if (Freq < WeightedEntryFreq) continue; // If the block is cold relative to its loop header, don't align it // regardless of what edges into the block exist. MachineBasicBlock *LoopHeader = L->getHeader(); BlockFrequency LoopHeaderFreq = MBFI->getBlockFreq(LoopHeader); if (Freq < (LoopHeaderFreq * ColdProb)) continue; // Check for the existence of a non-layout predecessor which would benefit // from aligning this block. MachineBasicBlock *LayoutPred = &*std::prev(MachineFunction::iterator(ChainBB)); // Force alignment if all the predecessors are jumps. We already checked // that the block isn't cold above. if (!LayoutPred->isSuccessor(ChainBB)) { ChainBB->setAlignment(Align); continue; } // Align this block if the layout predecessor's edge into this block is // cold relative to the block. When this is true, other predecessors make up // all of the hot entries into the block and thus alignment is likely to be // important. BranchProbability LayoutProb = MBPI->getEdgeProbability(LayoutPred, ChainBB); BlockFrequency LayoutEdgeFreq = MBFI->getBlockFreq(LayoutPred) * LayoutProb; if (LayoutEdgeFreq <= (Freq * ColdProb)) ChainBB->setAlignment(Align); } } bool MachineBlockPlacement::runOnMachineFunction(MachineFunction &F) { // Check for single-block functions and skip them. if (std::next(F.begin()) == F.end()) return false; if (skipOptnoneFunction(*F.getFunction())) return false; MBPI = &getAnalysis(); MBFI = &getAnalysis(); MLI = &getAnalysis(); TII = F.getSubtarget().getInstrInfo(); TLI = F.getSubtarget().getTargetLowering(); MDT = &getAnalysis(); assert(BlockToChain.empty()); buildCFGChains(F); BlockToChain.clear(); ChainAllocator.DestroyAll(); if (AlignAllBlock) // Align all of the blocks in the function to a specific alignment. for (MachineBasicBlock &MBB : F) MBB.setAlignment(AlignAllBlock); // We always return true as we have no way to track whether the final order // differs from the original order. return true; } namespace { /// \brief A pass to compute block placement statistics. /// /// A separate pass to compute interesting statistics for evaluating block /// placement. This is separate from the actual placement pass so that they can /// be computed in the absence of any placement transformations or when using /// alternative placement strategies. class MachineBlockPlacementStats : public MachineFunctionPass { /// \brief A handle to the branch probability pass. const MachineBranchProbabilityInfo *MBPI; /// \brief A handle to the function-wide block frequency pass. const MachineBlockFrequencyInfo *MBFI; public: static char ID; // Pass identification, replacement for typeid MachineBlockPlacementStats() : MachineFunctionPass(ID) { initializeMachineBlockPlacementStatsPass(*PassRegistry::getPassRegistry()); } bool runOnMachineFunction(MachineFunction &F) override; void getAnalysisUsage(AnalysisUsage &AU) const override { AU.addRequired(); AU.addRequired(); AU.setPreservesAll(); MachineFunctionPass::getAnalysisUsage(AU); } }; } char MachineBlockPlacementStats::ID = 0; char &llvm::MachineBlockPlacementStatsID = MachineBlockPlacementStats::ID; INITIALIZE_PASS_BEGIN(MachineBlockPlacementStats, "block-placement-stats", "Basic Block Placement Stats", false, false) INITIALIZE_PASS_DEPENDENCY(MachineBranchProbabilityInfo) INITIALIZE_PASS_DEPENDENCY(MachineBlockFrequencyInfo) INITIALIZE_PASS_END(MachineBlockPlacementStats, "block-placement-stats", "Basic Block Placement Stats", false, false) bool MachineBlockPlacementStats::runOnMachineFunction(MachineFunction &F) { // Check for single-block functions and skip them. if (std::next(F.begin()) == F.end()) return false; MBPI = &getAnalysis(); MBFI = &getAnalysis(); for (MachineBasicBlock &MBB : F) { BlockFrequency BlockFreq = MBFI->getBlockFreq(&MBB); Statistic &NumBranches = (MBB.succ_size() > 1) ? NumCondBranches : NumUncondBranches; Statistic &BranchTakenFreq = (MBB.succ_size() > 1) ? CondBranchTakenFreq : UncondBranchTakenFreq; for (MachineBasicBlock *Succ : MBB.successors()) { // Skip if this successor is a fallthrough. if (MBB.isLayoutSuccessor(Succ)) continue; BlockFrequency EdgeFreq = BlockFreq * MBPI->getEdgeProbability(&MBB, Succ); ++NumBranches; BranchTakenFreq += EdgeFreq.getFrequency(); } } return false; }