mirror of
https://github.com/c64scene-ar/llvm-6502.git
synced 2024-12-26 21:32:10 +00:00
6d9fe79afe
Original commit message: Remove floating point computations from SpillPlacement.cpp. Patch by Benjamin Kramer! Use the BlockFrequency class instead of floats in the Hopfield network computations. This rescales the node Bias field from a [-2;2] float range to two block frequencies BiasN and BiasP pulling in opposite directions. This construct has a more predictable behavior when block frequencies saturate. The per-node scaling factors are no longer necessary, assuming the block frequencies around a bundle are consistent. This patch can cause the register allocator to make different spilling decisions. The differences should be small. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@186434 91177308-0d34-0410-b5e6-96231b3b80d8
379 lines
13 KiB
C++
379 lines
13 KiB
C++
//===-- SpillPlacement.cpp - Optimal Spill Code Placement -----------------===//
|
|
//
|
|
// The LLVM Compiler Infrastructure
|
|
//
|
|
// This file is distributed under the University of Illinois Open Source
|
|
// License. See LICENSE.TXT for details.
|
|
//
|
|
//===----------------------------------------------------------------------===//
|
|
//
|
|
// This file implements the spill code placement analysis.
|
|
//
|
|
// Each edge bundle corresponds to a node in a Hopfield network. Constraints on
|
|
// basic blocks are weighted by the block frequency and added to become the node
|
|
// bias.
|
|
//
|
|
// Transparent basic blocks have the variable live through, but don't care if it
|
|
// is spilled or in a register. These blocks become connections in the Hopfield
|
|
// network, again weighted by block frequency.
|
|
//
|
|
// The Hopfield network minimizes (possibly locally) its energy function:
|
|
//
|
|
// E = -sum_n V_n * ( B_n + sum_{n, m linked by b} V_m * F_b )
|
|
//
|
|
// The energy function represents the expected spill code execution frequency,
|
|
// or the cost of spilling. This is a Lyapunov function which never increases
|
|
// when a node is updated. It is guaranteed to converge to a local minimum.
|
|
//
|
|
//===----------------------------------------------------------------------===//
|
|
|
|
#define DEBUG_TYPE "spillplacement"
|
|
#include "SpillPlacement.h"
|
|
#include "llvm/ADT/BitVector.h"
|
|
#include "llvm/CodeGen/EdgeBundles.h"
|
|
#include "llvm/CodeGen/MachineBasicBlock.h"
|
|
#include "llvm/CodeGen/MachineBlockFrequencyInfo.h"
|
|
#include "llvm/CodeGen/MachineFunction.h"
|
|
#include "llvm/CodeGen/MachineLoopInfo.h"
|
|
#include "llvm/CodeGen/Passes.h"
|
|
#include "llvm/Support/Debug.h"
|
|
#include "llvm/Support/Format.h"
|
|
|
|
using namespace llvm;
|
|
|
|
char SpillPlacement::ID = 0;
|
|
INITIALIZE_PASS_BEGIN(SpillPlacement, "spill-code-placement",
|
|
"Spill Code Placement Analysis", true, true)
|
|
INITIALIZE_PASS_DEPENDENCY(EdgeBundles)
|
|
INITIALIZE_PASS_DEPENDENCY(MachineLoopInfo)
|
|
INITIALIZE_PASS_END(SpillPlacement, "spill-code-placement",
|
|
"Spill Code Placement Analysis", true, true)
|
|
|
|
char &llvm::SpillPlacementID = SpillPlacement::ID;
|
|
|
|
void SpillPlacement::getAnalysisUsage(AnalysisUsage &AU) const {
|
|
AU.setPreservesAll();
|
|
AU.addRequired<MachineBlockFrequencyInfo>();
|
|
AU.addRequiredTransitive<EdgeBundles>();
|
|
AU.addRequiredTransitive<MachineLoopInfo>();
|
|
MachineFunctionPass::getAnalysisUsage(AU);
|
|
}
|
|
|
|
/// Decision threshold. A node gets the output value 0 if the weighted sum of
|
|
/// its inputs falls in the open interval (-Threshold;Threshold).
|
|
static const BlockFrequency Threshold = 2;
|
|
|
|
/// Node - Each edge bundle corresponds to a Hopfield node.
|
|
///
|
|
/// The node contains precomputed frequency data that only depends on the CFG,
|
|
/// but Bias and Links are computed each time placeSpills is called.
