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https://github.com/c64scene-ar/llvm-6502.git
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f942c13af8
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@111575 91177308-0d34-0410-b5e6-96231b3b80d8
446 lines
16 KiB
C++
446 lines
16 KiB
C++
//===-- MachineSink.cpp - Sinking for machine instructions ----------------===//
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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 pass moves instructions into successor blocks when possible, so that
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// they aren't executed on paths where their results aren't needed.
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//
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// This pass is not intended to be a replacement or a complete alternative
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// for an LLVM-IR-level sinking pass. It is only designed to sink simple
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// constructs that are not exposed before lowering and instruction selection.
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//
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//===----------------------------------------------------------------------===//
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#define DEBUG_TYPE "machine-sink"
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#include "llvm/CodeGen/Passes.h"
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#include "llvm/CodeGen/MachineRegisterInfo.h"
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#include "llvm/CodeGen/MachineDominators.h"
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#include "llvm/CodeGen/MachineLoopInfo.h"
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#include "llvm/Analysis/AliasAnalysis.h"
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#include "llvm/Target/TargetRegisterInfo.h"
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#include "llvm/Target/TargetInstrInfo.h"
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#include "llvm/Target/TargetMachine.h"
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#include "llvm/ADT/Statistic.h"
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#include "llvm/Support/CommandLine.h"
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#include "llvm/Support/Debug.h"
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#include "llvm/Support/raw_ostream.h"
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using namespace llvm;
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static cl::opt<bool>
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SplitEdges("machine-sink-split",
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cl::desc("Split critical edges during machine sinking"),
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cl::init(false), cl::Hidden);
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static cl::opt<unsigned>
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SplitLimit("split-limit",
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cl::init(~0u), cl::Hidden);
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STATISTIC(NumSunk, "Number of machine instructions sunk");
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STATISTIC(NumSplit, "Number of critical edges split");
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namespace {
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class MachineSinking : public MachineFunctionPass {
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const TargetInstrInfo *TII;
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const TargetRegisterInfo *TRI;
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MachineRegisterInfo *RegInfo; // Machine register information
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MachineDominatorTree *DT; // Machine dominator tree
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MachineLoopInfo *LI;
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AliasAnalysis *AA;
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BitVector AllocatableSet; // Which physregs are allocatable?
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public:
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static char ID; // Pass identification
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MachineSinking() : MachineFunctionPass(ID) {}
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virtual bool runOnMachineFunction(MachineFunction &MF);
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virtual void getAnalysisUsage(AnalysisUsage &AU) const {
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AU.setPreservesCFG();
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MachineFunctionPass::getAnalysisUsage(AU);
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AU.addRequired<AliasAnalysis>();
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AU.addRequired<MachineDominatorTree>();
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AU.addRequired<MachineLoopInfo>();
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AU.addPreserved<MachineDominatorTree>();
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AU.addPreserved<MachineLoopInfo>();
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}
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private:
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bool ProcessBlock(MachineBasicBlock &MBB);
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MachineBasicBlock *SplitCriticalEdge(MachineBasicBlock *From,
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MachineBasicBlock *To);
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bool SinkInstruction(MachineInstr *MI, bool &SawStore);
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bool AllUsesDominatedByBlock(unsigned Reg, MachineBasicBlock *MBB,
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MachineBasicBlock *DefMBB, bool &LocalUse) const;
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};
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} // end anonymous namespace
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char MachineSinking::ID = 0;
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INITIALIZE_PASS(MachineSinking, "machine-sink",
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"Machine code sinking", false, false);
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FunctionPass *llvm::createMachineSinkingPass() { return new MachineSinking(); }
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/// AllUsesDominatedByBlock - Return true if all uses of the specified register
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/// occur in blocks dominated by the specified block. If any use is in the
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/// definition block, then return false since it is never legal to move def
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/// after uses.
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bool MachineSinking::AllUsesDominatedByBlock(unsigned Reg,
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MachineBasicBlock *MBB,
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MachineBasicBlock *DefMBB,
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bool &LocalUse) const {
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assert(TargetRegisterInfo::isVirtualRegister(Reg) &&
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"Only makes sense for vregs");
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// Ignoring debug uses is necessary so debug info doesn't affect the code.
