//===- MachineBlockPlacement.cpp - Basic Block Code Layout optimization ---===// // // Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions. // See https://llvm.org/LICENSE.txt for license information. // SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception // //===----------------------------------------------------------------------===// // // This file implements basic block placement transformations using the CFG // structure and branch probability estimates. // // The pass strives to preserve the structure of the CFG (that is, retain // a topological ordering of basic blocks) in the absence of a *strong* signal // to the contrary from probabilities. However, within the CFG structure, it // attempts to choose an ordering which favors placing more likely sequences of // blocks adjacent to each other. // // The algorithm works from the inner-most loop within a function outward, and // at each stage walks through the basic blocks, trying to coalesce them into // sequential chains where allowed by the CFG (or demanded by heavy // probabilities). Finally, it walks the blocks in topological order, and the // first time it reaches a chain of basic blocks, it schedules them in the // function in-order. // //===----------------------------------------------------------------------===// #include "BranchFolding.h" #include "llvm/ADT/ArrayRef.h" #include "llvm/ADT/DenseMap.h" #include "llvm/ADT/STLExtras.h" #include "llvm/ADT/SetVector.h" #include "llvm/ADT/SmallPtrSet.h" #include "llvm/ADT/SmallVector.h" #include "llvm/ADT/Statistic.h" #include "llvm/Analysis/BlockFrequencyInfoImpl.h" #include "llvm/Analysis/ProfileSummaryInfo.h" #include "llvm/CodeGen/MachineBasicBlock.h" #include "llvm/CodeGen/MachineBlockFrequencyInfo.h" #include "llvm/CodeGen/MachineBranchProbabilityInfo.h" #include "llvm/CodeGen/MachineFunction.h" #include "llvm/CodeGen/MachineFunctionPass.h" #include "llvm/CodeGen/MachineLoopInfo.h" #include "llvm/CodeGen/MachineModuleInfo.h" #include "llvm/CodeGen/MachinePostDominators.h" #include "llvm/CodeGen/MachineSizeOpts.h" #include "llvm/CodeGen/TailDuplicator.h" #include "llvm/CodeGen/TargetInstrInfo.h" #include "llvm/CodeGen/TargetLowering.h" #include "llvm/CodeGen/TargetPassConfig.h" #include "llvm/CodeGen/TargetSubtargetInfo.h" #include "llvm/IR/DebugLoc.h" #include "llvm/IR/Function.h" #include "llvm/InitializePasses.h" #include "llvm/Pass.h" #include "llvm/Support/Allocator.h" #include "llvm/Support/BlockFrequency.h" #include "llvm/Support/BranchProbability.h" #include "llvm/Support/CodeGen.h" #include "llvm/Support/CommandLine.h" #include "llvm/Support/Compiler.h" #include "llvm/Support/Debug.h" #include "llvm/Support/raw_ostream.h" #include "llvm/Target/TargetMachine.h" #include #include #include #include #include #include #include #include #include using namespace llvm; #define DEBUG_TYPE "block-placement" STATISTIC(NumCondBranches, "Number of conditional branches"); STATISTIC(NumUncondBranches, "Number of unconditional branches"); STATISTIC(CondBranchTakenFreq, "Potential frequency of taking conditional branches"); STATISTIC(UncondBranchTakenFreq, "Potential frequency of taking unconditional branches"); static cl::opt AlignAllBlock( "align-all-blocks", cl::desc("Force the alignment of all blocks in the function in log2 format " "(e.g 4 means align on 16B boundaries)."), cl::init(0), cl::Hidden); static cl::opt AlignAllNonFallThruBlocks( "align-all-nofallthru-blocks", cl::desc("Force the alignment of all blocks that have no fall-through " "predecessors (i.e. don't add nops that are executed). In log2 " "format (e.g 4 means align on 16B boundaries)."), cl::init(0), cl::Hidden); // FIXME: Find a good default for this flag and remove the flag. static cl::opt ExitBlockBias( "block-placement-exit-block-bias", cl::desc("Block frequency percentage a loop exit block needs " "over the original exit to be considered the new exit."), cl::init(0), cl::Hidden); // Definition: // - Outlining: placement of a basic block outside the chain or hot path. static cl::opt LoopToColdBlockRatio( "loop-to-cold-block-ratio", cl::desc("Outline loop blocks from loop chain if (frequency of loop) / " "(frequency of block) is greater than this ratio"), cl::init(5), cl::Hidden); static cl::opt ForceLoopColdBlock( "force-loop-cold-block", cl::desc("Force outlining cold blocks from loops."), cl::init(false), cl::Hidden); static cl::opt PreciseRotationCost("precise-rotation-cost", cl::desc("Model the cost of loop rotation more " "precisely by using profile data."), cl::init(false), cl::Hidden); static cl::opt ForcePreciseRotationCost("force-precise-rotation-cost", cl::desc("Force the use of precise cost " "loop rotation strategy."), cl::init(false), cl::Hidden); static cl::opt MisfetchCost( "misfetch-cost", cl::desc("Cost that models the probabilistic risk of an instruction " "misfetch due to a jump comparing to falling through, whose cost " "is zero."), cl::init(1), cl::Hidden); static cl::opt JumpInstCost("jump-inst-cost", cl::desc("Cost of jump instructions."), cl::init(1), cl::Hidden); static cl::opt TailDupPlacement("tail-dup-placement", cl::desc("Perform tail duplication during placement. " "Creates more fallthrough opportunites in " "outline branches."), cl::init(true), cl::Hidden); static cl::opt BranchFoldPlacement("branch-fold-placement", cl::desc("Perform branch folding during placement. " "Reduces code size."), cl::init(true), cl::Hidden); // Heuristic for tail duplication. static cl::opt TailDupPlacementThreshold( "tail-dup-placement-threshold", cl::desc("Instruction cutoff for tail duplication during layout. " "Tail merging during layout is forced to have a threshold " "that won't conflict."), cl::init(2), cl::Hidden); // Heuristic for aggressive tail duplication. static cl::opt TailDupPlacementAggressiveThreshold( "tail-dup-placement-aggressive-threshold", cl::desc("Instruction cutoff for aggressive tail duplication during " "layout. Used at -O3. Tail merging during layout is forced to " "have a threshold that won't conflict."), cl::init(4), cl::Hidden); // Heuristic for tail duplication. static cl::opt TailDupPlacementPenalty( "tail-dup-placement-penalty", cl::desc("Cost penalty for blocks that can avoid breaking CFG by copying. " "Copying can increase fallthrough, but it also increases icache " "pressure. This parameter controls the penalty to account for that. " "Percent as integer."), cl::init(2), cl::Hidden); // Heuristic for tail duplication if profile count is used in cost model. static cl::opt TailDupProfilePercentThreshold( "tail-dup-profile-percent-threshold", cl::desc("If profile count information is used in tail duplication cost " "model, the gained fall through number from tail duplication " "should be at least this percent of hot count."), cl::init(50), cl::Hidden); // Heuristic for triangle chains. static cl::opt TriangleChainCount( "triangle-chain-count", cl::desc("Number of triangle-shaped-CFG's that need to be in a row for the " "triangle tail duplication heuristic to kick in. 0 to disable."), cl::init(2), cl::Hidden); namespace llvm { extern cl::opt StaticLikelyProb; extern cl::opt ProfileLikelyProb; // Internal option used to control BFI display only after MBP pass. // Defined in CodeGen/MachineBlockFrequencyInfo.cpp: // -view-block-layout-with-bfi= extern cl::opt ViewBlockLayoutWithBFI; // Command line option to specify the name of the function for CFG dump // Defined in Analysis/BlockFrequencyInfo.cpp: -view-bfi-func-name= extern cl::opt ViewBlockFreqFuncName; } // namespace llvm namespace { class BlockChain; /// Type for our function-wide basic block -> block chain mapping. using BlockToChainMapType = DenseMap; /// A chain of blocks which will be laid out contiguously. /// /// This is the datastructure representing a chain of consecutive blocks that /// are profitable to layout together in order to maximize fallthrough /// probabilities and code locality. We also can use a block chain to represent /// a sequence of basic blocks which have some external (correctness) /// requirement for sequential layout. /// /// Chains can be built around a single basic block and can be merged to grow /// them. They participate in a block-to-chain mapping, which is updated /// automatically as chains are merged together. class BlockChain { /// The sequence of blocks belonging to this chain. /// /// This is the sequence of blocks for a particular chain. These will be laid /// out in-order within the function. SmallVector Blocks; /// A handle to the function-wide basic block to block chain mapping. /// /// This is retained in each block chain to simplify the computation of child /// block chains for SCC-formation and iteration. We store the edges to child /// basic blocks, and map them back to their associated chains using this /// structure. BlockToChainMapType &BlockToChain; public: /// Construct a new BlockChain. /// /// This builds a new block chain representing a single basic block in the /// function. It also registers itself as the chain that block participates /// in with the BlockToChain mapping. BlockChain(BlockToChainMapType &BlockToChain, MachineBasicBlock *BB) : Blocks(1, BB), BlockToChain(BlockToChain) { assert(BB && "Cannot create a chain with a null basic block"); BlockToChain[BB] = this; } /// Iterator over blocks within the chain. using iterator = SmallVectorImpl::iterator; using const_iterator = SmallVectorImpl::const_iterator; /// Beginning of blocks within the chain. iterator begin() { return Blocks.begin(); } const_iterator begin() const { return Blocks.begin(); } /// End of blocks within the chain. iterator end() { return Blocks.end(); } const_iterator end() const { return Blocks.end(); } bool remove(MachineBasicBlock* BB) { for(iterator i = begin(); i != end(); ++i) { if (*i == BB) { Blocks.erase(i); return true; } } return false; } /// Merge a block chain into this one. /// /// This routine merges a block chain into this one. It takes care of forming /// a contiguous sequence of basic blocks, updating the edge list, and /// updating the block -> chain mapping. It does not free or tear down the /// old chain, but the old chain's block list is no longer valid. void merge(MachineBasicBlock *BB, BlockChain *Chain) { assert(BB && "Can't merge a null block."); assert(!Blocks.empty() && "Can't merge into an empty chain."); // Fast path in case we don't have a chain already. if (!Chain) { assert(!BlockToChain[BB] && "Passed chain is null, but BB has entry in BlockToChain."); Blocks.push_back(BB); BlockToChain[BB] = this; return; } assert(BB == *Chain->begin() && "Passed BB is not head of Chain."); assert(Chain->begin() != Chain->end()); // Update the incoming blocks to point to this chain, and add them to the // chain structure. for (MachineBasicBlock *ChainBB : *Chain) { Blocks.push_back(ChainBB); assert(BlockToChain[ChainBB] == Chain && "Incoming blocks not in chain."); BlockToChain[ChainBB] = this; } } #ifndef NDEBUG /// Dump the blocks in this chain. LLVM_DUMP_METHOD void dump() { for (MachineBasicBlock *MBB : *this) MBB->dump(); } #endif // NDEBUG /// Count of predecessors of any block within the chain which have not /// yet been scheduled. In general, we will delay scheduling this chain /// until those predecessors are scheduled (or we find a sufficiently good /// reason to override this heuristic.) Note that when forming loop chains, /// blocks outside the loop are ignored and treated as if they were already /// scheduled. /// /// Note: This field is reinitialized multiple times - once for each loop, /// and then once for the function as a whole. unsigned UnscheduledPredecessors = 0; }; class MachineBlockPlacement : public MachineFunctionPass { /// A type for a block filter set. using BlockFilterSet = SmallSetVector; /// Pair struct containing basic block and taildup profitability struct BlockAndTailDupResult { MachineBasicBlock *BB; bool ShouldTailDup; }; /// Triple struct containing edge weight and the edge. struct WeightedEdge { BlockFrequency Weight; MachineBasicBlock *Src; MachineBasicBlock *Dest; }; /// work lists of blocks that are ready to be laid out SmallVector BlockWorkList; SmallVector EHPadWorkList; /// Edges that have already been computed as optimal. DenseMap ComputedEdges; /// Machine Function MachineFunction *F; /// A handle to the branch probability pass. const MachineBranchProbabilityInfo *MBPI; /// A handle to the function-wide block frequency pass. std::unique_ptr MBFI; /// A handle to the loop info. MachineLoopInfo *MLI; /// Preferred loop exit. /// Member variable for convenience. It may be removed by duplication deep /// in the call stack. MachineBasicBlock *PreferredLoopExit; /// A handle to the target's instruction info. const TargetInstrInfo *TII; /// A handle to the target's lowering info. const TargetLoweringBase *TLI; /// A handle to the post dominator tree. MachinePostDominatorTree *MPDT; ProfileSummaryInfo *PSI; /// Duplicator used to duplicate tails during placement. /// /// Placement decisions can open up new tail duplication opportunities, but /// since tail duplication affects placement decisions of later blocks, it /// must be done inline. TailDuplicator TailDup; /// Partial tail duplication threshold. BlockFrequency DupThreshold; /// True: use block profile count to compute tail duplication cost. /// False: use block frequency to compute tail duplication cost. bool UseProfileCount; /// Allocator and owner of BlockChain structures. /// /// We build BlockChains lazily while processing the loop structure of /// a function. To reduce malloc traffic, we allocate them using this /// slab-like allocator, and destroy them after the pass completes. An /// important guarantee is that this allocator produces stable pointers to /// the chains. SpecificBumpPtrAllocator ChainAllocator; /// Function wide BasicBlock to BlockChain mapping. /// /// This mapping allows efficiently moving from any given basic block to the /// BlockChain it participates in, if any. We use it to, among other things, /// allow implicitly defining edges between chains as the existing edges /// between basic blocks. DenseMap BlockToChain; #ifndef NDEBUG /// The set of basic blocks that have terminators that cannot be fully /// analyzed. These basic blocks cannot be re-ordered safely by /// MachineBlockPlacement, and we must preserve physical layout of these /// blocks and their successors through the pass. SmallPtrSet BlocksWithUnanalyzableExits; #endif /// Get block profile count or frequency according to UseProfileCount. /// The return value is used to model tail duplication cost. BlockFrequency getBlockCountOrFrequency(const MachineBasicBlock *BB) { if (UseProfileCount) { auto Count = MBFI->getBlockProfileCount(BB); if (Count) return *Count; else return 0; } else return MBFI->getBlockFreq(BB); } /// Scale the DupThreshold according to basic block size. BlockFrequency scaleThreshold(MachineBasicBlock *BB); void initDupThreshold(); /// Decrease the UnscheduledPredecessors count for all blocks in chain, and /// if the count goes to 0, add them to the appropriate work list. void markChainSuccessors( const BlockChain &Chain, const MachineBasicBlock *LoopHeaderBB, const BlockFilterSet *BlockFilter = nullptr); /// Decrease the UnscheduledPredecessors count for a single block, and /// if the count goes to 0, add them to the appropriate work list. void markBlockSuccessors( const BlockChain &Chain, const MachineBasicBlock *BB, const