mirror of
https://github.com/c64scene-ar/llvm-6502.git
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into their new header subdirectory: include/llvm/IR. This matches the directory structure of lib, and begins to correct a long standing point of file layout clutter in LLVM. There are still more header files to move here, but I wanted to handle them in separate commits to make tracking what files make sense at each layer easier. The only really questionable files here are the target intrinsic tablegen files. But that's a battle I'd rather not fight today. I've updated both CMake and Makefile build systems (I think, and my tests think, but I may have missed something). I've also re-sorted the includes throughout the project. I'll be committing updates to Clang, DragonEgg, and Polly momentarily. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@171366 91177308-0d34-0410-b5e6-96231b3b80d8
153 lines
5.3 KiB
C++
153 lines
5.3 KiB
C++
//===-- BasicBlockPlacement.cpp - Basic Block Code Layout optimization ----===//
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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 implements a very simple profile guided basic block placement
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// algorithm. The idea is to put frequently executed blocks together at the
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// start of the function, and hopefully increase the number of fall-through
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// conditional branches. If there is no profile information for a particular
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// function, this pass basically orders blocks in depth-first order
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//
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// The algorithm implemented here is basically "Algo1" from "Profile Guided Code
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// Positioning" by Pettis and Hansen, except that it uses basic block counts
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// instead of edge counts. This should be improved in many ways, but is very
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// simple for now.
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//
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// Basically we "place" the entry block, then loop over all successors in a DFO,
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// placing the most frequently executed successor until we run out of blocks. I
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// told you this was _extremely_ simplistic. :) This is also much slower than it
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// could be. When it becomes important, this pass will be rewritten to use a
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// better algorithm, and then we can worry about efficiency.
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//
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//===----------------------------------------------------------------------===//
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#define DEBUG_TYPE "block-placement"
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#include "llvm/Transforms/Scalar.h"
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#include "llvm/ADT/Statistic.h"
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#include "llvm/Analysis/ProfileInfo.h"
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#include "llvm/IR/Function.h"
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#include "llvm/Pass.h"
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#include "llvm/Support/CFG.h"
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#include <set>
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using namespace llvm;
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STATISTIC(NumMoved, "Number of basic blocks moved");
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namespace {
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struct BlockPlacement : public FunctionPass {
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static char ID; // Pass identification, replacement for typeid
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BlockPlacement() : FunctionPass(ID) {
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initializeBlockPlacementPass(*PassRegistry::getPassRegistry());
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}
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virtual bool runOnFunction(Function &F);
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virtual void getAnalysisUsage(AnalysisUsage &AU) const {
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AU.setPreservesCFG();
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AU.addRequired<ProfileInfo>();
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//AU.addPreserved<ProfileInfo>(); // Does this work?
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}
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private:
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/// PI - The profile information that is guiding us.
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///
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ProfileInfo *PI;
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/// NumMovedBlocks - Every time we move a block, increment this counter.
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///
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unsigned NumMovedBlocks;
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/// PlacedBlocks - Every time we place a block, remember it so we don't get
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/// into infinite loops.
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std::set<BasicBlock*> PlacedBlocks;
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/// InsertPos - This an iterator to the next place we want to insert a
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/// block.
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Function::iterator InsertPos;
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/// PlaceBlocks - Recursively place the specified blocks and any unplaced
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/// successors.
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void PlaceBlocks(BasicBlock *BB);
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};
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}
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char BlockPlacement::ID = 0;
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INITIALIZE_PASS_BEGIN(BlockPlacement, "block-placement",
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"Profile Guided Basic Block Placement", false, false)
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INITIALIZE_AG_DEPENDENCY(ProfileInfo)
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INITIALIZE_PASS_END(BlockPlacement, "block-placement",
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"Profile Guided Basic Block Placement", false, false)
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FunctionPass *llvm::createBlockPlacementPass() { return new BlockPlacement(); }
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bool BlockPlacement::runOnFunction(Function &F) {
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PI = &getAnalysis<ProfileInfo>();
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NumMovedBlocks = 0;
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InsertPos = F.begin();
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// Recursively place all blocks.
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PlaceBlocks(F.begin());
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PlacedBlocks.clear();
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NumMoved += NumMovedBlocks;
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return NumMovedBlocks != 0;
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}
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/// PlaceBlocks - Recursively place the specified blocks and any unplaced
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/// successors.
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void BlockPlacement::PlaceBlocks(BasicBlock *BB) {
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assert(!PlacedBlocks.count(BB) && "Already placed this block!");
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PlacedBlocks.insert(BB);
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// Place the specified block.
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if (&*InsertPos != BB) {
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// Use splice to move the block into the right place. This avoids having to
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// remove the block from the function then readd it, which causes a bunch of
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// symbol table traffic that is entirely pointless.
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Function::BasicBlockListType &Blocks = BB->getParent()->getBasicBlockList();
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Blocks.splice(InsertPos, Blocks, BB);
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++NumMovedBlocks;
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} else {
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// This block is already in the right place, we don't have to do anything.
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++InsertPos;
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}
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// Keep placing successors until we run out of ones to place. Note that this
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// loop is very inefficient (N^2) for blocks with many successors, like switch
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// statements. FIXME!
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while (1) {
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// Okay, now place any unplaced successors.
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succ_iterator SI = succ_begin(BB), E = succ_end(BB);
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// Scan for the first unplaced successor.
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for (; SI != E && PlacedBlocks.count(*SI); ++SI)
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/*empty*/;
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if (SI == E) return; // No more successors to place.
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double MaxExecutionCount = PI->getExecutionCount(*SI);
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BasicBlock *MaxSuccessor = *SI;
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// Scan for more frequently executed successors
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for (; SI != E; ++SI)
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if (!PlacedBlocks.count(*SI)) {
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double Count = PI->getExecutionCount(*SI);
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if (Count > MaxExecutionCount ||
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// Prefer to not disturb the code.
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(Count == MaxExecutionCount && *SI == &*InsertPos)) {
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MaxExecutionCount = Count;
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MaxSuccessor = *SI;
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}
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}
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// Now that we picked the maximally executed successor, place it.
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PlaceBlocks(MaxSuccessor);
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}
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}
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