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// This may leave a referencing dbg_value in the original block, before
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// the definition of the vreg. Dwarf generator handles this although the
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// user might not get the right info at runtime.
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for (MachineRegisterInfo::use_nodbg_iterator
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I = RegInfo->use_nodbg_begin(Reg), E = RegInfo->use_nodbg_end();
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I != E; ++I) {
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// Determine the block of the use.
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MachineInstr *UseInst = &*I;
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MachineBasicBlock *UseBlock = UseInst->getParent();
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if (UseInst->isPHI()) {
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// PHI nodes use the operand in the predecessor block, not the block with
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// the PHI.
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UseBlock = UseInst->getOperand(I.getOperandNo()+1).getMBB();
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} else if (UseBlock == DefMBB) {
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LocalUse = true;
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return false;
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}
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// Check that it dominates.
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if (!DT->dominates(MBB, UseBlock))
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return false;
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}
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return true;
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}
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bool MachineSinking::runOnMachineFunction(MachineFunction &MF) {
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DEBUG(dbgs() << "******** Machine Sinking ********\n");
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const TargetMachine &TM = MF.getTarget();
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TII = TM.getInstrInfo();
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TRI = TM.getRegisterInfo();
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RegInfo = &MF.getRegInfo();
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DT = &getAnalysis<MachineDominatorTree>();
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LI = &getAnalysis<MachineLoopInfo>();
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AA = &getAnalysis<AliasAnalysis>();
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AllocatableSet = TRI->getAllocatableSet(MF);
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bool EverMadeChange = false;
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while (1) {
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bool MadeChange = false;
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// Process all basic blocks.
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for (MachineFunction::iterator I = MF.begin(), E = MF.end();
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I != E; ++I)
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MadeChange |= ProcessBlock(*I);
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// If this iteration over the code changed anything, keep iterating.
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if (!MadeChange) break;
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EverMadeChange = true;
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}
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return EverMadeChange;
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}
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bool MachineSinking::ProcessBlock(MachineBasicBlock &MBB) {
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// Can't sink anything out of a block that has less than two successors.
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if (MBB.succ_size() <= 1 || MBB.empty()) return false;
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// Don't bother sinking code out of unreachable blocks. In addition to being
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// unprofitable, it can also lead to infinite looping, because in an
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// unreachable loop there may be nowhere to stop.
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if (!DT->isReachableFromEntry(&MBB)) return false;
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bool MadeChange = false;
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// Walk the basic block bottom-up. Remember if we saw a store.
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MachineBasicBlock::iterator I = MBB.end();
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--I;
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bool ProcessedBegin, SawStore = false;
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do {
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MachineInstr *MI = I; // The instruction to sink.
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// Predecrement I (if it's not begin) so that it isn't invalidated by
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// sinking.
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ProcessedBegin = I == MBB.begin();
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if (!ProcessedBegin)
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--I;
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if (MI->isDebugValue())
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continue;
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if (SinkInstruction(MI, SawStore))
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++NumSunk, MadeChange = true;
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// If we just processed the first instruction in the block, we're done.
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} while (!ProcessedBegin);
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return MadeChange;
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}
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MachineBasicBlock *MachineSinking::SplitCriticalEdge(MachineBasicBlock *FromBB,
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MachineBasicBlock *ToBB) {
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// Avoid breaking back edge. From == To means backedge for single BB loop.
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if (!SplitEdges || NumSplit == SplitLimit || FromBB == ToBB)
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return 0;
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// Check for more "complex" loops.
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if (LI->getLoopFor(FromBB) != LI->getLoopFor(ToBB) ||
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!LI->isLoopHeader(ToBB)) {
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// It's not always legal to break critical edges and sink the computation
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// to the edge.
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//
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// BB#1:
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// v1024
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// Beq BB#3
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// <fallthrough>
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// BB#2:
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// ... no uses of v1024
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// <fallthrough>
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// BB#3:
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// ...
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// = v1024
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//
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// If BB#1 -> BB#3 edge is broken and computation of v1024 is inserted:
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//
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// BB#1:
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// ...
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// Bne BB#2
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// BB#4:
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// v1024 =
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// B BB#3
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// BB#2:
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// ... no uses of v1024
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// <fallthrough>
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// BB#3:
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// ...