MachineBasicBlock *LoopHeaderBB, const BlockFilterSet *BlockFilter = nullptr); BranchProbability collectViableSuccessors( const MachineBasicBlock *BB, const BlockChain &Chain, const BlockFilterSet *BlockFilter, SmallVector &Successors); bool isBestSuccessor(MachineBasicBlock *BB, MachineBasicBlock *Pred, BlockFilterSet *BlockFilter); void findDuplicateCandidates(SmallVectorImpl &Candidates, MachineBasicBlock *BB, BlockFilterSet *BlockFilter); bool repeatedlyTailDuplicateBlock( MachineBasicBlock *BB, MachineBasicBlock *&LPred, const MachineBasicBlock *LoopHeaderBB, BlockChain &Chain, BlockFilterSet *BlockFilter, MachineFunction::iterator &PrevUnplacedBlockIt); bool maybeTailDuplicateBlock( MachineBasicBlock *BB, MachineBasicBlock *LPred, BlockChain &Chain, BlockFilterSet *BlockFilter, MachineFunction::iterator &PrevUnplacedBlockIt, bool &DuplicatedToLPred); bool hasBetterLayoutPredecessor( const MachineBasicBlock *BB, const MachineBasicBlock *Succ, const BlockChain &SuccChain, BranchProbability SuccProb, BranchProbability RealSuccProb, const BlockChain &Chain, const BlockFilterSet *BlockFilter); BlockAndTailDupResult selectBestSuccessor( const MachineBasicBlock *BB, const BlockChain &Chain, const BlockFilterSet *BlockFilter); MachineBasicBlock *selectBestCandidateBlock( const BlockChain &Chain, SmallVectorImpl &WorkList); MachineBasicBlock *getFirstUnplacedBlock( const BlockChain &PlacedChain, MachineFunction::iterator &PrevUnplacedBlockIt, const BlockFilterSet *BlockFilter); /// Add a basic block to the work list if it is appropriate. /// /// If the optional parameter BlockFilter is provided, only MBB /// present in the set will be added to the worklist. If nullptr /// is provided, no filtering occurs. void fillWorkLists(const MachineBasicBlock *MBB, SmallPtrSetImpl &UpdatedPreds, const BlockFilterSet *BlockFilter); void buildChain(const MachineBasicBlock *BB, BlockChain &Chain, BlockFilterSet *BlockFilter = nullptr); bool canMoveBottomBlockToTop(const MachineBasicBlock *BottomBlock, const MachineBasicBlock *OldTop); bool hasViableTopFallthrough(const MachineBasicBlock *Top, const BlockFilterSet &LoopBlockSet); BlockFrequency TopFallThroughFreq(const MachineBasicBlock *Top, const BlockFilterSet &LoopBlockSet); BlockFrequency FallThroughGains(const MachineBasicBlock *NewTop, const MachineBasicBlock *OldTop, const MachineBasicBlock *ExitBB, const BlockFilterSet &LoopBlockSet); MachineBasicBlock *findBestLoopTopHelper(MachineBasicBlock *OldTop, const MachineLoop &L, const BlockFilterSet &LoopBlockSet); MachineBasicBlock *findBestLoopTop( const MachineLoop &L, const BlockFilterSet &LoopBlockSet); MachineBasicBlock *findBestLoopExit( const MachineLoop &L, const BlockFilterSet &LoopBlockSet, BlockFrequency &ExitFreq); BlockFilterSet collectLoopBlockSet(const MachineLoop &L); void buildLoopChains(const MachineLoop &L); void rotateLoop( BlockChain &LoopChain, const MachineBasicBlock *ExitingBB, BlockFrequency ExitFreq, const BlockFilterSet &LoopBlockSet); void rotateLoopWithProfile( BlockChain &LoopChain, const MachineLoop &L, const BlockFilterSet &LoopBlockSet); void buildCFGChains(); void optimizeBranches(); void alignBlocks(); /// Returns true if a block should be tail-duplicated to increase fallthrough /// opportunities. bool shouldTailDuplicate(MachineBasicBlock *BB); /// Check the edge frequencies to see if tail duplication will increase /// fallthroughs. bool isProfitableToTailDup( const MachineBasicBlock *BB, const MachineBasicBlock *Succ, BranchProbability QProb, const BlockChain &Chain, const BlockFilterSet *BlockFilter); /// Check for a trellis layout. bool isTrellis(const MachineBasicBlock *BB, const SmallVectorImpl &ViableSuccs, const BlockChain &Chain, const BlockFilterSet *BlockFilter); /// Get the best successor given a trellis layout. BlockAndTailDupResult getBestTrellisSuccessor( const MachineBasicBlock *BB, const SmallVectorImpl &ViableSuccs, BranchProbability AdjustedSumProb, const BlockChain &Chain, const BlockFilterSet *BlockFilter); /// Get the best pair of non-conflicting edges. static std::pair getBestNonConflictingEdges( const MachineBasicBlock *BB, MutableArrayRef> Edges); /// Returns true if a block can tail duplicate into all unplaced /// predecessors. Filters based on loop. bool canTailDuplicateUnplacedPreds( const MachineBasicBlock *BB, MachineBasicBlock *Succ, const BlockChain &Chain, const BlockFilterSet *BlockFilter); /// Find chains of triangles to tail-duplicate where a global analysis works, /// but a local analysis would not find them. void precomputeTriangleChains(); public: static char ID; // Pass identification, replacement for typeid MachineBlockPlacement() : MachineFunctionPass(ID) { initializeMachineBlockPlacementPass(*PassRegistry::getPassRegistry()); } bool runOnMachineFunction(MachineFunction &F) override; bool allowTailDupPlacement() const { assert(F); return TailDupPlacement && !F->getTarget().requiresStructuredCFG(); } void getAnalysisUsage(AnalysisUsage &AU) const override { AU.addRequired(); AU.addRequired(); if (TailDupPlacement) AU.addRequired(); AU.addRequired(); AU.addRequired(); AU.addRequired(); MachineFunctionPass::getAnalysisUsage(AU); } }; } // end anonymous namespace char MachineBlockPlacement::ID = 0; char &llvm::MachineBlockPlacementID = MachineBlockPlacement::ID; INITIALIZE_PASS_BEGIN(MachineBlockPlacement, DEBUG_TYPE, "Branch Probability Basic Block Placement", false, false) INITIALIZE_PASS_DEPENDENCY(MachineBranchProbabilityInfo) INITIALIZE_PASS_DEPENDENCY(MachineBlockFrequencyInfo) INITIALIZE_PASS_DEPENDENCY(MachinePostDominatorTree) INITIALIZE_PASS_DEPENDENCY(MachineLoopInfo) INITIALIZE_PASS_DEPENDENCY(ProfileSummaryInfoWrapperPass) INITIALIZE_PASS_END(MachineBlockPlacement, DEBUG_TYPE, "Branch Probability Basic Block Placement", false, false) #ifndef NDEBUG /// Helper to print the name of a MBB. /// /// Only used by debug logging. static std::string getBlockName(const MachineBasicBlock *BB) { std::string Result; raw_string_ostream OS(Result); OS << printMBBReference(*BB); OS << " ('" << BB->getName() << "')"; OS.flush(); return Result; } #endif /// Mark a chain's successors as having one fewer preds. /// /// When a chain is being merged into the "placed" chain, this routine will /// quickly walk the successors of each block in the chain and mark them as /// having one fewer active predecessor. It also adds any successors of this /// chain which reach the zero-predecessor state to the appropriate worklist. void MachineBlockPlacement::markChainSuccessors( const BlockChain &Chain, const MachineBasicBlock *LoopHeaderBB, const BlockFilterSet *BlockFilter) { // Walk all the blocks in this chain, marking their successors as having // a predecessor placed. for (MachineBasicBlock *MBB : Chain) { markBlockSuccessors(Chain, MBB, LoopHeaderBB, BlockFilter); } } /// Mark a single block's successors as having one fewer preds. /// /// Under normal circumstances, this is only called by markChainSuccessors, /// but if a block that was to be placed is completely tail-duplicated away, /// and was duplicated into the chain end, we need to redo markBlockSuccessors /// for just that block. void MachineBlockPlacement::markBlockSuccessors( const BlockChain &Chain, const MachineBasicBlock *MBB, const MachineBasicBlock *LoopHeaderBB, const BlockFilterSet *BlockFilter) { // Add any successors for which this is the only un-placed in-loop // predecessor to the worklist as a viable candidate for CFG-neutral // placement. No subsequent placement of this block will violate the CFG // shape, so we get to use heuristics to choose a favorable placement. for (MachineBasicBlock *Succ : MBB->successors()) { if (BlockFilter && !BlockFilter->count(Succ)) continue; BlockChain &SuccChain = *BlockToChain[Succ]; // Disregard edges within a fixed chain, or edges to the loop header. if (&Chain == &SuccChain || Succ == LoopHeaderBB) continue; // This is a cross-chain edge that is within the loop, so decrement the // loop predecessor count of the destination chain. if (SuccChain.UnscheduledPredecessors == 0 || --SuccChain.UnscheduledPredecessors > 0) continue; auto *NewBB = *SuccChain.begin(); if (NewBB->isEHPad()) EHPadWorkList.push_back(NewBB); else BlockWorkList.push_back(NewBB); } } /// This helper function collects the set of successors of block /// \p BB that are allowed to be its layout successors, and return /// the total branch probability of edges from \p BB to those /// blocks. BranchProbability MachineBlockPlacement::collectViableSuccessors( const MachineBasicBlock *BB, const BlockChain &Chain, const BlockFilterSet *BlockFilter, SmallVector &Successors) { // Adjust edge probabilities by excluding edges pointing to blocks that is // either not in BlockFilter or is already in the current chain. Consider the // following CFG: // // --->A // | / \ // | B C // | \ / \ // ----D E // // Assume A->C is very hot (>90%), and C->D has a 50% probability, then after // A->C is chosen as a fall-through, D won't be selected as a successor of C // due to CFG constraint (the probability of C->D is not greater than // HotProb to break topo-order). If we exclude E that is not in BlockFilter // when calculating the probability of C->D, D will be selected and we // will get A C D B as the layout of this loop. auto AdjustedSumProb = BranchProbability::getOne(); for (MachineBasicBlock *Succ : BB->successors()) { bool SkipSucc = false; if (Succ->isEHPad() || (BlockFilter && !BlockFilter->count(Succ))) { SkipSucc = true; } else { BlockChain *SuccChain = BlockToChain[Succ]; if (SuccChain == &Chain) { SkipSucc = true; } else if (Succ != *SuccChain->begin()) { LLVM_DEBUG(dbgs() << " " << getBlockName(Succ) << " -> Mid chain!\n"); continue; } } if (SkipSucc) AdjustedSumProb -= MBPI->getEdgeProbability(BB, Succ); else Successors.push_back(Succ); } return AdjustedSumProb; } /// The helper function returns the branch probability that is adjusted /// or normalized over the new total \p AdjustedSumProb. static BranchProbability getAdjustedProbability(BranchProbability OrigProb, BranchProbability AdjustedSumProb) { BranchProbability SuccProb; uint32_t SuccProbN = OrigProb.getNumerator(); uint32_t SuccProbD = AdjustedSumProb.getNumerator(); if (SuccProbN >= SuccProbD) SuccProb = BranchProbability::getOne(); else SuccProb = BranchProbability(SuccProbN, SuccProbD); return SuccProb; } /// Check if \p BB has exactly the successors in \p Successors. static bool hasSameSuccessors(MachineBasicBlock &BB, SmallPtrSetImpl &Successors) { if (BB.succ_size() != Successors.size()) return false; // We don't want to count self-loops if (Successors.count(&BB)) return false; for (MachineBasicBlock *Succ : BB.successors()) if (!Successors.count(Succ)) return false; return true; } /// Check if a block should be tail duplicated to increase fallthrough /// opportunities. /// \p BB Block to check. bool MachineBlockPlacement::shouldTailDuplicate(MachineBasicBlock *BB) { // Blocks with single successors don't create additional fallthrough // opportunities. Don't duplicate them. TODO: When conditional exits are // analyzable, allow them to be duplicated. bool IsSimple = TailDup.isSimpleBB(BB); if (BB->succ_size() == 1) return false; return TailDup.shouldTailDuplicate(IsSimple, *BB); } /// Compare 2 BlockFrequency's with a small penalty for \p A. /// In order to be conservative, we apply a X% penalty to account for /// increased icache pressure and static heuristics. For small frequencies /// we use only the numerators to improve accuracy. For simplicity, we assume the /// penalty is less than 100% /// TODO(iteratee): Use 64-bit fixed point edge frequencies everywhere. static bool greaterWithBias(BlockFrequency A, BlockFrequency B, uint64_t EntryFreq) { BranchProbability ThresholdProb(TailDupPlacementPenalty, 100); BlockFrequency Gain = A - B; return (Gain / ThresholdProb).getFrequency() >= EntryFreq; } /// Check the edge frequencies to see if tail duplication will increase /// fallthroughs. It only makes sense to call this function when /// \p Succ would not be chosen otherwise. Tail duplication of \p Succ is /// always locally profitable if we would have picked \p Succ without /// considering duplication. bool MachineBlockPlacement::isProfitableToTailDup( const MachineBasicBlock *BB, const MachineBasicBlock *Succ, BranchProbability QProb, const BlockChain &Chain, const BlockFilterSet *BlockFilter) { // We need to do a probability calculation to make sure this is profitable. // First: does succ have a successor that post-dominates? This affects the // calculation. The 2 relevant cases are: // BB BB // | \Qout | \Qout // P| C |P C // = C' = C' // | /Qin | /Qin // | / | / // Succ Succ // / \ | \ V // U/ =V |U \ // / \ = D // D E | / // | / // |/ // PDom // '=' : Branch taken for that CFG edge // In the second case, Placing Succ while duplicating it into C prevents the // fallthrough of Succ into either D or PDom, because they now have C as an // unplaced predecessor // Start by figuring out which case we fall into MachineBasicBlock *PDom = nullptr; SmallVector SuccSuccs; // Only scan the relevant successors auto AdjustedSuccSumProb = collectViableSuccessors(Succ, Chain, BlockFilter, SuccSuccs); BranchProbability PProb = MBPI->getEdgeProbability(BB, Succ); auto BBFreq = MBFI->getBlockFreq(BB); auto SuccFreq = MBFI->getBlockFreq(Succ); BlockFrequency P = BBFreq * PProb; BlockFrequency Qout = BBFreq * QProb; uint64_t EntryFreq = MBFI->getEntryFreq(); // If there are no more successors, it is profitable to copy, as it strictly // increases fallthrough. if (SuccSuccs.size() == 0) return greaterWithBias(P, Qout, EntryFreq); auto BestSuccSucc = BranchProbability::getZero(); // Find the PDom or the best Succ if no PDom exists. for (MachineBasicBlock *SuccSucc : SuccSuccs) { auto Prob = MBPI->getEdgeProbability(Succ, SuccSucc); if (Prob > BestSuccSucc) BestSuccSucc = Prob; if (PDom == nullptr) if (MPDT->dominates(SuccSucc, Succ)) { PDom = SuccSucc; break; } } // For the comparisons, we need to know Succ's best incoming edge that isn't // from BB. auto SuccBestPred = BlockFrequency(0); for (MachineBasicBlock *SuccPred : Succ->predecessors()) { if (SuccPred == Succ || SuccPred == BB || BlockToChain[SuccPred] == &Chain || (BlockFilter && !BlockFilter->count(SuccPred))) continue; auto Freq = MBFI->getBlockFreq(SuccPred) * MBPI->getEdgeProbability(SuccPred, Succ); if (Freq > SuccBestPred) SuccBestPred = Freq; } // Qin is Succ's best unplaced incoming edge that isn't BB BlockFrequency Qin = SuccBestPred; // If it doesn't have a post-dominating successor, here is the calculation: // BB BB // | \Qout | \ // P| C | = // = C' | C // | /Qin | | // | / | C' (+Succ) // Succ Succ /| // / \ | \/ | // U/ =V | == | // / \ | / \| // D E D E // '=' : Branch taken for that CFG edge // Cost in the first case is: P + V // For this calculation, we always assume P > Qout. If Qout > P // The result of this function will be ignored at the caller. // Let F = SuccFreq - Qin // Cost in the second case is: Qout + min(Qin, F) * U + max(Qin, F) * V if (PDom == nullptr || !Succ->isSuccessor(PDom)) { BranchProbability UProb = BestSuccSucc; BranchProbability VProb = AdjustedSuccSumProb - UProb; BlockFrequency F = SuccFreq - Qin; BlockFrequency V = SuccFreq * VProb; BlockFrequency QinU = std::min(Qin, F) * UProb; BlockFrequency BaseCost = P + V; BlockFrequency DupCost = Qout + QinU + std::max(Qin, F) * VProb; return greaterWithBias(BaseCost, DupCost, EntryFreq); } BranchProbability UProb = MBPI->getEdgeProbability(Succ, PDom); BranchProbability VProb = AdjustedSuccSumProb - UProb; BlockFrequency U = SuccFreq * UProb; BlockFrequency V = SuccFreq * VProb; BlockFrequency F = SuccFreq - Qin; // If there is a post-dominating successor, here is the calculation: // BB BB BB BB // | \Qout | \ | \Qout | \ // |P C | = |P C | = // = C' |P C = C' |P C // | /Qin | | | /Qin | | // | / | C' (+Succ) | / | C' (+Succ) // Succ Succ /| Succ Succ /| // | \ V | \/ | | \ V | \/ | // |U \ |U /\ =? |U = |U /\ | // = D = = =?