|
|
///
|
|
/// The node Value is positive when the variable should be in a register. The
|
|
/// value can change when linked nodes change, but convergence is very fast
|
|
/// because all weights are positive.
|
|
///
|
|
struct SpillPlacement::Node {
|
|
/// BiasN - Sum of blocks that prefer a spill.
|
|
BlockFrequency BiasN;
|
|
/// BiasP - Sum of blocks that prefer a register.
|
|
BlockFrequency BiasP;
|
|
|
|
/// Value - Output value of this node computed from the Bias and links.
|
|
/// This is always on of the values {-1, 0, 1}. A positive number means the
|
|
/// variable should go in a register through this bundle.
|
|
int Value;
|
|
|
|
typedef SmallVector<std::pair<BlockFrequency, unsigned>, 4> LinkVector;
|
|
|
|
/// Links - (Weight, BundleNo) for all transparent blocks connecting to other
|
|
/// bundles. The weights are all positive block frequencies.
|
|
LinkVector Links;
|
|
|
|
/// SumLinkWeights - Cached sum of the weights of all links + ThresHold.
|
|
BlockFrequency SumLinkWeights;
|
|
|
|
/// preferReg - Return true when this node prefers to be in a register.
|
|
bool preferReg() const {
|
|
// Undecided nodes (Value==0) go on the stack.
|
|
return Value > 0;
|
|
}
|
|
|
|
/// mustSpill - Return True if this node is so biased that it must spill.
|
|
bool mustSpill() const {
|
|
// We must spill if Bias < -sum(weights) or the MustSpill flag was set.
|
|
// BiasN is saturated when MustSpill is set, make sure this still returns
|
|
// true when the RHS saturates. Note that SumLinkWeights includes Threshold.
|
|
return BiasN >= BiasP + SumLinkWeights;
|
|
}
|
|
|
|
/// clear - Reset per-query data, but preserve frequencies that only depend on
|
|
// the CFG.
|
|
void clear() {
|
|
BiasN = BiasP = Value = 0;
|
|
SumLinkWeights = Threshold;
|
|
Links.clear();
|
|
}
|
|
|
|
/// addLink - Add a link to bundle b with weight w.
|
|
void addLink(unsigned b, BlockFrequency w) {
|
|
// Update cached sum.
|
|
SumLinkWeights += w;
|
|
|
|
// There can be multiple links to the same bundle, add them up.
|
|
for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I)
|
|
if (I->second == b) {
|
|
I->first += w;
|
|
return;
|
|
}
|
|
// This must be the first link to b.
|
|
Links.push_back(std::make_pair(w, b));
|
|
}
|
|
|
|
/// addBias - Bias this node.
|
|
void addBias(BlockFrequency freq, BorderConstraint direction) {
|
|
switch (direction) {
|
|
default:
|
|
break;
|
|
case PrefReg:
|
|
BiasP += freq;
|
|
break;
|
|
case PrefSpill:
|
|
BiasN += freq;
|
|
break;
|
|
case MustSpill:
|
|
BiasN = BlockFrequency::getMaxFrequency();
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// update - Recompute Value from Bias and Links. Return true when node
|
|
/// preference changes.
|
|
bool update(const Node nodes[]) {
|
|
// Compute the weighted sum of inputs.
|
|
BlockFrequency SumN = BiasN;
|
|
BlockFrequency SumP = BiasP;
|
|
for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I) {
|
|
if (nodes[I->second].Value == -1)
|
|
SumN += I->first;
|
|
else if (nodes[I->second].Value == 1)
|
|
SumP += I->first;
|
|
}
|
|
|
|
// Each weighted sum is going to be less than the total frequency of the
|
|
// bundle. Ideally, we should simply set Value = sign(SumP - SumN), but we
|
|
// will add a dead zone around 0 for two reasons:
|
|
//
|
|
// 1. It avoids arbitrary bias when all links are 0 as is possible during
|
|
// initial iterations.
|
|
// 2. It helps tame rounding errors when the links nominally sum to 0.
|
|
//
|
|
bool Before = preferReg();
|
|
if (SumN >= SumP + Threshold)
|
|
Value = -1;
|
|
else if (SumP >= SumN + Threshold)
|
|
Value = 1;
|
|
else
|
|
Value = 0;
|
|
return Before != preferReg();
|
|
}
|
|
};
|
|
|
|
bool SpillPlacement::runOnMachineFunction(MachineFunction &mf) {
|
|
MF = &mf;
|
|
bundles = &getAnalysis<EdgeBundles>();
|
|
loops = &getAnalysis<MachineLoopInfo>();
|
|
|
|
assert(!nodes && "Leaking node array");
|
|
nodes = new Node[bundles->getNumBundles()];
|
|
|
|
// Compute total ingoing and outgoing block frequencies for all bundles.
