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llvm-mirror/lib/CodeGen/SpillPlacement.cpp
Chandler Carruth ae65e281f3 Update the file headers across all of the LLVM projects in the monorepo
to reflect the new license.

We understand that people may be surprised that we're moving the header
entirely to discuss the new license. We checked this carefully with the
Foundation's lawyer and we believe this is the correct approach.

Essentially, all code in the project is now made available by the LLVM
project under our new license, so you will see that the license headers
include that license only. Some of our contributors have contributed
code under our old license, and accordingly, we have retained a copy of
our old license notice in the top-level files in each project and
repository.

llvm-svn: 351636
2019-01-19 08:50:56 +00:00

383 lines
12 KiB
C++

//===- SpillPlacement.cpp - Optimal Spill Code Placement ------------------===//
//
// 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 the spill code placement analysis.
//
// Each edge bundle corresponds to a node in a Hopfield network. Constraints on
// basic blocks are weighted by the block frequency and added to become the node
// bias.
//
// Transparent basic blocks have the variable live through, but don't care if it
// is spilled or in a register. These blocks become connections in the Hopfield
// network, again weighted by block frequency.
//
// The Hopfield network minimizes (possibly locally) its energy function:
//
// E = -sum_n V_n * ( B_n + sum_{n, m linked by b} V_m * F_b )
//
// The energy function represents the expected spill code execution frequency,
// or the cost of spilling. This is a Lyapunov function which never increases
// when a node is updated. It is guaranteed to converge to a local minimum.
//
//===----------------------------------------------------------------------===//
#include "SpillPlacement.h"
#include "llvm/ADT/ArrayRef.h"
#include "llvm/ADT/BitVector.h"
#include "llvm/ADT/SmallVector.h"
#include "llvm/ADT/SparseSet.h"
#include "llvm/CodeGen/EdgeBundles.h"
#include "llvm/CodeGen/MachineBasicBlock.h"
#include "llvm/CodeGen/MachineBlockFrequencyInfo.h"
#include "llvm/CodeGen/MachineFunction.h"
#include "llvm/CodeGen/MachineLoopInfo.h"
#include "llvm/CodeGen/Passes.h"
#include "llvm/Pass.h"
#include "llvm/Support/BlockFrequency.h"
#include <algorithm>
#include <cassert>
#include <cstdint>
#include <utility>
using namespace llvm;
#define DEBUG_TYPE "spill-code-placement"
char SpillPlacement::ID = 0;
char &llvm::SpillPlacementID = SpillPlacement::ID;
INITIALIZE_PASS_BEGIN(SpillPlacement, DEBUG_TYPE,
"Spill Code Placement Analysis", true, true)
INITIALIZE_PASS_DEPENDENCY(EdgeBundles)
INITIALIZE_PASS_DEPENDENCY(MachineLoopInfo)
INITIALIZE_PASS_END(SpillPlacement, DEBUG_TYPE,
"Spill Code Placement Analysis", true, true)
void SpillPlacement::getAnalysisUsage(AnalysisUsage &AU) const {
AU.setPreservesAll();
AU.addRequired<MachineBlockFrequencyInfo>();
AU.addRequiredTransitive<EdgeBundles>();
AU.addRequiredTransitive<MachineLoopInfo>();
MachineFunctionPass::getAnalysisUsage(AU);
}
/// Node - Each edge bundle corresponds to a Hopfield node.
///
/// The node contains precomputed frequency data that only depends on the CFG,
/// but Bias and Links are computed each time placeSpills is called.
///
/// The node Value is positive when the variable should be in a register. The
/// value can change when linked nodes change, but convergence is very fast
/// because all weights are positive.
struct SpillPlacement::Node {
/// BiasN - Sum of blocks that prefer a spill.
BlockFrequency BiasN;
/// BiasP - Sum of blocks that prefer a register.
BlockFrequency BiasP;