| | D | = =| // | / |/ D | / |/ D // | / | / | = | / // |/ | / |/ | = // Dom Dom Dom Dom // '=' : Branch taken for that CFG edge // The cost for taken branches in the first case is P + U // Let F = SuccFreq - Qin // The cost in the second case (assuming independence), given the layout: // BB, Succ, (C+Succ), D, Dom or the layout: // BB, Succ, D, Dom, (C+Succ) // is Qout + max(F, Qin) * U + min(F, Qin) // compare P + U vs Qout + P * U + Qin. // // The 3rd and 4th cases cover when Dom would be chosen to follow Succ. // // For the 3rd case, the cost is P + 2 * V // For the 4th case, the cost is Qout + min(Qin, F) * U + max(Qin, F) * V + V // We choose 4 over 3 when (P + V) > Qout + min(Qin, F) * U + max(Qin, F) * V if (UProb > AdjustedSuccSumProb / 2 && !hasBetterLayoutPredecessor(Succ, PDom, *BlockToChain[PDom], UProb, UProb, Chain, BlockFilter)) // Cases 3 & 4 return greaterWithBias( (P + V), (Qout + std::max(Qin, F) * VProb + std::min(Qin, F) * UProb), EntryFreq); // Cases 1 & 2 return greaterWithBias((P + U), (Qout + std::min(Qin, F) * AdjustedSuccSumProb + std::max(Qin, F) * UProb), EntryFreq); } /// Check for a trellis layout. \p BB is the upper part of a trellis if its /// successors form the lower part of a trellis. A successor set S forms the /// lower part of a trellis if all of the predecessors of S are either in S or /// have all of S as successors. We ignore trellises where BB doesn't have 2 /// successors because for fewer than 2, it's trivial, and for 3 or greater they /// are very uncommon and complex to compute optimally. Allowing edges within S /// is not strictly a trellis, but the same algorithm works, so we allow it. bool MachineBlockPlacement::isTrellis( const MachineBasicBlock *BB, const SmallVectorImpl &ViableSuccs, const BlockChain &Chain, const BlockFilterSet *BlockFilter) { // Technically BB could form a trellis with branching factor higher than 2. // But that's extremely uncommon. if (BB->succ_size() != 2 || ViableSuccs.size() != 2) return false; SmallPtrSet Successors(BB->succ_begin(), BB->succ_end()); // To avoid reviewing the same predecessors twice. SmallPtrSet SeenPreds; for (MachineBasicBlock *Succ : ViableSuccs) { int PredCount = 0; for (auto SuccPred : Succ->predecessors()) { // Allow triangle successors, but don't count them. if (Successors.count(SuccPred)) { // Make sure that it is actually a triangle. for (MachineBasicBlock *CheckSucc : SuccPred->successors()) if (!Successors.count(CheckSucc)) return false; continue; } const BlockChain *PredChain = BlockToChain[SuccPred]; if (SuccPred == BB || (BlockFilter && !BlockFilter->count(SuccPred)) || PredChain == &Chain || PredChain == BlockToChain[Succ]) continue; ++PredCount; // Perform the successor check only once. if (!SeenPreds.insert(SuccPred).second) continue; if (!hasSameSuccessors(*SuccPred, Successors)) return false; } // If one of the successors has only BB as a predecessor, it is not a // trellis. if (PredCount < 1) return false; } return true; } /// Pick the highest total weight pair of edges that can both be laid out. /// The edges in \p Edges[0] are assumed to have a different destination than /// the edges in \p Edges[1]. Simple counting shows that the best pair is either /// the individual highest weight edges to the 2 different destinations, or in /// case of a conflict, one of them should be replaced with a 2nd best edge. std::pair MachineBlockPlacement::getBestNonConflictingEdges( const MachineBasicBlock *BB, MutableArrayRef> Edges) { // Sort the edges, and then for each successor, find the best incoming // predecessor. If the best incoming predecessors aren't the same, // then that is clearly the best layout. If there is a conflict, one of the // successors will have to fallthrough from the second best predecessor. We // compare which combination is better overall. // Sort for highest frequency. auto Cmp = [](WeightedEdge A, WeightedEdge B) { return A.Weight > B.Weight; }; llvm::stable_sort(Edges[0], Cmp); llvm::stable_sort(Edges[1], Cmp); auto BestA = Edges[0].begin(); auto BestB = Edges[1].begin(); // Arrange for the correct answer to be in BestA and BestB // If the 2 best edges don't conflict, the answer is already there. if (BestA->Src == BestB->Src) { // Compare the total fallthrough of (Best + Second Best) for both pairs auto SecondBestA = std::next(BestA); auto SecondBestB = std::next(BestB); BlockFrequency BestAScore = BestA->Weight + SecondBestB->Weight; BlockFrequency BestBScore = BestB->Weight + SecondBestA->Weight; if (BestAScore < BestBScore) BestA = SecondBestA; else BestB = SecondBestB; } // Arrange for the BB edge to be in BestA if it exists. if (BestB->Src == BB) std::swap(BestA, BestB); return std::make_pair(*BestA, *BestB); } /// Get the best successor from \p BB based on \p BB being part of a trellis. /// We only handle trellises with 2 successors, so the algorithm is /// straightforward: Find the best pair of edges that don't conflict. We find /// the best incoming edge for each successor in the trellis. If those conflict, /// we consider which of them should be replaced with the second best. /// Upon return the two best edges will be in \p BestEdges. If one of the edges /// comes from \p BB, it will be in \p BestEdges[0] MachineBlockPlacement::BlockAndTailDupResult MachineBlockPlacement::getBestTrellisSuccessor( const MachineBasicBlock *BB, const SmallVectorImpl &ViableSuccs, BranchProbability AdjustedSumProb, const BlockChain &Chain, const BlockFilterSet *BlockFilter) { BlockAndTailDupResult Result = {nullptr, false}; SmallPtrSet Successors(BB->succ_begin(), BB->succ_end()); // We assume size 2 because it's common. For general n, we would have to do // the Hungarian algorithm, but it's not worth the complexity because more // than 2 successors is fairly uncommon, and a trellis even more so. if (Successors.size() != 2 || ViableSuccs.size() != 2) return Result; // Collect the edge frequencies of all edges that form the trellis. SmallVector Edges[2]; int SuccIndex = 0; for (auto Succ : ViableSuccs) { for (MachineBasicBlock *SuccPred : Succ->predecessors()) { // Skip any placed predecessors that are not BB if (SuccPred != BB) if ((BlockFilter && !BlockFilter->count(SuccPred)) || BlockToChain[SuccPred] == &Chain || BlockToChain[SuccPred] == BlockToChain[Succ]) continue; BlockFrequency EdgeFreq = MBFI->getBlockFreq(SuccPred) * MBPI->getEdgeProbability(SuccPred, Succ); Edges[SuccIndex].push_back({EdgeFreq, SuccPred, Succ}); } ++SuccIndex; } // Pick the best combination of 2 edges from all the edges in the trellis. WeightedEdge BestA, BestB; std::tie(BestA, BestB) = getBestNonConflictingEdges(BB, Edges); if (BestA.Src != BB) { // If we have a trellis, and BB doesn't have the best fallthrough edges, // we shouldn't choose any successor. We've already looked and there's a // better fallthrough edge for all the successors. LLVM_DEBUG(dbgs() << "Trellis, but not one of the chosen edges.\n"); return Result; } // Did we pick the triangle edge? If tail-duplication is profitable, do // that instead. Otherwise merge the triangle edge now while we know it is // optimal. if (BestA.Dest == BestB.Src) { // The edges are BB->Succ1->Succ2, and we're looking to see if BB->Succ2 // would be better. MachineBasicBlock *Succ1 = BestA.Dest; MachineBasicBlock *Succ2 = BestB.Dest; // Check to see if tail-duplication would be profitable. if (allowTailDupPlacement() && shouldTailDuplicate(Succ2) && canTailDuplicateUnplacedPreds(BB, Succ2, Chain, BlockFilter) && isProfitableToTailDup(BB, Succ2, MBPI->getEdgeProbability(BB, Succ1), Chain, BlockFilter)) { LLVM_DEBUG(BranchProbability Succ2Prob = getAdjustedProbability( MBPI->getEdgeProbability(BB, Succ2), AdjustedSumProb); dbgs() << " Selected: " << getBlockName(Succ2) << ", probability: " << Succ2Prob << " (Tail Duplicate)\n"); Result.BB = Succ2; Result.ShouldTailDup = true; return Result; } } // We have already computed the optimal edge for the other side of the // trellis. ComputedEdges[BestB.Src] = { BestB.Dest, false }; auto TrellisSucc = BestA.Dest; LLVM_DEBUG(BranchProbability SuccProb = getAdjustedProbability( MBPI->getEdgeProbability(BB, TrellisSucc), AdjustedSumProb); dbgs() << " Selected: " << getBlockName(TrellisSucc) << ", probability: " << SuccProb << " (Trellis)\n"); Result.BB = TrellisSucc; return Result; } /// When the option allowTailDupPlacement() is on, this method checks if the /// fallthrough candidate block \p Succ (of block \p BB) can be tail-duplicated /// into all of its unplaced, unfiltered predecessors, that are not BB. bool MachineBlockPlacement::canTailDuplicateUnplacedPreds( const MachineBasicBlock *BB, MachineBasicBlock *Succ, const BlockChain &Chain, const BlockFilterSet *BlockFilter) { if (!shouldTailDuplicate(Succ)) return false; // The result of canTailDuplicate. bool Duplicate = true; // Number of possible duplication. unsigned int NumDup = 0; // For CFG checking. SmallPtrSet Successors(BB->succ_begin(), BB->succ_end()); for (MachineBasicBlock *Pred : Succ->predecessors()) { // Make sure all unplaced and unfiltered predecessors can be // tail-duplicated into. // Skip any blocks that are already placed or not in this loop. if (Pred == BB || (BlockFilter && !BlockFilter->count(Pred)) || BlockToChain[Pred] == &Chain) continue; if (!TailDup.canTailDuplicate(Succ, Pred)) { if (Successors.size() > 1 && hasSameSuccessors(*Pred, Successors)) // This will result in a trellis after tail duplication, so we don't // need to copy Succ into this predecessor. In the presence // of a trellis tail duplication can continue to be profitable. // For example: // A A // |\ |\ // | \ | \ // | C | C+BB // | / | | // |/ | | // BB => BB | // |\ |\/| // | \ |/\| // | D | D // | / | / // |/ |/ // Succ Succ // // After BB was duplicated into C, the layout looks like the one on the // right. BB and C now have the same successors. When considering // whether Succ can be duplicated into all its unplaced predecessors, we // ignore C. // We can do this because C already has a profitable fallthrough, namely // D. TODO(iteratee): ignore sufficiently cold predecessors for // duplication and for this test. // // This allows trellises to be laid out in 2 separate chains // (A,B,Succ,...) and later (C,D,...) This is a reasonable heuristic // because it allows the creation of 2 fallthrough paths with links // between them, and we correctly identify the best layout for these // CFGs. We want to extend trellises that the user created in addition // to trellises created by tail-duplication, so we just look for the // CFG. continue; Duplicate = false; continue; } NumDup++; } // No possible duplication in current filter set. if (NumDup == 0) return false; // If profile information is available, findDuplicateCandidates can do more // precise benefit analysis. if (F->getFunction().hasProfileData()) return true; // This is mainly for function exit BB. // The integrated tail duplication is really designed for increasing // fallthrough from predecessors from Succ to its successors. We may need // other machanism to handle different cases. if (Succ->succ_size() == 0) return true; // Plus the already placed predecessor. NumDup++; // If the duplication candidate has more unplaced predecessors than // successors, the extra duplication can't bring more fallthrough. // // Pred1 Pred2 Pred3 // \ | / // \ | / // \ | / // Dup // / \ // / \ // Succ1 Succ2 // // In this example Dup has 2 successors and 3 predecessors, duplication of Dup // can increase the fallthrough from Pred1 to Succ1 and from Pred2 to Succ2, // but the duplication into Pred3 can't increase fallthrough. // // A small number of extra duplication may not hurt too much. We need a better // heuristic to handle it. if ((NumDup > Succ->succ_size()) || !Duplicate) return false; return true; } /// Find chains of triangles where we believe it would be profitable to /// tail-duplicate them all, but a local analysis would not find them. /// There are 3 ways this can be profitable: /// 1) The post-dominators marked 50% are actually taken 55% (This shrinks with /// longer chains) /// 2) The chains are statically correlated. Branch probabilities have a very /// U-shaped distribution. /// [http://nrs.harvard.edu/urn-3:HUL.InstRepos:24015805] /// If the branches in a chain are likely to be from the same side of the /// distribution as their predecessor, but are independent at runtime, this /// transformation is profitable. (Because the cost of being wrong is a small /// fixed cost, unlike the standard triangle layout where the cost of being /// wrong scales with the # of triangles.) /// 3) The chains are dynamically correlated. If the probability that a previous /// branch was taken positively influences whether the next branch will be /// taken /// We believe that 2 and 3 are common enough to justify the small margin in 1. void MachineBlockPlacement::precomputeTriangleChains() { struct TriangleChain { std::vector Edges; TriangleChain(MachineBasicBlock *src, MachineBasicBlock *dst) : Edges({src, dst}) {} void append(MachineBasicBlock *dst) { assert(getKey()->isSuccessor(dst) && "Attempting to append a block that is not a successor."); Edges.push_back(dst); } unsigned count() const { return Edges.size() - 1; } MachineBasicBlock *getKey() const { return Edges.back(); } }; if (TriangleChainCount == 0) return; LLVM_DEBUG(dbgs() << "Pre-computing triangle chains.\n"); // Map from last block to the chain that contains it. This allows us to extend // chains as we find new triangles. DenseMap TriangleChainMap; for (MachineBasicBlock &BB : *F) { // If BB doesn't have 2 successors, it doesn't start a triangle. if (BB.succ_size() != 2) continue; MachineBasicBlock *PDom = nullptr; for (MachineBasicBlock *Succ : BB.successors()) { if (!MPDT->dominates(Succ, &BB)) continue; PDom = Succ; break; } // If BB doesn't have a post-dominating successor, it doesn't form a // triangle. if (PDom == nullptr) continue; // If PDom has a hint that it is low probability, skip this triangle. if (MBPI->getEdgeProbability(&BB, PDom) < BranchProbability(50, 100)) continue; // If PDom isn't eligible for duplication, this isn't the kind of triangle // we're looking for. if (!shouldTailDuplicate(PDom)) continue; bool CanTailDuplicate = true; // If PDom can't tail-duplicate into it's non-BB predecessors, then this // isn't the kind of triangle we're looking for. for (MachineBasicBlock* Pred : PDom->predecessors()) { if (Pred == &BB) continue; if (!TailDup.canTailDuplicate(PDom, Pred)) { CanTailDuplicate = false; break; } } // If we can't tail-duplicate PDom to its predecessors, then skip this // triangle. if (!CanTailDuplicate) continue; // Now we have an interesting triangle. Insert it if it's not part of an // existing chain. // Note: This cannot be replaced with a call insert() or emplace() because // the find key is BB, but the insert/emplace key is PDom. auto Found = TriangleChainMap.find(&BB); // If it is, remove the chain from the map, grow it, and put it back in the // map with the end as the new key. if (Found != TriangleChainMap.end()) { TriangleChain Chain = std::move(Found->second); TriangleChainMap.erase(Found); Chain.append(PDom); TriangleChainMap.insert(std::make_pair(Chain.getKey(), std::move(Chain))); } else { auto InsertResult = TriangleChainMap.try_emplace(PDom, &BB, PDom); assert(InsertResult.second && "Block seen twice."); (void)InsertResult; } } // Iterating over a DenseMap is safe here, because the only thing in the body // of the loop is inserting into another DenseMap (ComputedEdges). // ComputedEdges is never iterated, so this doesn't lead to non-determinism. for (auto &ChainPair : TriangleChainMap) { TriangleChain &Chain = ChainPair.second; // Benchmarking has shown that due to branch correlation duplicating 2 or // more triangles is profitable, despite the calculations assuming // independence. if (Chain.count() < TriangleChainCount) continue; MachineBasicBlock *dst = Chain.Edges.back(); Chain.Edges.pop_back(); for (MachineBasicBlock *src : reverse(Chain.Edges)) { LLVM_DEBUG(dbgs() << "Marking edge: " << getBlockName(src) << "->" << getBlockName(dst) << " as pre-computed based on triangles.