|
|
BlockFrequencies.resize(mf.getNumBlockIDs());
|
|
MachineBlockFrequencyInfo &MBFI = getAnalysis<MachineBlockFrequencyInfo>();
|
|
for (MachineFunction::iterator I = mf.begin(), E = mf.end(); I != E; ++I) {
|
|
unsigned Num = I->getNumber();
|
|
BlockFrequencies[Num] = MBFI.getBlockFreq(I);
|
|
}
|
|
|
|
// We never change the function.
|
|
return false;
|
|
}
|
|
|
|
void SpillPlacement::releaseMemory() {
|
|
delete[] nodes;
|
|
nodes = 0;
|
|
}
|
|
|
|
/// activate - mark node n as active if it wasn't already.
|
|
void SpillPlacement::activate(unsigned n) {
|
|
if (ActiveNodes->test(n))
|
|
return;
|
|
ActiveNodes->set(n);
|
|
nodes[n].clear();
|
|
|
|
// Very large bundles usually come from big switches, indirect branches,
|
|
// landing pads, or loops with many 'continue' statements. It is difficult to
|
|
// allocate registers when so many different blocks are involved.
|
|
//
|
|
// Give a small negative bias to large bundles such that a substantial
|
|
// fraction of the connected blocks need to be interested before we consider
|
|
// expanding the region through the bundle. This helps compile time by
|
|
// limiting the number of blocks visited and the number of links in the
|
|
// Hopfield network.
|
|
if (bundles->getBlocks(n).size() > 100) {
|
|
nodes[n].BiasP = 0;
|
|
nodes[n].BiasN = (BlockFrequency::getEntryFrequency() / 16);
|
|
}
|
|
}
|
|
|
|
|
|
/// addConstraints - Compute node biases and weights from a set of constraints.
|
|
/// Set a bit in NodeMask for each active node.
|
|
void SpillPlacement::addConstraints(ArrayRef<BlockConstraint> LiveBlocks) {
|
|
for (ArrayRef<BlockConstraint>::iterator I = LiveBlocks.begin(),
|
|
E = LiveBlocks.end(); I != E; ++I) {
|
|
BlockFrequency Freq = BlockFrequencies[I->Number];
|
|
|
|
// Live-in to block?
|
|
if (I->Entry != DontCare) {
|
|
unsigned ib = bundles->getBundle(I->Number, 0);
|
|
activate(ib);
|
|
nodes[ib].addBias(Freq, I->Entry);
|
|
}
|
|
|
|
// Live-out from block?
|
|
if (I->Exit != DontCare) {
|
|
unsigned ob = bundles->getBundle(I->Number, 1);
|
|
activate(ob);
|
|
nodes[ob].addBias(Freq, I->Exit);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// addPrefSpill - Same as addConstraints(PrefSpill)
|
|
void SpillPlacement::addPrefSpill(ArrayRef<unsigned> Blocks, bool Strong) {
|
|
for (ArrayRef<unsigned>::iterator I = Blocks.begin(), E = Blocks.end();
|
|
I != E; ++I) {
|
|
BlockFrequency Freq = BlockFrequencies[*I];
|
|
if (Strong)
|
|
Freq += Freq;
|
|
unsigned ib = bundles->getBundle(*I, 0);
|
|
unsigned ob = bundles->getBundle(*I, 1);
|
|
activate(ib);
|
|
activate(ob);
|
|
nodes[ib].addBias(Freq, PrefSpill);
|
|
nodes[ob].addBias(Freq, PrefSpill);
|
|
}
|
|
}
|
|
|
|
void SpillPlacement::addLinks(ArrayRef<unsigned> Links) {
|
|
for (ArrayRef<unsigned>::iterator I = Links.begin(), E = Links.end(); I != E;
|
|
++I) {
|
|
unsigned Number = *I;
|
|
unsigned ib = bundles->getBundle(Number, 0);
|
|
unsigned ob = bundles->getBundle(Number, 1);
|
|
|
|
// Ignore self-loops.