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// = v1024
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//
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// This is incorrect since v1024 is not computed along the BB#1->BB#2->BB#3
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// flow. We need to ensure the new basic block where the computation is
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// sunk to dominates all the uses.
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// It's only legal to break critical edge and sink the computation to the
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// new block if all the predecessors of "To", except for "From", are
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// not dominated by "From". Given SSA property, this means these
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// predecessors are dominated by "To".
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for (MachineBasicBlock::pred_iterator PI = ToBB->pred_begin(),
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E = ToBB->pred_end(); PI != E; ++PI) {
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if (*PI == FromBB)
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continue;
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if (!DT->dominates(ToBB, *PI))
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return 0;
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}
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// FIXME: Determine if it's cost effective to break this edge.
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return FromBB->SplitCriticalEdge(ToBB, this);
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}
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return 0;
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}
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/// SinkInstruction - Determine whether it is safe to sink the specified machine
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/// instruction out of its current block into a successor.
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bool MachineSinking::SinkInstruction(MachineInstr *MI, bool &SawStore) {
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// Check if it's safe to move the instruction.
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if (!MI->isSafeToMove(TII, AA, SawStore))
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return false;
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// FIXME: This should include support for sinking instructions within the
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// block they are currently in to shorten the live ranges. We often get
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// instructions sunk into the top of a large block, but it would be better to
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// also sink them down before their first use in the block. This xform has to
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// be careful not to *increase* register pressure though, e.g. sinking
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// "x = y + z" down if it kills y and z would increase the live ranges of y
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// and z and only shrink the live range of x.
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// Loop over all the operands of the specified instruction. If there is
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// anything we can't handle, bail out.
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MachineBasicBlock *ParentBlock = MI->getParent();
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// SuccToSinkTo - This is the successor to sink this instruction to, once we
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// decide.
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MachineBasicBlock *SuccToSinkTo = 0;
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for (unsigned i = 0, e = MI->getNumOperands(); i != e; ++i) {
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const MachineOperand &MO = MI->getOperand(i);
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if (!MO.isReg()) continue; // Ignore non-register operands.
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unsigned Reg = MO.getReg();
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if (Reg == 0) continue;
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if (TargetRegisterInfo::isPhysicalRegister(Reg)) {
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if (MO.isUse()) {
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// If the physreg has no defs anywhere, it's just an ambient register
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// and we can freely move its uses. Alternatively, if it's allocatable,
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// it could get allocated to something with a def during allocation.
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if (!RegInfo->def_empty(Reg))
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return false;
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if (AllocatableSet.test(Reg))
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return false;
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// Check for a def among the register's aliases too.
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for (const unsigned *Alias = TRI->getAliasSet(Reg); *Alias; ++Alias) {
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unsigned AliasReg = *Alias;
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if (!RegInfo->def_empty(AliasReg))
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return false;
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if (AllocatableSet.test(AliasReg))
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return false;
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}
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} else if (!MO.isDead()) {
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// A def that isn't dead. We can't move it.
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return false;
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}
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} else {
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// Virtual register uses are always safe to sink.
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if (MO.isUse()) continue;
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// If it's not safe to move defs of the register class, then abort.
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if (!TII->isSafeToMoveRegClassDefs(RegInfo->getRegClass(Reg)))
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return false;
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// FIXME: This picks a successor to sink into based on having one
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// successor that dominates all the uses. However, there are cases where
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// sinking can happen but where the sink point isn't a successor. For
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// example:
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//
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// x = computation
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// if () {} else {}
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// use x
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//
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// the instruction could be sunk over the whole diamond for the
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// if/then/else (or loop, etc), allowing it to be sunk into other blocks
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// after that.
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// Virtual register defs can only be sunk if all their uses are in blocks
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// dominated by one of the successors.
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if (SuccToSinkTo) {
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// If a previous operand picked a block to sink to, then this operand
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// must be sinkable to the same block.
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bool LocalUse = false;
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if (!AllUsesDominatedByBlock(Reg, SuccToSinkTo, ParentBlock, LocalUse))
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return false;
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continue;
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}
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// Otherwise, we should look at all the successors and decide which one
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// we should sink to.
