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It is common for large live ranges to have few basic blocks with register uses and many live-through blocks without any uses. This approach grows the Hopfield network incrementally around the use blocks, completely avoiding checking interference for some through blocks. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@129188 91177308-0d34-0410-b5e6-96231b3b80d8
143 lines
5.3 KiB
C++
143 lines
5.3 KiB
C++
//===-- SpillPlacement.h - Optimal Spill Code Placement --------*- C++ -*--===//
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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 analysis computes the optimal spill code placement between basic blocks.
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//
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// The runOnMachineFunction() method only precomputes some profiling information
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// about the CFG. The real work is done by prepare(), addConstraints(), and
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// finish() which are called by the register allocator.
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//
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// Given a variable that is live across multiple basic blocks, and given
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// constraints on the basic blocks where the variable is live, determine which
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// edge bundles should have the variable in a register and which edge bundles
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// should have the variable in a stack slot.
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//
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// The returned bit vector can be used to place optimal spill code at basic
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// block entries and exits. Spill code placement inside a basic block is not
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// considered.
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//
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//===----------------------------------------------------------------------===//
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#ifndef LLVM_CODEGEN_SPILLPLACEMENT_H
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#define LLVM_CODEGEN_SPILLPLACEMENT_H
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#include "llvm/ADT/ArrayRef.h"
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#include "llvm/ADT/SmallVector.h"
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#include "llvm/CodeGen/MachineFunctionPass.h"
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namespace llvm {
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class BitVector;
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class EdgeBundles;
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class MachineBasicBlock;
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class MachineLoopInfo;
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class SpillPlacement : public MachineFunctionPass {
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struct Node;
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const MachineFunction *MF;
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const EdgeBundles *bundles;
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const MachineLoopInfo *loops;
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Node *nodes;
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// Nodes that are active in the current computation. Owned by the prepare()
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// caller.
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BitVector *ActiveNodes;
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// Nodes with active links. Populated by scanActiveBundles.
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SmallVector<unsigned, 8> Linked;
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// Nodes that went positive during the last call to scanActiveBundles or
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// iterate.
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SmallVector<unsigned, 8> RecentPositive;
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// Block frequencies are computed once. Indexed by block number.
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SmallVector<float, 4> BlockFrequency;
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public:
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static char ID; // Pass identification, replacement for typeid.
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SpillPlacement() : MachineFunctionPass(ID), nodes(0) {}
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~SpillPlacement() { releaseMemory(); }
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/// BorderConstraint - A basic block has separate constraints for entry and
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/// exit.
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enum BorderConstraint {
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DontCare, ///< Block doesn't care / variable not live.
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PrefReg, ///< Block entry/exit prefers a register.
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PrefSpill, ///< Block entry/exit prefers a stack slot.
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MustSpill ///< A register is impossible, variable must be spilled.
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};
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/// BlockConstraint - Entry and exit constraints for a basic block.
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struct BlockConstraint {
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unsigned Number; ///< Basic block number (from MBB::getNumber()).
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BorderConstraint Entry : 8; ///< Constraint on block entry.
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BorderConstraint Exit : 8; ///< Constraint on block exit.
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};
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/// prepare - Reset state and prepare for a new spill placement computation.
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/// @param RegBundles Bit vector to receive the edge bundles where the
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/// variable should be kept in a register. Each bit
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/// corresponds to an edge bundle, a set bit means the
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/// variable should be kept in a register through the
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/// bundle. A clear bit means the variable should be
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/// spilled. This vector is retained.
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void prepare(BitVector &RegBundles);
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/// addConstraints - Add constraints and biases. This method may be called
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/// more than once to accumulate constraints.
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/// @param LiveBlocks Constraints for blocks that have the variable live in or
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/// live out.
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void addConstraints(ArrayRef<BlockConstraint> LiveBlocks);
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/// addLinks - Add transparent blocks with the given numbers.
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void addLinks(ArrayRef<unsigned> Links);
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/// scanActiveBundles - Perform an initial scan of all bundles activated by
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/// addConstraints and addLinks, updating their state. Add all the bundles
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/// that now prefer a register to RecentPositive.
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/// Prepare internal data structures for iterate.
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/// Return true is there are any positive nodes.
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bool scanActiveBundles();
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/// iterate - Update the network iteratively until convergence, or new bundles
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/// are found.
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void iterate();
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/// getRecentPositive - Return an array of bundles that became positive during
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/// the previous call to scanActiveBundles or iterate.
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ArrayRef<unsigned> getRecentPositive() { return RecentPositive; }
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/// finish - Compute the optimal spill code placement given the
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/// constraints. No MustSpill constraints will be violated, and the smallest
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/// possible number of PrefX constraints will be violated, weighted by
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/// expected execution frequencies.
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/// The selected bundles are returned in the bitvector passed to prepare().
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/// @return True if a perfect solution was found, allowing the variable to be
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/// in a register through all relevant bundles.
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bool finish();
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/// getBlockFrequency - Return the estimated block execution frequency per
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/// function invocation.
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float getBlockFrequency(unsigned Number) const {
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return BlockFrequency[Number];
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}
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private:
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virtual bool runOnMachineFunction(MachineFunction&);
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virtual void getAnalysisUsage(AnalysisUsage&) const;
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virtual void releaseMemory();
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void activate(unsigned);
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};
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} // end namespace llvm
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#endif
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