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Under the hood, MBPI is doing a linear scan of every successor every
time it is queried to compute the probability of a single successor. This makes computing the probability of every successor of a block in sequence... really really slow. ;] This switches to a linear walk of the successors rather than a quadratic one. One of several quadratic behaviors slowing this pass down. I'm not really thrilled with moving the sum code into the public interface of MBPI, but I don't (at the moment) have ideas for a better interface. My direction I'm thinking in for a better interface is to have MBPI actually retain much more state and make *all* of these queries cheap. That's a lot of work, and would require invasive changes. Until then, this seems like the least bad (ie, least quadratic) solution. Suggestions welcome. llvm-svn: 144530
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@ -34,11 +34,6 @@ class MachineBranchProbabilityInfo : public ImmutablePass {
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// weight to just "inherit" the non-zero weight of an adjacent successor.
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static const uint32_t DEFAULT_WEIGHT = 16;
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// Get sum of the block successors' weights, potentially scaling them to fit
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// within 32-bits. If scaling is required, sets Scale based on the necessary
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// adjustment. Any edge weights used with the sum should be divided by Scale.
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uint32_t getSumForBlock(MachineBasicBlock *MBB, uint32_t &Scale) const;
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public:
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static char ID;
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@ -55,6 +50,11 @@ public:
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// DEFAULT_WEIGHT.
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uint32_t getEdgeWeight(MachineBasicBlock *Src, MachineBasicBlock *Dst) const;
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// Get sum of the block successors' weights, potentially scaling them to fit
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// within 32-bits. If scaling is required, sets Scale based on the necessary
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// adjustment. Any edge weights used with the sum should be divided by Scale.
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uint32_t getSumForBlock(MachineBasicBlock *MBB, uint32_t &Scale) const;
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// A 'Hot' edge is an edge which probability is >= 80%.
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bool isEdgeHot(MachineBasicBlock *Src, MachineBasicBlock *Dst) const;
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@ -334,7 +334,15 @@ MachineBasicBlock *MachineBlockPlacement::selectBestSuccessor(
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const BranchProbability HotProb(4, 5); // 80%
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MachineBasicBlock *BestSucc = 0;
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BranchProbability BestProb = BranchProbability::getZero();
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// FIXME: Due to the performance of the probability and weight routines in
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// the MBPI analysis, we manually compute probabilities using the edge
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// weights. This is suboptimal as it means that the somewhat subtle
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// definition of edge weight semantics is encoded here as well. We should
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// improve the MBPI interface to effeciently support query patterns such as
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// this.
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uint32_t BestWeight = 0;
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uint32_t WeightScale = 0;
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uint32_t SumWeight = MBPI->getSumForBlock(BB, WeightScale);
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DEBUG(dbgs() << "Attempting merge from: " << getBlockName(BB) << "\n");
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for (MachineBasicBlock::succ_iterator SI = BB->succ_begin(),
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SE = BB->succ_end();
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@ -347,7 +355,8 @@ MachineBasicBlock *MachineBlockPlacement::selectBestSuccessor(
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continue;
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}
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BranchProbability SuccProb = MBPI->getEdgeProbability(BB, *SI);
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uint32_t SuccWeight = MBPI->getEdgeWeight(BB, *SI);
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BranchProbability SuccProb(SuccWeight / WeightScale, SumWeight);
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// Only consider successors which are either "hot", or wouldn't violate
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// any CFG constraints.
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@ -360,10 +369,10 @@ MachineBasicBlock *MachineBlockPlacement::selectBestSuccessor(
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<< " (prob)"
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<< (SuccChain.LoopPredecessors != 0 ? " (CFG break)" : "")
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<< "\n");
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if (BestSucc && BestProb >= SuccProb)
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if (BestSucc && BestWeight >= SuccWeight)
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continue;
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BestSucc = *SI;
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BestProb = SuccProb;
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BestWeight = SuccWeight;
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}
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return BestSucc;
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}
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