\n"); auto InsertResult = ComputedEdges.insert({src, {dst, true}}); assert(InsertResult.second && "Block seen twice."); (void)InsertResult; dst = src; } } } // When profile is not present, return the StaticLikelyProb. // When profile is available, we need to handle the triangle-shape CFG. static BranchProbability getLayoutSuccessorProbThreshold( const MachineBasicBlock *BB) { if (!BB->getParent()->getFunction().hasProfileData()) return BranchProbability(StaticLikelyProb, 100); if (BB->succ_size() == 2) { const MachineBasicBlock *Succ1 = *BB->succ_begin(); const MachineBasicBlock *Succ2 = *(BB->succ_begin() + 1); if (Succ1->isSuccessor(Succ2) || Succ2->isSuccessor(Succ1)) { /* See case 1 below for the cost analysis. For BB->Succ to * be taken with smaller cost, the following needs to hold: * Prob(BB->Succ) > 2 * Prob(BB->Pred) * So the threshold T in the calculation below * (1-T) * Prob(BB->Succ) > T * Prob(BB->Pred) * So T / (1 - T) = 2, Yielding T = 2/3 * Also adding user specified branch bias, we have * T = (2/3)*(ProfileLikelyProb/50) * = (2*ProfileLikelyProb)/150) */ return BranchProbability(2 * ProfileLikelyProb, 150); } } return BranchProbability(ProfileLikelyProb, 100); } /// Checks to see if the layout candidate block \p Succ has a better layout /// predecessor than \c BB. If yes, returns true. /// \p SuccProb: The probability adjusted for only remaining blocks. /// Only used for logging /// \p RealSuccProb: The un-adjusted probability. /// \p Chain: The chain that BB belongs to and Succ is being considered for. /// \p BlockFilter: if non-null, the set of blocks that make up the loop being /// considered bool MachineBlockPlacement::hasBetterLayoutPredecessor( const MachineBasicBlock *BB, const MachineBasicBlock *Succ, const BlockChain &SuccChain, BranchProbability SuccProb, BranchProbability RealSuccProb, const BlockChain &Chain, const BlockFilterSet *BlockFilter) { // There isn't a better layout when there are no unscheduled predecessors. if (SuccChain.UnscheduledPredecessors == 0) return false; // There are two basic scenarios here: // ------------------------------------- // Case 1: triangular shape CFG (if-then): // BB // | \ // | \ // | Pred // | / // Succ // In this case, we are evaluating whether to select edge -> Succ, e.g. // set Succ as the layout successor of BB. Picking Succ as BB's // successor breaks the CFG constraints (FIXME: define these constraints). // With this layout, Pred BB // is forced to be outlined, so the overall cost will be cost of the // branch taken from BB to Pred, plus the cost of back taken branch // from Pred to Succ, as well as the additional cost associated // with the needed unconditional jump instruction from Pred To Succ. // The cost of the topological order layout is the taken branch cost // from BB to Succ, so to make BB->Succ a viable candidate, the following // must hold: // 2 * freq(BB->Pred) * taken_branch_cost + unconditional_jump_cost // < freq(BB->Succ) * taken_branch_cost. // Ignoring unconditional jump cost, we get // freq(BB->Succ) > 2 * freq(BB->Pred), i.e., // prob(BB->Succ) > 2 * prob(BB->Pred) // // When real profile data is available, we can precisely compute the // probability threshold that is needed for edge BB->Succ to be considered. // Without profile data, the heuristic requires the branch bias to be // a lot larger to make sure the signal is very strong (e.g. 80% default). // ----------------------------------------------------------------- // Case 2: diamond like CFG (if-then-else): // S // / \ // | \ // BB Pred // \ / // Succ // .. // // The current block is BB and edge BB->Succ is now being evaluated. // Note that edge S->BB was previously already selected because // prob(S->BB) > prob(S->Pred). // At this point, 2 blocks can be placed after BB: Pred or Succ. If we // choose Pred, we will have a topological ordering as shown on the left // in the picture below. If we choose Succ, we have the solution as shown // on the right: // // topo-order: // // S----- ---S // | | | | // ---BB | | BB // | | | | // | Pred-- | Succ-- // | | | | // ---Succ ---Pred-- // // cost = freq(S->Pred) + freq(BB->Succ) cost = 2 * freq (S->Pred) // = freq(S->Pred) + freq(S->BB) // // If we have profile data (i.e, branch probabilities can be trusted), the // cost (number of taken branches) with layout S->BB->Succ->Pred is 2 * // freq(S->Pred) while the cost of topo order is freq(S->Pred) + freq(S->BB). // We know Prob(S->BB) > Prob(S->Pred), so freq(S->BB) > freq(S->Pred), which // means the cost of topological order is greater. // When profile data is not available, however, we need to be more // conservative. If the branch prediction is wrong, breaking the topo-order // will actually yield a layout with large cost. For this reason, we need // strong biased branch at block S with Prob(S->BB) in order to select // BB->Succ. This is equivalent to looking the CFG backward with backward // edge: Prob(Succ->BB) needs to >= HotProb in order to be selected (without // profile data). // -------------------------------------------------------------------------- // Case 3: forked diamond // S // / \ // / \ // BB Pred // | \ / | // | \ / | // | X | // | / \ | // | / \ | // S1 S2 // // The current block is BB and edge BB->S1 is now being evaluated. // As above S->BB was already selected because // prob(S->BB) > prob(S->Pred). Assume that prob(BB->S1) >= prob(BB->S2). // // topo-order: // // S-------| ---S // | | | | // ---BB | | BB // | | | | // | Pred----| | S1---- // | | | | // --(S1 or S2) ---Pred-- // | // S2 // // topo-cost = freq(S->Pred) + freq(BB->S1) + freq(BB->S2) // + min(freq(Pred->S1), freq(Pred->S2)) // Non-topo-order cost: // non-topo-cost = 2 * freq(S->Pred) + freq(BB->S2). // To be conservative, we can assume that min(freq(Pred->S1), freq(Pred->S2)) // is 0. Then the non topo layout is better when // freq(S->Pred) < freq(BB->S1). // This is exactly what is checked below. // Note there are other shapes that apply (Pred may not be a single block, // but they all fit this general pattern.) BranchProbability HotProb = getLayoutSuccessorProbThreshold(BB); // Make sure that a hot successor doesn't have a globally more // important predecessor. BlockFrequency CandidateEdgeFreq = MBFI->getBlockFreq(BB) * RealSuccProb; bool BadCFGConflict = false; for (MachineBasicBlock *Pred : Succ->predecessors()) { BlockChain *PredChain = BlockToChain[Pred]; if (Pred == Succ || PredChain == &SuccChain || (BlockFilter && !BlockFilter->count(Pred)) || PredChain == &Chain || Pred != *std::prev(PredChain->end()) || // This check is redundant except for look ahead. This function is // called for lookahead by isProfitableToTailDup when BB hasn't been // placed yet. (Pred == BB)) continue; // Do backward checking. // For all cases above, we need a backward checking to filter out edges that // are not 'strongly' biased. // BB Pred // \ / // Succ // We select edge BB->Succ if // freq(BB->Succ) > freq(Succ) * HotProb // i.e. freq(BB->Succ) > freq(BB->Succ) * HotProb + freq(Pred->Succ) * // HotProb // i.e. freq((BB->Succ) * (1 - HotProb) > freq(Pred->Succ) * HotProb // Case 1 is covered too, because the first equation reduces to: // prob(BB->Succ) > HotProb. (freq(Succ) = freq(BB) for a triangle) BlockFrequency PredEdgeFreq = MBFI->getBlockFreq(Pred) * MBPI->getEdgeProbability(Pred, Succ); if (PredEdgeFreq * HotProb >= CandidateEdgeFreq * HotProb.getCompl()) { BadCFGConflict = true; break; } } if (BadCFGConflict) { LLVM_DEBUG(dbgs() << " Not a candidate: " << getBlockName(Succ) << " -> " << SuccProb << " (prob) (non-cold CFG conflict)\n"); return true; } return false; } /// Select the best successor for a block. /// /// This looks across all successors of a particular block and attempts to /// select the "best" one to be the layout successor. It only considers direct /// successors which also pass the block filter. It will attempt to avoid /// breaking CFG structure, but cave and break such structures in the case of /// very hot successor edges. /// /// \returns The best successor block found, or null if none are viable, along /// with a boolean indicating if tail duplication is necessary. MachineBlockPlacement::BlockAndTailDupResult MachineBlockPlacement::selectBestSuccessor( const MachineBasicBlock *BB, const BlockChain &Chain, const BlockFilterSet *BlockFilter) { const BranchProbability HotProb(StaticLikelyProb, 100); BlockAndTailDupResult BestSucc = { nullptr, false }; auto BestProb = BranchProbability::getZero(); SmallVector Successors; auto AdjustedSumProb = collectViableSuccessors(BB, Chain, BlockFilter, Successors); LLVM_DEBUG(dbgs() << "Selecting best successor for: " << getBlockName(BB) << "\n"); // if we already precomputed the best successor for BB, return that if still // applicable. auto FoundEdge = ComputedEdges.find(BB); if (FoundEdge != ComputedEdges.end()) { MachineBasicBlock *Succ = FoundEdge->second.BB; ComputedEdges.erase(FoundEdge); BlockChain *SuccChain = BlockToChain[Succ]; if (BB->isSuccessor(Succ) && (!BlockFilter || BlockFilter->count(Succ)) && SuccChain != &Chain && Succ == *SuccChain->begin()) return FoundEdge->second; } // if BB is part of a trellis, Use the trellis to determine the optimal // fallthrough edges if (isTrellis(BB, Successors, Chain, BlockFilter)) return getBestTrellisSuccessor(BB, Successors, AdjustedSumProb, Chain, BlockFilter); // For blocks with CFG violations, we may be able to lay them out anyway with // tail-duplication. We keep this vector so we can perform the probability // calculations the minimum number of times. SmallVector, 4> DupCandidates; for (MachineBasicBlock *Succ : Successors) { auto RealSuccProb = MBPI->getEdgeProbability(BB, Succ); BranchProbability SuccProb = getAdjustedProbability(RealSuccProb, AdjustedSumProb); BlockChain &SuccChain = *BlockToChain[Succ]; // Skip the edge \c BB->Succ if block \c Succ has a better layout // predecessor that yields lower global cost. if (hasBetterLayoutPredecessor(BB, Succ, SuccChain, SuccProb, RealSuccProb, Chain, BlockFilter)) { // If tail duplication would make Succ profitable, place it. if (allowTailDupPlacement() && shouldTailDuplicate(Succ)) DupCandidates.emplace_back(SuccProb, Succ); continue; } LLVM_DEBUG( dbgs() << " Candidate: " << getBlockName(Succ) << ", probability: " << SuccProb << (SuccChain.UnscheduledPredecessors != 0 ? " (CFG break)" : "") << "\n"); if (BestSucc.BB && BestProb >= SuccProb) { LLVM_DEBUG(dbgs() << " Not the best candidate, continuing\n"); continue; } LLVM_DEBUG(dbgs() << " Setting it as best candidate\n"); BestSucc.BB = Succ; BestProb = SuccProb; } // Handle the tail duplication candidates in order of decreasing probability. // Stop at the first one that is profitable. Also stop if they are less // profitable than BestSucc. Position is important because we preserve it and // prefer first best match. Here we aren't comparing in order, so we capture // the position instead. llvm::stable_sort(DupCandidates, [](std::tuple L, std::tuple R) { return std::get<0>(L) > std::get<0>(R); }); for (auto &Tup : DupCandidates) { BranchProbability DupProb; MachineBasicBlock *Succ; std::tie(DupProb, Succ) = Tup; if (DupProb < BestProb) break; if (canTailDuplicateUnplacedPreds(BB, Succ, Chain, BlockFilter) && (isProfitableToTailDup(BB, Succ, BestProb, Chain, BlockFilter))) { LLVM_DEBUG(dbgs() << " Candidate: " << getBlockName(Succ) << ", probability: " << DupProb << " (Tail Duplicate)\n"); BestSucc.BB = Succ; BestSucc.ShouldTailDup = true; break; } } if (BestSucc.BB) LLVM_DEBUG(dbgs() << " Selected: " << getBlockName(BestSucc.BB) << "\n"); return BestSucc; } /// Select the best block from a worklist. /// /// This looks through the provided worklist as a list of candidate basic /// blocks and select the most profitable one to place. The definition of /// profitable only really makes sense in the context of a loop. This returns /// the most frequently visited block in the worklist, which in the case of /// a loop, is the one most desirable to be physically close to the rest of the /// loop body in order to improve i-cache behavior. /// /// \returns The best block found, or null if none are viable. MachineBasicBlock *MachineBlockPlacement::selectBestCandidateBlock( const BlockChain &Chain, SmallVectorImpl &WorkList) { // Once we need to walk the worklist looking for a candidate, cleanup the // worklist of already placed entries. // FIXME: If this shows up on profiles, it could be folded (at the cost of // some code complexity) into the loop below. llvm::erase_if(WorkList, [&](MachineBasicBlock *BB) { return BlockToChain.lookup(BB) == &Chain; }); if (WorkList.empty()) return nullptr; bool IsEHPad = WorkList[0]->isEHPad(); MachineBasicBlock *BestBlock = nullptr; BlockFrequency BestFreq; for (MachineBasicBlock *MBB : WorkList) { assert(MBB->isEHPad() == IsEHPad && "EHPad mismatch between block and work list."); BlockChain &SuccChain = *BlockToChain[MBB]; if (&SuccChain == &Chain) continue; assert(SuccChain.UnscheduledPredecessors == 0 && "Found CFG-violating block"); BlockFrequency CandidateFreq = MBFI->getBlockFreq(MBB); LLVM_DEBUG(dbgs() << " " << getBlockName(MBB) << " -> "; MBFI->printBlockFreq(dbgs(), CandidateFreq) << " (freq)\n"); // For ehpad, we layout the least probable first as to avoid jumping back // from least probable landingpads to more probable ones. // // FIXME: Using probability is probably (!) not the best way to achieve // this. We should probably have a more principled approach to layout // cleanup code. // // The goal is to get: // // +--------------------------+ // | V // InnerLp -> InnerCleanup OuterLp -> OuterCleanup -> Resume // // Rather than: // // +-------------------------------------+ // V | // OuterLp -> OuterCleanup -> Resume InnerLp -> InnerCleanup if (BestBlock && (IsEHPad ^ (BestFreq >= CandidateFreq))) continue; BestBlock = MBB; BestFreq = CandidateFreq; } return BestBlock; } /// Retrieve the first unplaced basic block. /// /// This routine is called when we are unable to use the CFG to walk through /// all of the basic blocks and form a chain due to unnatural loops in the CFG. /// We walk through the function's blocks in order, starting from the /// LastUnplacedBlockIt. We update this iterator on each call to avoid /// re-scanning the entire sequence on repeated calls to this routine. MachineBasicBlock *MachineBlockPlacement::getFirstUnplacedBlock( const BlockChain &PlacedChain, MachineFunction::iterator &PrevUnplacedBlockIt, const BlockFilterSet *BlockFilter) { for (MachineFunction::iterator I = PrevUnplacedBlockIt, E = F->end(); I != E; ++I) { if (BlockFilter && !BlockFilter->count(&*I)) continue; if (BlockToChain[&*I] != &PlacedChain) { PrevUnplacedBlockIt = I; // Now select the head of the chain to which the unplaced block belongs // as the block to place. This will force the entire chain to be placed, // and satisfies the requirements of merging chains. return *BlockToChain[&*I]->begin(); } } return nullptr; } void MachineBlockPlacement::fillWorkLists( const MachineBasicBlock *MBB, SmallPtrSetImpl &UpdatedPreds, const BlockFilterSet *BlockFilter = nullptr) { BlockChain &Chain = *BlockToChain[MBB]; if (!UpdatedPreds.insert(&Chain).second) return; assert( Chain.UnscheduledPredecessors == 0 && "Attempting to place block with unscheduled predecessors in worklist."); for (MachineBasicBlock *ChainBB : Chain) { assert(BlockToChain[ChainBB] == &Chain && "Block in chain doesn't match BlockToChain map."); for (MachineBasicBlock *Pred : ChainBB->predecessors()) { if (BlockFilter && !BlockFilter->count(Pred)) continue; if (BlockToChain[Pred] == &Chain) continue; ++Chain.UnscheduledPredecessors; } } if (Chain.UnscheduledPredecessors != 0) return; MachineBasicBlock *BB = *Chain.begin(); if (BB->isEHPad()) EHPadWorkList.push_back(BB); else BlockWorkList.push_back(BB); } void MachineBlockPlacement::buildChain( const MachineBasicBlock *HeadBB, BlockChain &Chain, BlockFilterSet *BlockFilter) { assert(HeadBB && "BB must not be null.