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for (MachineBasicBlock::succ_iterator SI = ParentBlock->succ_begin(),
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E = ParentBlock->succ_end(); SI != E; ++SI) {
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bool LocalUse = false;
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if (AllUsesDominatedByBlock(Reg, *SI, ParentBlock, LocalUse)) {
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SuccToSinkTo = *SI;
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break;
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}
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if (LocalUse)
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// Def is used locally, it's never safe to move this def.
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return false;
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}
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// If we couldn't find a block to sink to, ignore this instruction.
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if (SuccToSinkTo == 0)
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return false;
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}
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}
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// If there are no outputs, it must have side-effects.
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if (SuccToSinkTo == 0)
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return false;
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// It's not safe to sink instructions to EH landing pad. Control flow into
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// landing pad is implicitly defined.
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if (SuccToSinkTo->isLandingPad())
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return false;
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// It is not possible to sink an instruction into its own block. This can
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// happen with loops.
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if (MI->getParent() == SuccToSinkTo)
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return false;
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// If the instruction to move defines a dead physical register which is live
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// when leaving the basic block, don't move it because it could turn into a
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// "zombie" define of that preg. E.g., EFLAGS. (<rdar://problem/8030636>)
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for (unsigned I = 0, E = MI->getNumOperands(); I != E; ++I) {
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const MachineOperand &MO = MI->getOperand(I);
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if (!MO.isReg()) continue;
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unsigned Reg = MO.getReg();
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if (Reg == 0 || !TargetRegisterInfo::isPhysicalRegister(Reg)) continue;
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if (SuccToSinkTo->isLiveIn(Reg))
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return false;
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}
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DEBUG(dbgs() << "Sink instr " << *MI << "\tinto block " << *SuccToSinkTo);
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// If the block has multiple predecessors, this would introduce computation on
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// a path that it doesn't already exist. We could split the critical edge,
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// but for now we just punt.
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// FIXME: Split critical edges if not backedges.
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if (SuccToSinkTo->pred_size() > 1) {
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// We cannot sink a load across a critical edge - there may be stores in
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// other code paths.
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bool TryBreak = false;
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bool store = true;
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if (!MI->isSafeToMove(TII, AA, store)) {
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DEBUG(dbgs() << " *** NOTE: Won't sink load along critical edge.\n");
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TryBreak = true;
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}
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// We don't want to sink across a critical edge if we don't dominate the
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// successor. We could be introducing calculations to new code paths.
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if (!TryBreak && !DT->dominates(ParentBlock, SuccToSinkTo)) {
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DEBUG(dbgs() << " *** NOTE: Critical edge found\n");
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TryBreak = true;
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}
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// Don't sink instructions into a loop.
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if (!TryBreak && LI->isLoopHeader(SuccToSinkTo)) {
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DEBUG(dbgs() << " *** NOTE: Loop header found\n");
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TryBreak = true;
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}
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// Otherwise we are OK with sinking along a critical edge.
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if (!TryBreak)
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DEBUG(dbgs() << "Sinking along critical edge.\n");
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else {
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MachineBasicBlock *NewSucc = SplitCriticalEdge(ParentBlock, SuccToSinkTo);
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if (!NewSucc) {
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DEBUG(dbgs() <<
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" *** PUNTING: Not legal or profitable to break critical edge\n");
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return false;
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} else {
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DEBUG(dbgs() << " *** Splitting critical edge:"
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" BB#" << ParentBlock->getNumber()
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<< " -- BB#" << NewSucc->getNumber()
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<< " -- BB#" << SuccToSinkTo->getNumber() << '\n');
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SuccToSinkTo = NewSucc;
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++NumSplit;
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}
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}
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}
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// Determine where to insert into. Skip phi nodes.
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MachineBasicBlock::iterator InsertPos = SuccToSinkTo->begin();
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while (InsertPos != SuccToSinkTo->end() && InsertPos->isPHI())
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++InsertPos;
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// Move the instruction.
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SuccToSinkTo->splice(InsertPos, ParentBlock, MI,
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++MachineBasicBlock::iterator(MI));
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// Conservatively, clear any kill flags, since it's possible that they are no
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// longer correct.
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MI->clearKillInfo();
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return true;
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}
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