llvm-6502/include/llvm/Transforms/IPO/LowerBitSets.h
Peter Collingbourne d63e5ad9c5 LowerBitSets: Align referenced globals.
This change aligns globals to the next highest power of 2 bytes, up to a
maximum of 128. This makes it more likely that we will be able to compress
bit sets with a greater alignment. In many more cases, we can now take
advantage of a new optimization also introduced in this patch that removes
bit set checks if the bit set is all ones.

The 128 byte maximum was found to provide the best tradeoff between instruction
overhead and data overhead in a recent build of Chromium. It allows us to
remove ~2.4MB of instructions at the cost of ~250KB of data.

Differential Revision: http://reviews.llvm.org/D7873

git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@230540 91177308-0d34-0410-b5e6-96231b3b80d8
2015-02-25 20:42:41 +00:00

154 lines
5.2 KiB
C++

//===- LowerBitSets.h - Bitset lowering pass --------------------*- C++ -*-===//
//
// The LLVM Compiler Infrastructure
//
// This file is distributed under the University of Illinois Open Source
// License. See LICENSE.TXT for details.
//
//===----------------------------------------------------------------------===//
//
// This file defines parts of the bitset lowering pass implementation that may
// be usefully unit tested.
//
//===----------------------------------------------------------------------===//
#ifndef LLVM_TRANSFORMS_IPO_LOWERBITSETS_H
#define LLVM_TRANSFORMS_IPO_LOWERBITSETS_H
#include "llvm/ADT/DenseMap.h"
#include "llvm/ADT/SmallVector.h"
#include <stdint.h>
#include <limits>
#include <set>
#include <vector>
namespace llvm {
class DataLayout;
class GlobalVariable;
class Value;
struct BitSetInfo {
// The actual bitset.
std::vector<uint8_t> Bits;
// The byte offset into the combined global represented by the bitset.
uint64_t ByteOffset;
// The size of the bitset in bits.
uint64_t BitSize;
// Log2 alignment of the bit set relative to the combined global.
// For example, a log2 alignment of 3 means that bits in the bitset
// represent addresses 8 bytes apart.
unsigned AlignLog2;
bool isSingleOffset() const {
return Bits.size() == 1 && Bits[0] == 1;
}
bool isAllOnes() const {
for (unsigned I = 0; I != Bits.size() - 1; ++I)
if (Bits[I] != 0xFF)
return false;
if (BitSize % 8 == 0)
return Bits[Bits.size() - 1] == 0xFF;
return Bits[Bits.size() - 1] == (1 << (BitSize % 8)) - 1;
}
bool containsGlobalOffset(uint64_t Offset) const;
bool containsValue(const DataLayout *DL,
const DenseMap<GlobalVariable *, uint64_t> &GlobalLayout,
Value *V, uint64_t COffset = 0) const;
};
struct BitSetBuilder {
SmallVector<uint64_t, 16> Offsets;
uint64_t Min, Max;
BitSetBuilder() : Min(std::numeric_limits<uint64_t>::max()), Max(0) {}
void addOffset(uint64_t Offset) {
if (Min > Offset)
Min = Offset;
if (Max < Offset)
Max = Offset;
Offsets.push_back(Offset);
}
BitSetInfo build();
};
/// This class implements a layout algorithm for globals referenced by bit sets
/// that tries to keep members of small bit sets together. This can
/// significantly reduce bit set sizes in many cases.
///
/// It works by assembling fragments of layout from sets of referenced globals.
/// Each set of referenced globals causes the algorithm to create a new
/// fragment, which is assembled by appending each referenced global in the set
/// into the fragment. If a referenced global has already been referenced by an
/// fragment created earlier, we instead delete that fragment and append its
/// contents into the fragment we are assembling.
///
/// By starting with the smallest fragments, we minimize the size of the
/// fragments that are copied into larger fragments. This is most intuitively
/// thought about when considering the case where the globals are virtual tables
/// and the bit sets represent their derived classes: in a single inheritance
/// hierarchy, the optimum layout would involve a depth-first search of the
/// class hierarchy (and in fact the computed layout ends up looking a lot like
/// a DFS), but a naive DFS would not work well in the presence of multiple
/// inheritance. This aspect of the algorithm ends up fitting smaller
/// hierarchies inside larger ones where that would be beneficial.
///
/// For example, consider this class hierarchy:
///
/// A B
/// \ / | \
/// C D E
///
/// We have five bit sets: bsA (A, C), bsB (B, C, D, E), bsC (C), bsD (D) and
/// bsE (E). If we laid out our objects by DFS traversing B followed by A, our
/// layout would be {B, C, D, E, A}. This is optimal for bsB as it needs to
/// cover the only 4 objects in its hierarchy, but not for bsA as it needs to
/// cover 5 objects, i.e. the entire layout. Our algorithm proceeds as follows:
///
/// Add bsC, fragments {{C}}
/// Add bsD, fragments {{C}, {D}}
/// Add bsE, fragments {{C}, {D}, {E}}
/// Add bsA, fragments {{A, C}, {D}, {E}}
/// Add bsB, fragments {{B, A, C, D, E}}
///
/// This layout is optimal for bsA, as it now only needs to cover two (i.e. 3
/// fewer) objects, at the cost of bsB needing to cover 1 more object.
///
/// The bit set lowering pass assigns an object index to each object that needs
/// to be laid out, and calls addFragment for each bit set passing the object
/// indices of its referenced globals. It then assembles a layout from the
/// computed layout in the Fragments field.
struct GlobalLayoutBuilder {
/// The computed layout. Each element of this vector contains a fragment of
/// layout (which may be empty) consisting of object indices.
std::vector<std::vector<uint64_t>> Fragments;
/// Mapping from object index to fragment index.
std::vector<uint64_t> FragmentMap;
GlobalLayoutBuilder(uint64_t NumObjects)
: Fragments(1), FragmentMap(NumObjects) {}
/// Add F to the layout while trying to keep its indices contiguous.
/// If a previously seen fragment uses any of F's indices, that
/// fragment will be laid out inside F.
void addFragment(const std::set<uint64_t> &F);
};
} // namespace llvm
#endif