\n"); assert(BlockToChain[HeadBB] == &Chain && "BlockToChainMap mis-match.\n"); MachineFunction::iterator PrevUnplacedBlockIt = F->begin(); const MachineBasicBlock *LoopHeaderBB = HeadBB; markChainSuccessors(Chain, LoopHeaderBB, BlockFilter); MachineBasicBlock *BB = *std::prev(Chain.end()); while (true) { assert(BB && "null block found at end of chain in loop."); assert(BlockToChain[BB] == &Chain && "BlockToChainMap mis-match in loop."); assert(*std::prev(Chain.end()) == BB && "BB Not found at end of chain."); // Look for the best viable successor if there is one to place immediately // after this block. auto Result = selectBestSuccessor(BB, Chain, BlockFilter); MachineBasicBlock* BestSucc = Result.BB; bool ShouldTailDup = Result.ShouldTailDup; if (allowTailDupPlacement()) ShouldTailDup |= (BestSucc && canTailDuplicateUnplacedPreds(BB, BestSucc, Chain, BlockFilter)); // If an immediate successor isn't available, look for the best viable // block among those we've identified as not violating the loop's CFG at // this point. This won't be a fallthrough, but it will increase locality. if (!BestSucc) BestSucc = selectBestCandidateBlock(Chain, BlockWorkList); if (!BestSucc) BestSucc = selectBestCandidateBlock(Chain, EHPadWorkList); if (!BestSucc) { BestSucc = getFirstUnplacedBlock(Chain, PrevUnplacedBlockIt, BlockFilter); if (!BestSucc) break; LLVM_DEBUG(dbgs() << "Unnatural loop CFG detected, forcibly merging the " "layout successor until the CFG reduces\n"); } // Placement may have changed tail duplication opportunities. // Check for that now. if (allowTailDupPlacement() && BestSucc && ShouldTailDup) { repeatedlyTailDuplicateBlock(BestSucc, BB, LoopHeaderBB, Chain, BlockFilter, PrevUnplacedBlockIt); // If the chosen successor was duplicated into BB, don't bother laying // it out, just go round the loop again with BB as the chain end. if (!BB->isSuccessor(BestSucc)) continue; } // Place this block, updating the datastructures to reflect its placement. BlockChain &SuccChain = *BlockToChain[BestSucc]; // Zero out UnscheduledPredecessors for the successor we're about to merge in case // we selected a successor that didn't fit naturally into the CFG. SuccChain.UnscheduledPredecessors = 0; LLVM_DEBUG(dbgs() << "Merging from " << getBlockName(BB) << " to " << getBlockName(BestSucc) << "\n"); markChainSuccessors(SuccChain, LoopHeaderBB, BlockFilter); Chain.merge(BestSucc, &SuccChain); BB = *std::prev(Chain.end()); } LLVM_DEBUG(dbgs() << "Finished forming chain for header block " << getBlockName(*Chain.begin()) << "\n"); } // If bottom of block BB has only one successor OldTop, in most cases it is // profitable to move it before OldTop, except the following case: // // -->OldTop<- // | . | // | . | // | . | // ---Pred | // | | // BB----- // // If BB is moved before OldTop, Pred needs a taken branch to BB, and it can't // layout the other successor below it, so it can't reduce taken branch. // In this case we keep its original layout. bool MachineBlockPlacement::canMoveBottomBlockToTop( const MachineBasicBlock *BottomBlock, const MachineBasicBlock *OldTop) { if (BottomBlock->pred_size() != 1) return true; MachineBasicBlock *Pred = *BottomBlock->pred_begin(); if (Pred->succ_size() != 2) return true; MachineBasicBlock *OtherBB = *Pred->succ_begin(); if (OtherBB == BottomBlock) OtherBB = *Pred->succ_rbegin(); if (OtherBB == OldTop) return false; return true; } // Find out the possible fall through frequence to the top of a loop. BlockFrequency MachineBlockPlacement::TopFallThroughFreq( const MachineBasicBlock *Top, const BlockFilterSet &LoopBlockSet) { BlockFrequency MaxFreq = 0; for (MachineBasicBlock *Pred : Top->predecessors()) { BlockChain *PredChain = BlockToChain[Pred]; if (!LoopBlockSet.count(Pred) && (!PredChain || Pred == *std::prev(PredChain->end()))) { // Found a Pred block can be placed before Top. // Check if Top is the best successor of Pred. auto TopProb = MBPI->getEdgeProbability(Pred, Top); bool TopOK = true; for (MachineBasicBlock *Succ : Pred->successors()) { auto SuccProb = MBPI->getEdgeProbability(Pred, Succ); BlockChain *SuccChain = BlockToChain[Succ]; // Check if Succ can be placed after Pred. // Succ should not be in any chain, or it is the head of some chain. if (!LoopBlockSet.count(Succ) && (SuccProb > TopProb) && (!SuccChain || Succ == *SuccChain->begin())) { TopOK = false; break; } } if (TopOK) { BlockFrequency EdgeFreq = MBFI->getBlockFreq(Pred) * MBPI->getEdgeProbability(Pred, Top); if (EdgeFreq > MaxFreq) MaxFreq = EdgeFreq; } } } return MaxFreq; } // Compute the fall through gains when move NewTop before OldTop. // // In following diagram, edges marked as "-" are reduced fallthrough, edges // marked as "+" are increased fallthrough, this function computes // // SUM(increased fallthrough) - SUM(decreased fallthrough) // // | // | - // V // --->OldTop // | . // | . // +| . + // | Pred ---> // | |- // | V // --- NewTop <--- // |- // V // BlockFrequency MachineBlockPlacement::FallThroughGains( const MachineBasicBlock *NewTop, const MachineBasicBlock *OldTop, const MachineBasicBlock *ExitBB, const BlockFilterSet &LoopBlockSet) { BlockFrequency FallThrough2Top = TopFallThroughFreq(OldTop, LoopBlockSet); BlockFrequency FallThrough2Exit = 0; if (ExitBB) FallThrough2Exit = MBFI->getBlockFreq(NewTop) * MBPI->getEdgeProbability(NewTop, ExitBB); BlockFrequency BackEdgeFreq = MBFI->getBlockFreq(NewTop) * MBPI->getEdgeProbability(NewTop, OldTop); // Find the best Pred of NewTop. MachineBasicBlock *BestPred = nullptr; BlockFrequency FallThroughFromPred = 0; for (MachineBasicBlock *Pred : NewTop->predecessors()) { if (!LoopBlockSet.count(Pred)) continue; BlockChain *PredChain = BlockToChain[Pred]; if (!PredChain || Pred == *std::prev(PredChain->end())) { BlockFrequency EdgeFreq = MBFI->getBlockFreq(Pred) * MBPI->getEdgeProbability(Pred, NewTop); if (EdgeFreq > FallThroughFromPred) { FallThroughFromPred = EdgeFreq; BestPred = Pred; } } } // If NewTop is not placed after Pred, another successor can be placed // after Pred. BlockFrequency NewFreq = 0; if (BestPred) { for (MachineBasicBlock *Succ : BestPred->successors()) { if ((Succ == NewTop) || (Succ == BestPred) || !LoopBlockSet.count(Succ)) continue; if (ComputedEdges.find(Succ) != ComputedEdges.end()) continue; BlockChain *SuccChain = BlockToChain[Succ]; if ((SuccChain && (Succ != *SuccChain->begin())) || (SuccChain == BlockToChain[BestPred])) continue; BlockFrequency EdgeFreq = MBFI->getBlockFreq(BestPred) * MBPI->getEdgeProbability(BestPred, Succ); if (EdgeFreq > NewFreq) NewFreq = EdgeFreq; } BlockFrequency OrigEdgeFreq = MBFI->getBlockFreq(BestPred) * MBPI->getEdgeProbability(BestPred, NewTop); if (NewFreq > OrigEdgeFreq) { // If NewTop is not the best successor of Pred, then Pred doesn't // fallthrough to NewTop. So there is no FallThroughFromPred and // NewFreq. NewFreq = 0; FallThroughFromPred = 0; } } BlockFrequency Result = 0; BlockFrequency Gains = BackEdgeFreq + NewFreq; BlockFrequency Lost = FallThrough2Top + FallThrough2Exit + FallThroughFromPred; if (Gains > Lost) Result = Gains - Lost; return Result; } /// Helper function of findBestLoopTop. Find the best loop top block /// from predecessors of old top. /// /// Look for a block which is strictly better than the old top for laying /// out before the old top of the loop. This looks for only two patterns: /// /// 1. a block has only one successor, the old loop top /// /// Because such a block will always result in an unconditional jump, /// rotating it in front of the old top is always profitable. /// /// 2. a block has two successors, one is old top, another is exit /// and it has more than one predecessors /// /// If it is below one of its predecessors P, only P can fall through to /// it, all other predecessors need a jump to it, and another conditional /// jump to loop header. If it is moved before loop header, all its /// predecessors jump to it, then fall through to loop header. So all its /// predecessors except P can reduce one taken branch. /// At the same time, move it before old top increases the taken branch /// to loop exit block, so the reduced taken branch will be compared with /// the increased taken branch to the loop exit block. MachineBasicBlock * MachineBlockPlacement::findBestLoopTopHelper( MachineBasicBlock *OldTop, const MachineLoop &L, const BlockFilterSet &LoopBlockSet) { // Check that the header hasn't been fused with a preheader block due to // crazy branches. If it has, we need to start with the header at the top to // prevent pulling the preheader into the loop body. BlockChain &HeaderChain = *BlockToChain[OldTop]; if (!LoopBlockSet.count(*HeaderChain.begin())) return OldTop; LLVM_DEBUG(dbgs() << "Finding best loop top for: " << getBlockName(OldTop) << "\n"); BlockFrequency BestGains = 0; MachineBasicBlock *BestPred = nullptr; for (MachineBasicBlock *Pred : OldTop->predecessors()) { if (!LoopBlockSet.count(Pred)) continue; if (Pred == L.getHeader()) continue; LLVM_DEBUG(dbgs() << " old top pred: " << getBlockName(Pred) << ", has " << Pred->succ_size() << " successors, "; MBFI->printBlockFreq(dbgs(), Pred) << " freq\n"); if (Pred->succ_size() > 2) continue; MachineBasicBlock *OtherBB = nullptr; if (Pred->succ_size() == 2) { OtherBB = *Pred->succ_begin(); if (OtherBB == OldTop) OtherBB = *Pred->succ_rbegin(); } if (!canMoveBottomBlockToTop(Pred, OldTop)) continue; BlockFrequency Gains = FallThroughGains(Pred, OldTop, OtherBB, LoopBlockSet); if ((Gains > 0) && (Gains > BestGains || ((Gains == BestGains) && Pred->isLayoutSuccessor(OldTop)))) { BestPred = Pred; BestGains = Gains; } } // If no direct predecessor is fine, just use the loop header. if (!BestPred) { LLVM_DEBUG(dbgs() << " final top unchanged\n"); return OldTop; } // Walk backwards through any straight line of predecessors. while (BestPred->pred_size() == 1 && (*BestPred->pred_begin())->succ_size() == 1 && *BestPred->pred_begin() != L.getHeader()) BestPred = *BestPred->pred_begin(); LLVM_DEBUG(dbgs() << " final top: " << getBlockName(BestPred) << "\n"); return BestPred; } /// Find the best loop top block for layout. /// /// This function iteratively calls findBestLoopTopHelper, until no new better /// BB can be found. MachineBasicBlock * MachineBlockPlacement::findBestLoopTop(const MachineLoop &L, const BlockFilterSet &LoopBlockSet) { // Placing the latch block before the header may introduce an extra branch // that skips this block the first time the loop is executed, which we want // to avoid when optimising for size. // FIXME: in theory there is a case that does not introduce a new branch, // i.e. when the layout predecessor does not fallthrough to the loop header. // In practice this never happens though: there always seems to be a preheader // that can fallthrough and that is also placed before the header. bool OptForSize = F->getFunction().hasOptSize() || llvm::shouldOptimizeForSize(L.getHeader(), PSI, MBFI.get()); if (OptForSize) return L.getHeader(); MachineBasicBlock *OldTop = nullptr; MachineBasicBlock *NewTop = L.getHeader(); while (NewTop != OldTop) { OldTop = NewTop; NewTop = findBestLoopTopHelper(OldTop, L, LoopBlockSet); if (NewTop != OldTop) ComputedEdges[NewTop] = { OldTop, false }; } return NewTop; } /// Find the best loop exiting block for layout. /// /// This routine implements the logic to analyze the loop looking for the best /// block to layout at the top of the loop. Typically this is done to maximize /// fallthrough opportunities. MachineBasicBlock * MachineBlockPlacement::findBestLoopExit(const MachineLoop &L, const BlockFilterSet &LoopBlockSet, BlockFrequency &ExitFreq) { // We don't want to layout the loop linearly in all cases. If the loop header // is just a normal basic block in the loop, we want to look for what block // within the loop is the best one to layout at the top. However, if the loop // header has be pre-merged into a chain due to predecessors not having // analyzable branches, *and* the predecessor it is merged with is *not* part // of the loop, rotating the header into the middle of the loop will create // a non-contiguous range of blocks which is Very Bad. So start with the // header and only rotate if safe. BlockChain &HeaderChain = *BlockToChain[L.getHeader()]; if (!LoopBlockSet.count(*HeaderChain.begin())) return nullptr; BlockFrequency BestExitEdgeFreq; unsigned BestExitLoopDepth = 0; MachineBasicBlock *ExitingBB = nullptr; // If there are exits to outer loops, loop rotation can severely limit // fallthrough opportunities unless it selects such an exit. Keep a set of // blocks where rotating to exit with that block will reach an outer loop. SmallPtrSet BlocksExitingToOuterLoop; LLVM_DEBUG(dbgs() << "Finding best loop exit for: " << getBlockName(L.getHeader()) << "\n"); for (MachineBasicBlock *MBB : L.getBlocks()) { BlockChain &Chain = *BlockToChain[MBB]; // Ensure that this block is at the end of a chain; otherwise it could be // mid-way through an inner loop or a successor of an unanalyzable branch. if (MBB != *std::prev(Chain.end())) continue; // Now walk the successors. We need to establish whether this has a viable // exiting successor and whether it has a viable non-exiting successor. // We store the old exiting state and restore it if a viable looping // successor isn't found. MachineBasicBlock *OldExitingBB = ExitingBB; BlockFrequency OldBestExitEdgeFreq = BestExitEdgeFreq; bool HasLoopingSucc = false; for (MachineBasicBlock *Succ : MBB->successors()) { if (Succ->isEHPad()) continue; if (Succ == MBB) continue; BlockChain &SuccChain = *BlockToChain[Succ]; // Don't split chains, either this chain or the successor's chain. if (&Chain == &SuccChain) { LLVM_DEBUG(dbgs() << " exiting: " << getBlockName(MBB) << " -> " << getBlockName(Succ) << " (chain conflict)\n"); continue; } auto SuccProb = MBPI->getEdgeProbability(MBB, Succ); if (LoopBlockSet.count(Succ)) { LLVM_DEBUG(dbgs() << " looping: " << getBlockName(MBB) << " -> " << getBlockName(Succ) << " (" << SuccProb << ")\n"); HasLoopingSucc = true; continue; } unsigned SuccLoopDepth = 0; if (MachineLoop *ExitLoop = MLI->getLoopFor(Succ)) { SuccLoopDepth = ExitLoop->getLoopDepth(); if (ExitLoop->contains(&L)) BlocksExitingToOuterLoop.insert(MBB); } BlockFrequency ExitEdgeFreq = MBFI->getBlockFreq(MBB) * SuccProb; LLVM_DEBUG(dbgs() << " exiting: " << getBlockName(MBB) << " -> " << getBlockName(Succ) << " [L:" << SuccLoopDepth << "] ("; MBFI->printBlockFreq(dbgs(), ExitEdgeFreq) << ")\n"); // Note that we bias this toward an existing layout successor to retain // incoming order in the absence of better information. The exit must have // a frequency higher than the current exit before we consider breaking // the layout. BranchProbability Bias(100 - ExitBlockBias, 100); if (!ExitingBB || SuccLoopDepth > BestExitLoopDepth || ExitEdgeFreq > BestExitEdgeFreq || (MBB->isLayoutSuccessor(Succ) && !