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computation code. Also, avoid adding output-depenency edges when both defs are dead, which frequently happens with EFLAGS defs. Compute Depth and Height lazily, and always in terms of edge latency values. For the schedulers that don't care about latency, edge latencies are set to 1. Eliminate Cycle and CycleBound, and LatencyPriorityQueue's Latencies array. These are all subsumed by the Depth and Height fields. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@61073 91177308-0d34-0410-b5e6-96231b3b80d8
113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
//===---- LatencyPriorityQueue.h - A latency-oriented priority queue ------===//
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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 declares the LatencyPriorityQueue class, which is a
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// SchedulingPriorityQueue that schedules using latency information to
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// reduce the length of the critical path through the basic block.
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//
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//===----------------------------------------------------------------------===//
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#ifndef LATENCY_PRIORITY_QUEUE_H
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#define LATENCY_PRIORITY_QUEUE_H
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#include "llvm/CodeGen/ScheduleDAG.h"
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#include "llvm/ADT/PriorityQueue.h"
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namespace llvm {
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class LatencyPriorityQueue;
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/// Sorting functions for the Available queue.
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struct latency_sort : public std::binary_function<SUnit*, SUnit*, bool> {
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LatencyPriorityQueue *PQ;
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explicit latency_sort(LatencyPriorityQueue *pq) : PQ(pq) {}
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bool operator()(const SUnit* left, const SUnit* right) const;
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};
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class LatencyPriorityQueue : public SchedulingPriorityQueue {
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// SUnits - The SUnits for the current graph.
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std::vector<SUnit> *SUnits;
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/// NumNodesSolelyBlocking - This vector contains, for every node in the
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/// Queue, the number of nodes that the node is the sole unscheduled
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/// predecessor for. This is used as a tie-breaker heuristic for better
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/// mobility.
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std::vector<unsigned> NumNodesSolelyBlocking;
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PriorityQueue<SUnit*, std::vector<SUnit*>, latency_sort> Queue;
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public:
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LatencyPriorityQueue() : Queue(latency_sort(this)) {
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}
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void initNodes(std::vector<SUnit> &sunits) {
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SUnits = &sunits;
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NumNodesSolelyBlocking.resize(SUnits->size(), 0);
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}
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void addNode(const SUnit *SU) {
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NumNodesSolelyBlocking.resize(SUnits->size(), 0);
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}
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void updateNode(const SUnit *SU) {
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}
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void releaseState() {
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SUnits = 0;
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}
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unsigned getLatency(unsigned NodeNum) const {
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assert(NodeNum < (*SUnits).size());
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return (*SUnits)[NodeNum].getHeight();
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}
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unsigned getNumSolelyBlockNodes(unsigned NodeNum) const {
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assert(NodeNum < NumNodesSolelyBlocking.size());
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return NumNodesSolelyBlocking[NodeNum];
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}
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unsigned size() const { return Queue.size(); }
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bool empty() const { return Queue.empty(); }
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virtual void push(SUnit *U) {
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push_impl(U);
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}
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void push_impl(SUnit *U);
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void push_all(const std::vector<SUnit *> &Nodes) {
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for (unsigned i = 0, e = Nodes.size(); i != e; ++i)
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push_impl(Nodes[i]);
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}
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SUnit *pop() {
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if (empty()) return NULL;
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SUnit *V = Queue.top();
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Queue.pop();
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return V;
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}
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void remove(SUnit *SU) {
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assert(!Queue.empty() && "Not in queue!");
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Queue.erase_one(SU);
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}
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// ScheduledNode - As nodes are scheduled, we look to see if there are any
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// successor nodes that have a single unscheduled predecessor. If so, that
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// single predecessor has a higher priority, since scheduling it will make
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// the node available.
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void ScheduledNode(SUnit *Node);
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private:
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void AdjustPriorityOfUnscheduledPreds(SUnit *SU);
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SUnit *getSingleUnscheduledPred(SUnit *SU);
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};
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}
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#endif
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