|
|
if (ib == ob)
|
|
continue;
|
|
activate(ib);
|
|
activate(ob);
|
|
if (nodes[ib].Links.empty() && !nodes[ib].mustSpill())
|
|
Linked.push_back(ib);
|
|
if (nodes[ob].Links.empty() && !nodes[ob].mustSpill())
|
|
Linked.push_back(ob);
|
|
BlockFrequency Freq = BlockFrequencies[Number];
|
|
nodes[ib].addLink(ob, Freq);
|
|
nodes[ob].addLink(ib, Freq);
|
|
}
|
|
}
|
|
|
|
bool SpillPlacement::scanActiveBundles() {
|
|
Linked.clear();
|
|
RecentPositive.clear();
|
|
for (int n = ActiveNodes->find_first(); n>=0; n = ActiveNodes->find_next(n)) {
|
|
nodes[n].update(nodes);
|
|
// A node that must spill, or a node without any links is not going to
|
|
// change its value ever again, so exclude it from iterations.
|
|
if (nodes[n].mustSpill())
|
|
continue;
|
|
if (!nodes[n].Links.empty())
|
|
Linked.push_back(n);
|
|
if (nodes[n].preferReg())
|
|
RecentPositive.push_back(n);
|
|
}
|
|
return !RecentPositive.empty();
|
|
}
|
|
|
|
/// iterate - Repeatedly update the Hopfield nodes until stability or the
|
|
/// maximum number of iterations is reached.
|
|
/// @param Linked - Numbers of linked nodes that need updating.
|
|
void SpillPlacement::iterate() {
|
|
// First update the recently positive nodes. They have likely received new
|
|
// negative bias that will turn them off.
|
|
while (!RecentPositive.empty())
|
|
nodes[RecentPositive.pop_back_val()].update(nodes);
|
|
|
|
if (Linked.empty())
|
|
return;
|
|
|
|
// Run up to 10 iterations. The edge bundle numbering is closely related to
|
|
// basic block numbering, so there is a strong tendency towards chains of
|
|
// linked nodes with sequential numbers. By scanning the linked nodes
|
|
// backwards and forwards, we make it very likely that a single node can
|
|
// affect the entire network in a single iteration. That means very fast
|
|
// convergence, usually in a single iteration.
|
|
for (unsigned iteration = 0; iteration != 10; ++iteration) {
|
|
// Scan backwards, skipping the last node which was just updated.
|
|
bool Changed = false;
|
|
for (SmallVectorImpl<unsigned>::const_reverse_iterator I =
|
|
llvm::next(Linked.rbegin()), E = Linked.rend(); I != E; ++I) {
|
|
unsigned n = *I;
|
|
if (nodes[n].update(nodes)) {
|
|
Changed = true;
|
|
if (nodes[n].preferReg())
|
|
RecentPositive.push_back(n);
|
|
}
|
|
}
|
|
if (!Changed || !RecentPositive.empty())
|
|
return;
|
|
|
|
// Scan forwards, skipping the first node which was just updated.
|
|
Changed = false;
|
|
for (SmallVectorImpl<unsigned>::const_iterator I =
|
|
llvm::next(Linked.begin()), E = Linked.end(); I != E; ++I) {
|
|
unsigned n = *I;
|
|
if (nodes[n].update(nodes)) {
|
|
Changed = true;
|
|
if (nodes[n].preferReg())
|
|
RecentPositive.push_back(n);
|
|
}
|
|
}
|
|
if (!Changed || !RecentPositive.empty())
|
|
return;
|
|
}
|
|
}
|
|
|
|
void SpillPlacement::prepare(BitVector &RegBundles) {
|
|
Linked.clear();
|
|
RecentPositive.clear();
|
|
// Reuse RegBundles as our ActiveNodes vector.
|
|
ActiveNodes = &RegBundles;
|
|
ActiveNodes->clear();
|
|
ActiveNodes->resize(bundles->getNumBundles());
|
|
}
|
|
|
|
bool
|
|
SpillPlacement::finish() {
|
|
assert(ActiveNodes && "Call prepare() first");
|
|
|
|
// Write preferences back to ActiveNodes.
|
|
bool Perfect = true;
|
|
for (int n = ActiveNodes->find_first(); n>=0; n = ActiveNodes->find_next(n))
|
|
if (!nodes[n].preferReg()) {
|
|
ActiveNodes->reset(n);
|
|
Perfect = false;
|
|
}
|
|
ActiveNodes = 0;
|
|
return Perfect;
|
|
}
|