(ExitEdgeFreq < BestExitEdgeFreq * Bias))) { BestExitEdgeFreq = ExitEdgeFreq; ExitingBB = MBB; } } if (!HasLoopingSucc) { // Restore the old exiting state, no viable looping successor was found. ExitingBB = OldExitingBB; BestExitEdgeFreq = OldBestExitEdgeFreq; } } // Without a candidate exiting block or with only a single block in the // loop, just use the loop header to layout the loop. if (!ExitingBB) { LLVM_DEBUG( dbgs() << " No other candidate exit blocks, using loop header\n"); return nullptr; } if (L.getNumBlocks() == 1) { LLVM_DEBUG(dbgs() << " Loop has 1 block, using loop header as exit\n"); return nullptr; } // Also, if we have exit blocks which lead to outer loops but didn't select // one of them as the exiting block we are rotating toward, disable loop // rotation altogether. if (!BlocksExitingToOuterLoop.empty() && !BlocksExitingToOuterLoop.count(ExitingBB)) return nullptr; LLVM_DEBUG(dbgs() << " Best exiting block: " << getBlockName(ExitingBB) << "\n"); ExitFreq = BestExitEdgeFreq; return ExitingBB; } /// Check if there is a fallthrough to loop header Top. /// /// 1. Look for a Pred that can be layout before Top. /// 2. Check if Top is the most possible successor of Pred. bool MachineBlockPlacement::hasViableTopFallthrough( const MachineBasicBlock *Top, const BlockFilterSet &LoopBlockSet) { for (MachineBasicBlock *Pred : Top->predecessors()) { BlockChain *PredChain = BlockToChain[Pred]; if (!LoopBlockSet.count(Pred) && (!PredChain || Pred == *std::prev(PredChain->end()))) { // Found a Pred block can be placed before Top. // Check if Top is the best successor of Pred. auto TopProb = MBPI->getEdgeProbability(Pred, Top); bool TopOK = true; for (MachineBasicBlock *Succ : Pred->successors()) { auto SuccProb = MBPI->getEdgeProbability(Pred, Succ); BlockChain *SuccChain = BlockToChain[Succ]; // Check if Succ can be placed after Pred. // Succ should not be in any chain, or it is the head of some chain. if ((!SuccChain || Succ == *SuccChain->begin()) && SuccProb > TopProb) { TopOK = false; break; } } if (TopOK) return true; } } return false; } /// Attempt to rotate an exiting block to the bottom of the loop. /// /// Once we have built a chain, try to rotate it to line up the hot exit block /// with fallthrough out of the loop if doing so doesn't introduce unnecessary /// branches. For example, if the loop has fallthrough into its header and out /// of its bottom already, don't rotate it. void MachineBlockPlacement::rotateLoop(BlockChain &LoopChain, const MachineBasicBlock *ExitingBB, BlockFrequency ExitFreq, const BlockFilterSet &LoopBlockSet) { if (!ExitingBB) return; MachineBasicBlock *Top = *LoopChain.begin(); MachineBasicBlock *Bottom = *std::prev(LoopChain.end()); // If ExitingBB is already the last one in a chain then nothing to do. if (Bottom == ExitingBB) return; // The entry block should always be the first BB in a function. if (Top->isEntryBlock()) return; bool ViableTopFallthrough = hasViableTopFallthrough(Top, LoopBlockSet); // If the header has viable fallthrough, check whether the current loop // bottom is a viable exiting block. If so, bail out as rotating will // introduce an unnecessary branch. if (ViableTopFallthrough) { for (MachineBasicBlock *Succ : Bottom->successors()) { BlockChain *SuccChain = BlockToChain[Succ]; if (!LoopBlockSet.count(Succ) && (!SuccChain || Succ == *SuccChain->begin())) return; } // Rotate will destroy the top fallthrough, we need to ensure the new exit // frequency is larger than top fallthrough. BlockFrequency FallThrough2Top = TopFallThroughFreq(Top, LoopBlockSet); if (FallThrough2Top >= ExitFreq) return; } BlockChain::iterator ExitIt = llvm::find(LoopChain, ExitingBB); if (ExitIt == LoopChain.end()) return; // Rotating a loop exit to the bottom when there is a fallthrough to top // trades the entry fallthrough for an exit fallthrough. // If there is no bottom->top edge, but the chosen exit block does have // a fallthrough, we break that fallthrough for nothing in return. // Let's consider an example. We have a built chain of basic blocks // B1, B2, ..., Bn, where Bk is a ExitingBB - chosen exit block. // By doing a rotation we get // Bk+1, ..., Bn, B1, ..., Bk // Break of fallthrough to B1 is compensated by a fallthrough from Bk. // If we had a fallthrough Bk -> Bk+1 it is broken now. // It might be compensated by fallthrough Bn -> B1. // So we have a condition to avoid creation of extra branch by loop rotation. // All below must be true to avoid loop rotation: // If there is a fallthrough to top (B1) // There was fallthrough from chosen exit block (Bk) to next one (Bk+1) // There is no fallthrough from bottom (Bn) to top (B1). // Please note that there is no exit fallthrough from Bn because we checked it // above. if (ViableTopFallthrough) { assert(std::next(ExitIt) != LoopChain.end() && "Exit should not be last BB"); MachineBasicBlock *NextBlockInChain = *std::next(ExitIt); if (ExitingBB->isSuccessor(NextBlockInChain)) if (!Bottom->isSuccessor(Top)) return; } LLVM_DEBUG(dbgs() << "Rotating loop to put exit " << getBlockName(ExitingBB) << " at bottom\n"); std::rotate(LoopChain.begin(), std::next(ExitIt), LoopChain.end()); } /// Attempt to rotate a loop based on profile data to reduce branch cost. /// /// With profile data, we can determine the cost in terms of missed fall through /// opportunities when rotating a loop chain and select the best rotation. /// Basically, there are three kinds of cost to consider for each rotation: /// 1. The possibly missed fall through edge (if it exists) from BB out of /// the loop to the loop header. /// 2. The possibly missed fall through edges (if they exist) from the loop /// exits to BB out of the loop. /// 3. The missed fall through edge (if it exists) from the last BB to the /// first BB in the loop chain. /// Therefore, the cost for a given rotation is the sum of costs listed above. /// We select the best rotation with the smallest cost. void MachineBlockPlacement::rotateLoopWithProfile( BlockChain &LoopChain, const MachineLoop &L, const BlockFilterSet &LoopBlockSet) { auto RotationPos = LoopChain.end(); MachineBasicBlock *ChainHeaderBB = *LoopChain.begin(); // The entry block should always be the first BB in a function. if (ChainHeaderBB->isEntryBlock()) return; BlockFrequency SmallestRotationCost = BlockFrequency::getMaxFrequency(); // A utility lambda that scales up a block frequency by dividing it by a // branch probability which is the reciprocal of the scale. auto ScaleBlockFrequency = [](BlockFrequency Freq, unsigned Scale) -> BlockFrequency { if (Scale == 0) return 0; // Use operator / between BlockFrequency and BranchProbability to implement // saturating multiplication. return Freq / BranchProbability(1, Scale); }; // Compute the cost of the missed fall-through edge to the loop header if the // chain head is not the loop header. As we only consider natural loops with // single header, this computation can be done only once. BlockFrequency HeaderFallThroughCost(0); for (auto *Pred : ChainHeaderBB->predecessors()) { BlockChain *PredChain = BlockToChain[Pred]; if (!LoopBlockSet.count(Pred) && (!PredChain || Pred == *std::prev(PredChain->end()))) { auto EdgeFreq = MBFI->getBlockFreq(Pred) * MBPI->getEdgeProbability(Pred, ChainHeaderBB); auto FallThruCost = ScaleBlockFrequency(EdgeFreq, MisfetchCost); // If the predecessor has only an unconditional jump to the header, we // need to consider the cost of this jump. if (Pred->succ_size() == 1) FallThruCost += ScaleBlockFrequency(EdgeFreq, JumpInstCost); HeaderFallThroughCost = std::max(HeaderFallThroughCost, FallThruCost); } } // Here we collect all exit blocks in the loop, and for each exit we find out // its hottest exit edge. For each loop rotation, we define the loop exit cost // as the sum of frequencies of exit edges we collect here, excluding the exit // edge from the tail of the loop chain. SmallVector, 4> ExitsWithFreq; for (auto BB : LoopChain) { auto LargestExitEdgeProb = BranchProbability::getZero(); for (auto *Succ : BB->successors()) { BlockChain *SuccChain = BlockToChain[Succ]; if (!LoopBlockSet.count(Succ) && (!SuccChain || Succ == *SuccChain->begin())) { auto SuccProb = MBPI->getEdgeProbability(BB, Succ); LargestExitEdgeProb = std::max(LargestExitEdgeProb, SuccProb); } } if (LargestExitEdgeProb > BranchProbability::getZero()) { auto ExitFreq = MBFI->getBlockFreq(BB) * LargestExitEdgeProb; ExitsWithFreq.emplace_back(BB, ExitFreq); } } // In this loop we iterate every block in the loop chain and calculate the // cost assuming the block is the head of the loop chain. When the loop ends, // we should have found the best candidate as the loop chain's head. for (auto Iter = LoopChain.begin(), TailIter = std::prev(LoopChain.end()), EndIter = LoopChain.end(); Iter != EndIter; Iter++, TailIter++) { // TailIter is used to track the tail of the loop chain if the block we are // checking (pointed by Iter) is the head of the chain. if (TailIter == LoopChain.end()) TailIter = LoopChain.begin(); auto TailBB = *TailIter; // Calculate the cost by putting this BB to the top. BlockFrequency Cost = 0; // If the current BB is the loop header, we need to take into account the // cost of the missed fall through edge from outside of the loop to the // header. if (Iter != LoopChain.begin()) Cost += HeaderFallThroughCost; // Collect the loop exit cost by summing up frequencies of all exit edges // except the one from the chain tail. for (auto &ExitWithFreq : ExitsWithFreq) if (TailBB != ExitWithFreq.first) Cost += ExitWithFreq.second; // The cost of breaking the once fall-through edge from the tail to the top // of the loop chain. Here we need to consider three cases: // 1. If the tail node has only one successor, then we will get an // additional jmp instruction. So the cost here is (MisfetchCost + // JumpInstCost) * tail node frequency. // 2. If the tail node has two successors, then we may still get an // additional jmp instruction if the layout successor after the loop // chain is not its CFG successor. Note that the more frequently executed // jmp instruction will be put ahead of the other one. Assume the // frequency of those two branches are x and y, where x is the frequency // of the edge to the chain head, then the cost will be // (x * MisfetechCost + min(x, y) * JumpInstCost) * tail node frequency. // 3. If the tail node has more than two successors (this rarely happens), // we won't consider any additional cost. if (TailBB->isSuccessor(*Iter)) { auto TailBBFreq = MBFI->getBlockFreq(TailBB); if (TailBB->succ_size() == 1) Cost += ScaleBlockFrequency(TailBBFreq.getFrequency(), MisfetchCost + JumpInstCost); else if (TailBB->succ_size() == 2) { auto TailToHeadProb = MBPI->getEdgeProbability(TailBB, *Iter); auto TailToHeadFreq = TailBBFreq * TailToHeadProb; auto ColderEdgeFreq = TailToHeadProb > BranchProbability(1, 2) ? TailBBFreq * TailToHeadProb.getCompl() : TailToHeadFreq; Cost += ScaleBlockFrequency(TailToHeadFreq, MisfetchCost) + ScaleBlockFrequency(ColderEdgeFreq, JumpInstCost); } } LLVM_DEBUG(dbgs() << "The cost of loop rotation by making " << getBlockName(*Iter) << " to the top: " << Cost.getFrequency() << "\n"); if (Cost < SmallestRotationCost) { SmallestRotationCost = Cost; RotationPos = Iter; } } if (RotationPos != LoopChain.end()) { LLVM_DEBUG(dbgs() << "Rotate loop by making " << getBlockName(*RotationPos) << " to the top\n"); std::rotate(LoopChain.begin(), RotationPos, LoopChain.end()); } } /// Collect blocks in the given loop that are to be placed. /// /// When profile data is available, exclude cold blocks from the returned set; /// otherwise, collect all blocks in the loop. MachineBlockPlacement::BlockFilterSet MachineBlockPlacement::collectLoopBlockSet(const MachineLoop &L) { BlockFilterSet LoopBlockSet; // Filter cold blocks off from LoopBlockSet when profile data is available. // Collect the sum of frequencies of incoming edges to the loop header from // outside. If we treat the loop as a super block, this is the frequency of // the loop. Then for each block in the loop, we calculate the ratio between // its frequency and the frequency of the loop block. When it is too small, // don't add it to the loop chain. If there are outer loops, then this block // will be merged into the first outer loop chain for which this block is not // cold anymore. This needs precise profile data and we only do this when // profile data is available. if (F->getFunction().hasProfileData() || ForceLoopColdBlock) { BlockFrequency LoopFreq(0); for (auto LoopPred : L.getHeader()->predecessors()) if (!L.contains(LoopPred)) LoopFreq += MBFI->getBlockFreq(LoopPred) * MBPI->getEdgeProbability(LoopPred, L.getHeader()); for (MachineBasicBlock *LoopBB : L.getBlocks()) { if (LoopBlockSet.count(LoopBB)) continue; auto Freq = MBFI->getBlockFreq(LoopBB).getFrequency(); if (Freq == 0 || LoopFreq.getFrequency() / Freq > LoopToColdBlockRatio) continue; BlockChain *Chain = BlockToChain[LoopBB]; for (MachineBasicBlock *ChainBB : *Chain) LoopBlockSet.insert(ChainBB); } } else LoopBlockSet.insert(L.block_begin(), L.block_end()); return LoopBlockSet; } /// Forms basic block chains from the natural loop structures. /// /// These chains are designed to preserve the existing *structure* of the code /// as much as possible. We can then stitch the chains together in a way which /// both preserves the topological structure and minimizes taken conditional /// branches. void MachineBlockPlacement::buildLoopChains(const MachineLoop &L) { // First recurse through any nested loops, building chains for those inner // loops. for (const MachineLoop *InnerLoop : L) buildLoopChains(*InnerLoop); assert(BlockWorkList.empty() && "BlockWorkList not empty when starting to build loop chains."); assert(EHPadWorkList.empty() && "EHPadWorkList not empty when starting to build loop chains."); BlockFilterSet LoopBlockSet = collectLoopBlockSet(L); // Check if we have profile data for this function. If yes, we will rotate // this loop by modeling costs more precisely which requires the profile data // for better layout. bool RotateLoopWithProfile = ForcePreciseRotationCost || (PreciseRotationCost && F->getFunction().hasProfileData()); // First check to see if there is an obviously preferable top block for the // loop. This will default to the header, but may end up as one of the // predecessors to the header if there is one which will result in strictly // fewer branches in the loop body. MachineBasicBlock *LoopTop = findBestLoopTop(L, LoopBlockSet); // If we selected just the header for the loop top, look for a potentially // profitable exit block in the event that rotating the loop can eliminate // branches by placing an exit edge at the bottom. // // Loops are processed innermost to uttermost, make sure we clear // PreferredLoopExit before processing a new loop. PreferredLoopExit = nullptr; BlockFrequency ExitFreq; if (!RotateLoopWithProfile && LoopTop == L.getHeader()) PreferredLoopExit = findBestLoopExit(L, LoopBlockSet, ExitFreq); BlockChain &LoopChain = *BlockToChain[LoopTop]; // FIXME: This is a really lame way of walking the chains in the loop: we // walk the blocks, and use a set to prevent visiting a particular chain // twice. SmallPtrSet UpdatedPreds; assert(LoopChain.UnscheduledPredecessors == 0 && "LoopChain should not have unscheduled predecessors."); UpdatedPreds.insert(&LoopChain); for (const MachineBasicBlock *LoopBB : LoopBlockSet) fillWorkLists(LoopBB, UpdatedPreds, &LoopBlockSet); buildChain(LoopTop, LoopChain, &LoopBlockSet); if (RotateLoopWithProfile) rotateLoopWithProfile(LoopChain, L, LoopBlockSet); else rotateLoop(LoopChain, PreferredLoopExit, ExitFreq, LoopBlockSet); LLVM_DEBUG({ // Crash at the end so we get all of the debugging output first. bool BadLoop = false; if (LoopChain.UnscheduledPredecessors) { BadLoop = true; dbgs() << "Loop chain contains a block without its preds placed!