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Stage two of fixing pre-alloc-splitting's code size issues: filter out restores that are just
going to be re-spilled again. This also helps performance. Pre-alloc-splitting now seems to be an overall win on SPEC. llvm-svn: 62834
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@ -1388,7 +1388,7 @@ bool PreAllocSplitting::removeDeadSpills(SmallPtrSet<LiveInterval*, 8>& split) {
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for (SmallPtrSet<LiveInterval*, 8>::iterator LI = split.begin(),
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LE = split.end(); LI != LE; ++LI) {
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DenseMap<VNInfo*, unsigned > VNUseCount;
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DenseMap<VNInfo*, SmallPtrSet<MachineInstr*, 4> > VNUseCount;
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for (MachineRegisterInfo::use_iterator UI = MRI->use_begin((*LI)->reg),
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UE = MRI->use_end(); UI != UE; ++UI) {
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@ -1396,27 +1396,55 @@ bool PreAllocSplitting::removeDeadSpills(SmallPtrSet<LiveInterval*, 8>& split) {
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index = LiveIntervals::getUseIndex(index);
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const LiveRange* LR = (*LI)->getLiveRangeContaining(index);
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VNUseCount[LR->valno]++;
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VNUseCount[LR->valno].insert(&*UI);
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}
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for (LiveInterval::vni_iterator VI = (*LI)->vni_begin(),
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VE = (*LI)->vni_end(); VI != VE; ++VI) {
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VNInfo* CurrVN = *VI;
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if (CurrVN->hasPHIKill) continue;
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if (VNUseCount[CurrVN] > 0) continue;
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unsigned DefIdx = CurrVN->def;
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if (DefIdx == ~0U || DefIdx == ~1U) continue;
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MachineInstr* DefMI = LIs->getInstructionFromIndex(DefIdx);
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int FrameIndex;
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if (!TII->isLoadFromStackSlot(DefMI, FrameIndex)) continue;
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LIs->RemoveMachineInstrFromMaps(DefMI);
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(*LI)->removeValNo(CurrVN);
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DefMI->eraseFromParent();
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NumDeadSpills++;
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changed = true;
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if (VNUseCount[CurrVN].size() == 0) {
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LIs->RemoveMachineInstrFromMaps(DefMI);
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(*LI)->removeValNo(CurrVN);
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DefMI->eraseFromParent();
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NumDeadSpills++;
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changed = true;
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} else {
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bool NonRestore = false;
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for (SmallPtrSet<MachineInstr*, 4>::iterator UI =
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VNUseCount[CurrVN].begin(), UE = VNUseCount[CurrVN].end();
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UI != UI; ++UI) {
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int StoreFrameIndex;
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unsigned StoreVReg = TII->isStoreToStackSlot(*UI, StoreFrameIndex);
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if (StoreVReg != (*LI)->reg || StoreFrameIndex != FrameIndex) {
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NonRestore = false;
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break;
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}
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}
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if (NonRestore) continue;
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for (SmallPtrSet<MachineInstr*, 4>::iterator UI =
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VNUseCount[CurrVN].begin(), UE = VNUseCount[CurrVN].end();
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UI != UI; ++UI) {
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LIs->RemoveMachineInstrFromMaps(*UI);
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(*UI)->eraseFromParent();
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}
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LIs->RemoveMachineInstrFromMaps(DefMI);
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(*LI)->removeValNo(CurrVN);
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DefMI->eraseFromParent();
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NumDeadSpills++;
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changed = true;
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}
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}
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}
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