\n" << " Loop header: " << getBlockName(*L.block_begin()) << "\n" << " Chain header: " << getBlockName(*LoopChain.begin()) << "\n"; } for (MachineBasicBlock *ChainBB : LoopChain) { dbgs() << " ... " << getBlockName(ChainBB) << "\n"; if (!LoopBlockSet.remove(ChainBB)) { // We don't mark the loop as bad here because there are real situations // where this can occur. For example, with an unanalyzable fallthrough // from a loop block to a non-loop block or vice versa. dbgs() << "Loop chain contains a block not contained by the loop!\n" << " Loop header: " << getBlockName(*L.block_begin()) << "\n" << " Chain header: " << getBlockName(*LoopChain.begin()) << "\n" << " Bad block: " << getBlockName(ChainBB) << "\n"; } } if (!LoopBlockSet.empty()) { BadLoop = true; for (const MachineBasicBlock *LoopBB : LoopBlockSet) dbgs() << "Loop contains blocks never placed into a chain!\n" << " Loop header: " << getBlockName(*L.block_begin()) << "\n" << " Chain header: " << getBlockName(*LoopChain.begin()) << "\n" << " Bad block: " << getBlockName(LoopBB) << "\n"; } assert(!BadLoop && "Detected problems with the placement of this loop."); }); BlockWorkList.clear(); EHPadWorkList.clear(); } void MachineBlockPlacement::buildCFGChains() { // Ensure that every BB in the function has an associated chain to simplify // the assumptions of the remaining algorithm. SmallVector Cond; // For analyzeBranch. for (MachineFunction::iterator FI = F->begin(), FE = F->end(); FI != FE; ++FI) { MachineBasicBlock *BB = &*FI; BlockChain *Chain = new (ChainAllocator.Allocate()) BlockChain(BlockToChain, BB); // Also, merge any blocks which we cannot reason about and must preserve // the exact fallthrough behavior for. while (true) { Cond.clear(); MachineBasicBlock *TBB = nullptr, *FBB = nullptr; // For analyzeBranch. if (!TII->analyzeBranch(*BB, TBB, FBB, Cond) || !FI->canFallThrough()) break; MachineFunction::iterator NextFI = std::next(FI); MachineBasicBlock *NextBB = &*NextFI; // Ensure that the layout successor is a viable block, as we know that // fallthrough is a possibility. assert(NextFI != FE && "Can't fallthrough past the last block."); LLVM_DEBUG(dbgs() << "Pre-merging due to unanalyzable fallthrough: " << getBlockName(BB) << " -> " << getBlockName(NextBB) << "\n"); Chain->merge(NextBB, nullptr); #ifndef NDEBUG BlocksWithUnanalyzableExits.insert(&*BB); #endif FI = NextFI; BB = NextBB; } } // Build any loop-based chains. PreferredLoopExit = nullptr; for (MachineLoop *L : *MLI) buildLoopChains(*L); assert(BlockWorkList.empty() && "BlockWorkList should be empty before building final chain."); assert(EHPadWorkList.empty() && "EHPadWorkList should be empty before building final chain."); SmallPtrSet UpdatedPreds; for (MachineBasicBlock &MBB : *F) fillWorkLists(&MBB, UpdatedPreds); BlockChain &FunctionChain = *BlockToChain[&F->front()]; buildChain(&F->front(), FunctionChain); #ifndef NDEBUG using FunctionBlockSetType = SmallPtrSet; #endif LLVM_DEBUG({ // Crash at the end so we get all of the debugging output first. bool BadFunc = false; FunctionBlockSetType FunctionBlockSet; for (MachineBasicBlock &MBB : *F) FunctionBlockSet.insert(&MBB); for (MachineBasicBlock *ChainBB : FunctionChain) if (!FunctionBlockSet.erase(ChainBB)) { BadFunc = true; dbgs() << "Function chain contains a block not in the function!\n" << " Bad block: " << getBlockName(ChainBB) << "\n"; } if (!FunctionBlockSet.empty()) { BadFunc = true; for (MachineBasicBlock *RemainingBB : FunctionBlockSet) dbgs() << "Function contains blocks never placed into a chain!\n" << " Bad block: " << getBlockName(RemainingBB) << "\n"; } assert(!BadFunc && "Detected problems with the block placement."); }); // Remember original layout ordering, so we can update terminators after // reordering to point to the original layout successor. SmallVector OriginalLayoutSuccessors( F->getNumBlockIDs()); { MachineBasicBlock *LastMBB = nullptr; for (auto &MBB : *F) { if (LastMBB != nullptr) OriginalLayoutSuccessors[LastMBB->getNumber()] = &MBB; LastMBB = &MBB; } OriginalLayoutSuccessors[F->back().getNumber()] = nullptr; } // Splice the blocks into place. MachineFunction::iterator InsertPos = F->begin(); LLVM_DEBUG(dbgs() << "[MBP] Function: " << F->getName() << "\n"); for (MachineBasicBlock *ChainBB : FunctionChain) { LLVM_DEBUG(dbgs() << (ChainBB == *FunctionChain.begin() ? "Placing chain " : " ... ") << getBlockName(ChainBB) << "\n"); if (InsertPos != MachineFunction::iterator(ChainBB)) F->splice(InsertPos, ChainBB); else ++InsertPos; // Update the terminator of the previous block. if (ChainBB == *FunctionChain.begin()) continue; MachineBasicBlock *PrevBB = &*std::prev(MachineFunction::iterator(ChainBB)); // FIXME: It would be awesome of updateTerminator would just return rather // than assert when the branch cannot be analyzed in order to remove this // boiler plate. Cond.clear(); MachineBasicBlock *TBB = nullptr, *FBB = nullptr; // For analyzeBranch. #ifndef NDEBUG if (!BlocksWithUnanalyzableExits.count(PrevBB)) { // Given the exact block placement we chose, we may actually not _need_ to // be able to edit PrevBB's terminator sequence, but not being _able_ to // do that at this point is a bug. assert((!TII->analyzeBranch(*PrevBB, TBB, FBB, Cond) || !PrevBB->canFallThrough()) && "Unexpected block with un-analyzable fallthrough!"); Cond.clear(); TBB = FBB = nullptr; } #endif // The "PrevBB" is not yet updated to reflect current code layout, so, // o. it may fall-through to a block without explicit "goto" instruction // before layout, and no longer fall-through it after layout; or // o. just opposite. // // analyzeBranch() may return erroneous value for FBB when these two // situations take place. For the first scenario FBB is mistakenly set NULL; // for the 2nd scenario, the FBB, which is expected to be NULL, is // mistakenly pointing to "*BI". // Thus, if the future change needs to use FBB before the layout is set, it // has to correct FBB first by using the code similar to the following: // // if (!Cond.empty() && (!FBB || FBB == ChainBB)) { // PrevBB->updateTerminator(); // Cond.clear(); // TBB = FBB = nullptr; // if (TII->analyzeBranch(*PrevBB, TBB, FBB, Cond)) { // // FIXME: This should never take place. // TBB = FBB = nullptr; // } // } if (!TII->analyzeBranch(*PrevBB, TBB, FBB, Cond)) { PrevBB->updateTerminator(OriginalLayoutSuccessors[PrevBB->getNumber()]); } } // Fixup the last block. Cond.clear(); MachineBasicBlock *TBB = nullptr, *FBB = nullptr; // For analyzeBranch. if (!TII->analyzeBranch(F->back(), TBB, FBB, Cond)) { MachineBasicBlock *PrevBB = &F->back(); PrevBB->updateTerminator(OriginalLayoutSuccessors[PrevBB->getNumber()]); } BlockWorkList.clear(); EHPadWorkList.clear(); } void MachineBlockPlacement::optimizeBranches() { BlockChain &FunctionChain = *BlockToChain[&F->front()]; SmallVector Cond; // For analyzeBranch. // Now that all the basic blocks in the chain have the proper layout, // make a final call to analyzeBranch with AllowModify set. // Indeed, the target may be able to optimize the branches in a way we // cannot because all branches may not be analyzable. // E.g., the target may be able to remove an unconditional branch to // a fallthrough when it occurs after predicated terminators. for (MachineBasicBlock *ChainBB : FunctionChain) { Cond.clear(); MachineBasicBlock *TBB = nullptr, *FBB = nullptr; // For analyzeBranch. if (!TII->analyzeBranch(*ChainBB, TBB, FBB, Cond, /*AllowModify*/ true)) { // If PrevBB has a two-way branch, try to re-order the branches // such that we branch to the successor with higher probability first. if (TBB && !Cond.empty() && FBB && MBPI->getEdgeProbability(ChainBB, FBB) > MBPI->getEdgeProbability(ChainBB, TBB) && !TII->reverseBranchCondition(Cond)) { LLVM_DEBUG(dbgs() << "Reverse order of the two branches: " << getBlockName(ChainBB) << "\n"); LLVM_DEBUG(dbgs() << " Edge probability: " << MBPI->getEdgeProbability(ChainBB, FBB) << " vs " << MBPI->getEdgeProbability(ChainBB, TBB) << "\n"); DebugLoc dl; // FIXME: this is nowhere TII->removeBranch(*ChainBB); TII->insertBranch(*ChainBB, FBB, TBB, Cond, dl); } } } } void MachineBlockPlacement::alignBlocks() { // Walk through the backedges of the function now that we have fully laid out // the basic blocks and align the destination of each backedge. We don't rely // exclusively on the loop info here so that we can align backedges in // unnatural CFGs and backedges that were introduced purely because of the // loop rotations done during this layout pass. if (F->getFunction().hasMinSize() || (F->getFunction().hasOptSize() && !TLI->alignLoopsWithOptSize())) return; BlockChain &FunctionChain = *BlockToChain[&F->front()]; if (FunctionChain.begin() == FunctionChain.end()) return; // Empty chain. const BranchProbability ColdProb(1, 5); // 20% BlockFrequency EntryFreq = MBFI->getBlockFreq(&F->front()); BlockFrequency WeightedEntryFreq = EntryFreq * ColdProb; for (MachineBasicBlock *ChainBB : FunctionChain) { if (ChainBB == *FunctionChain.begin()) continue; // Don't align non-looping basic blocks. These are unlikely to execute // enough times to matter in practice. Note that we'll still handle // unnatural CFGs inside of a natural outer loop (the common case) and // rotated loops. MachineLoop *L = MLI->getLoopFor(ChainBB); if (!L) continue; const Align Align = TLI->getPrefLoopAlignment(L); if (Align == 1) continue; // Don't care about loop alignment. // If the block is cold relative to the function entry don't waste space // aligning it. BlockFrequency Freq = MBFI->getBlockFreq(ChainBB); if (Freq < WeightedEntryFreq) continue; // If the block is cold relative to its loop header, don't align it // regardless of what edges into the block exist. MachineBasicBlock *LoopHeader = L->getHeader(); BlockFrequency LoopHeaderFreq = MBFI->getBlockFreq(LoopHeader); if (Freq < (LoopHeaderFreq * ColdProb)) continue; // If the global profiles indicates so, don't align it. if (llvm::shouldOptimizeForSize(ChainBB, PSI, MBFI.get()) && !TLI->alignLoopsWithOptSize()) continue; // Check for the existence of a non-layout predecessor which would benefit // from aligning this block. MachineBasicBlock *LayoutPred = &*std::prev(MachineFunction::iterator(ChainBB)); // Force alignment if all the predecessors are jumps. We already checked // that the block isn't cold above. if (!LayoutPred->isSuccessor(ChainBB)) { ChainBB->setAlignment(Align); continue; } // Align this block if the layout predecessor's edge into this block is // cold relative to the block. When this is true, other predecessors make up // all of the hot entries into the block and thus alignment is likely to be // important. BranchProbability LayoutProb = MBPI->getEdgeProbability(LayoutPred, ChainBB); BlockFrequency LayoutEdgeFreq = MBFI->getBlockFreq(LayoutPred) * LayoutProb; if (LayoutEdgeFreq <= (Freq * ColdProb)) ChainBB->setAlignment(Align); } } /// Tail duplicate \p BB into (some) predecessors if profitable, repeating if /// it was duplicated into its chain predecessor and removed. /// \p BB - Basic block that may be duplicated. /// /// \p LPred - Chosen layout predecessor of \p BB. /// Updated to be the chain end if LPred is removed. /// \p Chain - Chain to which \p LPred belongs, and \p BB will belong. /// \p BlockFilter - Set of blocks that belong to the loop being laid out. /// Used to identify which blocks to update predecessor /// counts. /// \p PrevUnplacedBlockIt - Iterator pointing to the last block that was /// chosen in the given order due to unnatural CFG /// only needed if \p BB is removed and /// \p PrevUnplacedBlockIt pointed to \p BB. /// @return true if \p BB was removed. bool MachineBlockPlacement::repeatedlyTailDuplicateBlock( MachineBasicBlock *BB, MachineBasicBlock *&LPred, const MachineBasicBlock *LoopHeaderBB, BlockChain &Chain, BlockFilterSet *BlockFilter, MachineFunction::iterator &PrevUnplacedBlockIt) { bool Removed, DuplicatedToLPred; bool DuplicatedToOriginalLPred; Removed = maybeTailDuplicateBlock(BB, LPred, Chain, BlockFilter, PrevUnplacedBlockIt, DuplicatedToLPred); if (!Removed) return false; DuplicatedToOriginalLPred = DuplicatedToLPred; // Iteratively try to duplicate again. It can happen that a block that is // duplicated into is still small enough to be duplicated again. // No need to call markBlockSuccessors in this case, as the blocks being // duplicated from here on are already scheduled. while (DuplicatedToLPred && Removed) { MachineBasicBlock *DupBB, *DupPred; // The removal callback causes Chain.end() to be updated when a block is // removed. On the first pass through the loop, the chain end should be the // same as it was on function entry. On subsequent passes, because we are // duplicating the block at the end of the chain, if it is removed the // chain will have shrunk by one block. BlockChain::iterator ChainEnd = Chain.end(); DupBB = *(--ChainEnd); // Now try to duplicate again. if (ChainEnd == Chain.begin()) break; DupPred = *std::prev(ChainEnd); Removed = maybeTailDuplicateBlock(DupBB, DupPred, Chain, BlockFilter, PrevUnplacedBlockIt, DuplicatedToLPred); } // If BB was duplicated into LPred, it is now scheduled. But because it was // removed, markChainSuccessors won't be called for its chain. Instead we // call markBlockSuccessors for LPred to achieve the same effect. This must go // at the end because repeating the tail duplication can increase the number // of unscheduled predecessors. LPred = *std::prev(Chain.end()); if (DuplicatedToOriginalLPred) markBlockSuccessors(Chain, LPred, LoopHeaderBB, BlockFilter); return true; } /// Tail duplicate \p BB into (some) predecessors if profitable. /// \p BB - Basic block that may be duplicated /// \p LPred - Chosen layout predecessor of \p BB /// \p Chain - Chain to which \p LPred belongs, and \p BB will belong. /// \p BlockFilter - Set of blocks that belong to the loop being laid out. /// Used to identify which blocks to update predecessor /// counts. /// \p PrevUnplacedBlockIt - Iterator pointing to the last block that was /// chosen in the given order due to unnatural CFG /// only needed if \p BB is removed and /// \p PrevUnplacedBlockIt pointed to \p BB. /// \p DuplicatedToLPred - True if the block was duplicated into LPred. /// \return - True if the block was duplicated into all preds and removed. bool MachineBlockPlacement::maybeTailDuplicateBlock( MachineBasicBlock *BB, MachineBasicBlock *LPred, BlockChain &Chain, BlockFilterSet *BlockFilter, MachineFunction::iterator &PrevUnplacedBlockIt, bool &DuplicatedToLPred) { DuplicatedToLPred = false; if (!shouldTailDuplicate(BB)) return false; LLVM_DEBUG(dbgs() << "Redoing tail duplication for Succ#" << BB->getNumber() << "\n"); // This has to be a callback because none of it can be done after // BB is deleted. bool Removed = false; auto RemovalCallback = [&](MachineBasicBlock *RemBB) { // Signal to outer function Removed = true; // Conservative default. bool InWorkList = true; // Remove from the Chain and Chain Map if (BlockToChain.count(RemBB)) { BlockChain *Chain = BlockToChain[RemBB]; InWorkList = Chain->UnscheduledPredecessors == 0; Chain->remove(RemBB); BlockToChain.erase(RemBB); } // Handle the unplaced block iterator if (&(*PrevUnplacedBlockIt) == RemBB) { PrevUnplacedBlockIt++; } // Handle the Work Lists if (InWorkList) { SmallVectorImpl &RemoveList = BlockWorkList; if (RemBB->isEHPad()) RemoveList = EHPadWorkList; llvm::erase_value(RemoveList, RemBB); } // Handle the filter set if (BlockFilter) { BlockFilter->remove(RemBB); } // Remove the block from loop info. MLI->removeBlock(RemBB); if (RemBB == PreferredLoopExit) PreferredLoopExit = nullptr; LLVM_DEBUG(dbgs() << "TailDuplicator deleted block: " << getBlockName(RemBB) << "\n"); }; auto RemovalCallbackRef = function_ref(RemovalCallback); SmallVector DuplicatedPreds; bool IsSimple = TailDup.isSimpleBB(BB); SmallVector CandidatePreds; SmallVectorImpl *CandidatePtr = nullptr; if (F->getFunction().hasProfileData()) { // We can do partial duplication with precise profile information. findDuplicateCandidates(CandidatePreds, BB, BlockFilter); if (CandidatePreds.size() == 0) return false; if (CandidatePreds.size() < BB->pred_size()) CandidatePtr = &CandidatePreds; } TailDup.tailDuplicateAndUpdate(IsSimple, BB, LPred, &DuplicatedPreds, &RemovalCallbackRef, CandidatePtr); // Update UnscheduledPredecessors to reflect tail-duplication. DuplicatedToLPred = false; for (MachineBasicBlock *Pred : DuplicatedPreds) { // We're only looking for unscheduled predecessors that match the filter. BlockChain* PredChain = BlockToChain[Pred]; if (Pred == LPred) DuplicatedToLPred = true; if (Pred == LPred || (BlockFilter && !BlockFilter->count(Pred)) || PredChain == &Chain) continue; for (MachineBasicBlock *NewSucc : Pred->successors()) { if (BlockFilter && !BlockFilter->count(NewSucc)) continue; BlockChain *NewChain = BlockToChain[NewSucc]; if (NewChain != &Chain && NewChain != PredChain) NewChain->UnscheduledPredecessors++; } } return Removed; } // Count the number of actual machine instructions. static uint64_t countMBBInstruction(MachineBasicBlock *MBB) { uint64_t InstrCount = 0; for (MachineInstr &MI : *MBB) { if (!MI.isPHI() && !MI.isMetaInstruction()) InstrCount += 1; } return InstrCount; } // The size cost of duplication is the instruction size of the duplicated block. // So we should scale the threshold accordingly. But the instruction size is not // available on all targets, so we use the number of instructions instead. BlockFrequency MachineBlockPlacement::scaleThreshold(MachineBasicBlock *BB) { return DupThreshold.getFrequency() * countMBBInstruction(BB); } // Returns true if BB is Pred's best successor. bool MachineBlockPlacement::isBestSuccessor(MachineBasicBlock *BB, MachineBasicBlock *Pred, BlockFilterSet *BlockFilter) { if (BB == Pred) return false; if (BlockFilter && !BlockFilter->count(Pred)) return false; BlockChain *PredChain = BlockToChain[Pred]; if (PredChain && (Pred != *std::prev(PredChain->end()))) return false; // Find the successor with largest probability excluding BB. BranchProbability BestProb = BranchProbability::getZero(); for (MachineBasicBlock *Succ : Pred->successors()) if (Succ != BB) { if (BlockFilter && !BlockFilter->count(Succ)) continue; BlockChain *SuccChain = BlockToChain[Succ]; if (SuccChain && (Succ != *SuccChain->begin())) continue; BranchProbability SuccProb = MBPI->getEdgeProbability(Pred, Succ); if (SuccProb > BestProb) BestProb = SuccProb; } BranchProbability BBProb = MBPI->getEdgeProbability(Pred, BB); if (BBProb <= BestProb) return false; // Compute the number of reduced taken branches if Pred falls through to BB // instead of another successor. Then compare it with threshold. BlockFrequency PredFreq = getBlockCountOrFrequency(Pred); BlockFrequency Gain = PredFreq * (BBProb - BestProb); return Gain > scaleThreshold(BB); } // Find out the predecessors of BB and BB can be beneficially duplicated into // them. void MachineBlockPlacement::findDuplicateCandidates( SmallVectorImpl &Candidates, MachineBasicBlock *BB, BlockFilterSet *BlockFilter) { MachineBasicBlock *Fallthrough = nullptr; BranchProbability DefaultBranchProb = BranchProbability::getZero(); BlockFrequency BBDupThreshold(scaleThreshold(BB)); SmallVector Preds(BB->predecessors()); SmallVector Succs(BB->successors()); // Sort for highest frequency. auto CmpSucc = [&](MachineBasicBlock *A, MachineBasicBlock *B) { return MBPI->getEdgeProbability(BB, A) > MBPI->getEdgeProbability(BB, B); }; auto CmpPred = [&](MachineBasicBlock *A, MachineBasicBlock *B) { return MBFI->getBlockFreq(A) > MBFI->getBlockFreq(B); }; llvm::stable_sort(Succs, CmpSucc); llvm::stable_sort(Preds, CmpPred); auto SuccIt = Succs.begin(); if (SuccIt != Succs.end()) { DefaultBranchProb = MBPI->getEdgeProbability(BB, *SuccIt).getCompl(); } // For each predecessors of BB, compute the benefit of duplicating BB, // if it is larger than the threshold, add it into Candidates. // // If we have following control flow. // // PB1 PB2 PB3 PB4 // \ | / /\ // \ | / / \ // \ |/ / \ // BB----/ OB // /\ // / \ // SB1 SB2 // // And it can be partially duplicated as // // PB2+BB // | PB1 PB3 PB4 // | | / /\ // | | / / \ // | |/ / \ // | BB----/ OB // |\ /| // | X | // |/ \| // SB2 SB1 // // The benefit of duplicating into a predecessor is defined as // Orig_taken_branch - Duplicated_taken_branch // // The Orig_taken_branch is computed with the assumption that predecessor // jumps to BB and the most possible successor is laid out after BB. // // The Duplicated_taken_branch is computed with the assumption that BB is // duplicated into PB, and one successor is layout after it (SB1 for PB1 and // SB2 for PB2 in our case). If there is no available successor, the combined // block jumps to all BB's successor, like PB3 in this example. // // If a predecessor has multiple successors, so BB can't be duplicated into // it. But it can beneficially fall through to BB, and duplicate BB into other // predecessors. for (MachineBasicBlock *Pred : Preds) { BlockFrequency PredFreq = getBlockCountOrFrequency(Pred); if (!TailDup.canTailDuplicate(BB, Pred)) { // BB can't be duplicated into Pred, but it is possible to be layout // below Pred. if (!Fallthrough && isBestSuccessor(BB, Pred, BlockFilter)) { Fallthrough = Pred; if (SuccIt != Succs.end()) SuccIt++; } continue; } BlockFrequency OrigCost = PredFreq + PredFreq * DefaultBranchProb; BlockFrequency DupCost; if (SuccIt == Succs.end()) { // Jump to all successors; if (Succs.size() > 0) DupCost += PredFreq; } else { // Fallthrough to *SuccIt, jump to all other successors; DupCost += PredFreq; DupCost -= PredFreq * MBPI->getEdgeProbability(BB, *SuccIt); } assert(OrigCost >= DupCost); OrigCost -= DupCost; if (OrigCost > BBDupThreshold) { Candidates.push_back(Pred); if (SuccIt != Succs.end()) SuccIt++; } } // No predecessors can optimally fallthrough to BB. // So we can change one duplication into fallthrough. if (!Fallthrough) { if ((Candidates.size() < Preds.size()) && (Candidates.size() > 0)) { Candidates[0] = Candidates.back(); Candidates.pop_back(); } } } void MachineBlockPlacement::initDupThreshold() { DupThreshold = 0; if (!F->getFunction().hasProfileData()) return; // We prefer to use prifile count. uint64_t HotThreshold = PSI->getOrCompHotCountThreshold(); if (HotThreshold != UINT64_MAX) { UseProfileCount = true; DupThreshold = HotThreshold * TailDupProfilePercentThreshold / 100; return; } // Profile count is not available, we can use block frequency instead. BlockFrequency MaxFreq = 0; for (MachineBasicBlock &MBB : *F) { BlockFrequency Freq = MBFI->getBlockFreq(&MBB); if (Freq > MaxFreq) MaxFreq = Freq; } BranchProbability ThresholdProb(TailDupPlacementPenalty, 100); DupThreshold = MaxFreq * ThresholdProb; UseProfileCount = false; } bool MachineBlockPlacement::runOnMachineFunction(MachineFunction &MF) { if (skipFunction(MF.getFunction())) return false; // Check for single-block functions and skip them. if (std::next(MF.begin()) == MF.end()) return false; F = &MF; MBPI = &getAnalysis(); MBFI = std::make_unique( getAnalysis()); MLI = &getAnalysis(); TII = MF.getSubtarget().getInstrInfo(); TLI = MF.getSubtarget().getTargetLowering(); MPDT = nullptr; PSI = &getAnalysis().getPSI(); initDupThreshold(); // Initialize PreferredLoopExit to nullptr here since it may never be set if // there are no MachineLoops. PreferredLoopExit = nullptr; assert(BlockToChain.empty() && "BlockToChain map should be empty before starting placement."); assert(ComputedEdges.empty() && "Computed Edge map should be empty before starting placement."); unsigned TailDupSize = TailDupPlacementThreshold; // If only the aggressive threshold is explicitly set, use it. if (TailDupPlacementAggressiveThreshold.getNumOccurrences() != 0 && TailDupPlacementThreshold.getNumOccurrences() == 0) TailDupSize = TailDupPlacementAggressiveThreshold; TargetPassConfig *PassConfig = &getAnalysis(); // For aggressive optimization, we can adjust some thresholds to be less // conservative. if (PassConfig->getOptLevel() >= CodeGenOpt::Aggressive) { // At O3 we should be more willing to copy blocks for tail duplication. This // increases size pressure, so we only do it at O3 // Do this unless only the regular threshold is explicitly set. if (TailDupPlacementThreshold.getNumOccurrences() == 0 || TailDupPlacementAggressiveThreshold.getNumOccurrences() != 0) TailDupSize = TailDupPlacementAggressiveThreshold; } // If there's no threshold provided through options, query the target // information for a threshold instead. if (TailDupPlacementThreshold.getNumOccurrences() == 0 && (PassConfig->getOptLevel() < CodeGenOpt::Aggressive || TailDupPlacementAggressiveThreshold.getNumOccurrences() == 0)) TailDupSize = TII->getTailDuplicateSize(PassConfig->getOptLevel()); if (allowTailDupPlacement()) { MPDT = &getAnalysis(); bool OptForSize = MF.getFunction().hasOptSize() || llvm::shouldOptimizeForSize(&MF, PSI, &MBFI->getMBFI()); if (OptForSize) TailDupSize = 1; bool PreRegAlloc = false; TailDup.initMF(MF, PreRegAlloc, MBPI, MBFI.get(), PSI, /* LayoutMode */ true, TailDupSize); precomputeTriangleChains(); } buildCFGChains(); // Changing the layout can create new tail merging opportunities. // TailMerge can create jump into if branches that make CFG irreducible for // HW that requires structured CFG. bool EnableTailMerge = !MF.getTarget().requiresStructuredCFG() && PassConfig->getEnableTailMerge() && BranchFoldPlacement; // No tail merging opportunities if the block number is less than four. if (MF.size() > 3 && EnableTailMerge) { unsigned TailMergeSize = TailDupSize + 1; BranchFolder BF(/*DefaultEnableTailMerge=*/true, /*CommonHoist=*/false, *MBFI, *MBPI, PSI, TailMergeSize); if (BF.OptimizeFunction(MF, TII, MF.getSubtarget().getRegisterInfo(), MLI, /*AfterPlacement=*/true)) { // Redo the layout if tail merging creates/removes/moves blocks. BlockToChain.clear(); ComputedEdges.clear(); // Must redo the post-dominator tree if blocks were changed. if (MPDT) MPDT->runOnMachineFunction(MF); ChainAllocator.DestroyAll(); buildCFGChains(); } } optimizeBranches(); alignBlocks(); BlockToChain.clear(); ComputedEdges.clear(); ChainAllocator.DestroyAll(); if (AlignAllBlock) // Align all of the blocks in the function to a specific alignment. for (MachineBasicBlock &MBB : MF) MBB.setAlignment(Align(1ULL << AlignAllBlock)); else if (AlignAllNonFallThruBlocks) { // Align all of the blocks that have no fall-through predecessors to a // specific alignment. for (auto MBI = std::next(MF.begin()), MBE = MF.end(); MBI != MBE; ++MBI) { auto LayoutPred = std::prev(MBI); if (!LayoutPred->isSuccessor(&*MBI)) MBI->setAlignment(Align(1ULL << AlignAllNonFallThruBlocks)); } } if (ViewBlockLayoutWithBFI != GVDT_None && (ViewBlockFreqFuncName.empty() || F->getFunction().getName().equals(ViewBlockFreqFuncName))) { MBFI->view("MBP." + MF.getName(), false); } // We always return true as we have no way to track whether the final order // differs from the original order. return true; } namespace { /// A pass to compute block placement statistics. /// /// A separate pass to compute interesting statistics for evaluating block /// placement. This is separate from the actual placement pass so that they can /// be computed in the absence of any placement transformations or when using /// alternative placement strategies. class MachineBlockPlacementStats : public MachineFunctionPass { /// A handle to the branch probability pass. const MachineBranchProbabilityInfo *MBPI; /// A handle to the function-wide block frequency pass. const MachineBlockFrequencyInfo *MBFI; public: static char ID; // Pass identification, replacement for typeid MachineBlockPlacementStats() : MachineFunctionPass(ID) { initializeMachineBlockPlacementStatsPass(*PassRegistry::getPassRegistry()); } bool runOnMachineFunction(MachineFunction &F) override; void getAnalysisUsage(AnalysisUsage &AU) const override { AU.addRequired(); AU.addRequired(); AU.setPreservesAll(); MachineFunctionPass::getAnalysisUsage(AU); } }; } // end anonymous namespace char MachineBlockPlacementStats::ID = 0; char &llvm::MachineBlockPlacementStatsID = MachineBlockPlacementStats::ID; INITIALIZE_PASS_BEGIN(MachineBlockPlacementStats, "block-placement-stats", "Basic Block Placement Stats", false, false) INITIALIZE_PASS_DEPENDENCY(MachineBranchProbabilityInfo) INITIALIZE_PASS_DEPENDENCY(MachineBlockFrequencyInfo) INITIALIZE_PASS_END(MachineBlockPlacementStats, "block-placement-stats", "Basic Block Placement Stats", false, false) bool MachineBlockPlacementStats::runOnMachineFunction(MachineFunction &F) { // Check for single-block functions and skip them. if (std::next(F.begin()) == F.end()) return false; MBPI = &getAnalysis(); MBFI = &getAnalysis(); for (MachineBasicBlock &MBB : F) { BlockFrequency BlockFreq = MBFI->getBlockFreq(&MBB); Statistic &NumBranches = (MBB.succ_size() > 1) ? NumCondBranches : NumUncondBranches; Statistic &BranchTakenFreq = (MBB.succ_size() > 1) ? CondBranchTakenFreq : UncondBranchTakenFreq; for (MachineBasicBlock *Succ : MBB.successors()) { // Skip if this successor is a fallthrough. if (MBB.isLayoutSuccessor(Succ)) continue; BlockFrequency EdgeFreq = BlockFreq * MBPI->getEdgeProbability(&MBB, Succ); ++NumBranches; BranchTakenFreq += EdgeFreq.getFrequency(); } } return false; }