/// Value - Output value of this node computed from the Bias and links.
/// This is always on of the values {-1, 0, 1}. A positive number means the
/// variable should go in a register through this bundle.
int Value;
using LinkVector = SmallVector<std::pair<BlockFrequency, unsigned>, 4>;
/// Links - (Weight, BundleNo) for all transparent blocks connecting to other
/// bundles. The weights are all positive block frequencies.
LinkVector Links;
/// SumLinkWeights - Cached sum of the weights of all links + ThresHold.
BlockFrequency SumLinkWeights;
/// preferReg - Return true when this node prefers to be in a register.
bool preferReg() const {
// Undecided nodes (Value==0) go on the stack.
return Value > 0;
}
/// mustSpill - Return True if this node is so biased that it must spill.
bool mustSpill() const {
// We must spill if Bias < -sum(weights) or the MustSpill flag was set.
// BiasN is saturated when MustSpill is set, make sure this still returns
// true when the RHS saturates. Note that SumLinkWeights includes Threshold.
return BiasN >= BiasP + SumLinkWeights;
}
/// clear - Reset per-query data, but preserve frequencies that only depend on
/// the CFG.
void clear(const BlockFrequency &Threshold) {
BiasN = BiasP = Value = 0;
SumLinkWeights = Threshold;
Links.clear();
}
/// addLink - Add a link to bundle b with weight w.
void addLink(unsigned b, BlockFrequency w) {
// Update cached sum.
SumLinkWeights += w;
// There can be multiple links to the same bundle, add them up.
for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I)
if (I->second == b) {
I->first += w;
return;
}
// This must be the first link to b.
Links.push_back(std::make_pair(w, b));
}
/// addBias - Bias this node.
void addBias(BlockFrequency freq, BorderConstraint direction) {
switch (direction) {
default:
break;
case PrefReg:
BiasP += freq;
break;
case PrefSpill:
BiasN += freq;
break;
case MustSpill:
BiasN = BlockFrequency::getMaxFrequency();
break;
}
}
/// update - Recompute Value from Bias and Links. Return true when node
/// preference changes.
bool update(const Node nodes[], const BlockFrequency &Threshold) {
// Compute the weighted sum of inputs.
BlockFrequency SumN = BiasN;
BlockFrequency SumP = BiasP;
for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I) {
if (nodes[I->second].Value == -1)
SumN += I->first;
else if (nodes[I->second].Value == 1)
SumP += I->first;
}
// Each weighted sum is going to be less than the total frequency of the
// bundle. Ideally, we should simply set Value = sign(SumP - SumN), but we
// will add a dead zone around 0 for two reasons:
//
// 1. It avoids arbitrary bias when all links are 0 as is possible during
// initial iterations.
// 2. It helps tame rounding errors when the links nominally sum to 0.
//
bool Before = preferReg();
if (SumN >= SumP + Threshold)
Value = -1;
else if (SumP >= SumN + Threshold)
Value = 1;
else
Value = 0;
return Before != preferReg();
}
void getDissentingNeighbors(SparseSet<unsigned> &List,
const Node nodes[]) const {
for (const auto &Elt : Links) {
unsigned n = Elt.second;
// Neighbors that already have the same value are not going to
// change because of this node changing.
if (Value != nodes[n].Value)
List.insert(n);
}
}
};
bool SpillPlacement::runOnMachineFunction(MachineFunction &mf) {
MF = &mf;
bundles = &getAnalysis<EdgeBundles>();
loops = &getAnalysis<MachineLoopInfo>();
assert(!nodes && "Leaking node array");
nodes = new Node[bundles->getNumBundles()];
TodoList.clear();
TodoList.setUniverse(bundles->getNumBundles());
// Compute total ingoing and outgoing block frequencies for all bundles.
BlockFrequencies.resize(mf.getNumBlockIDs());
MBFI = &getAnalysis<MachineBlockFrequencyInfo>();
setThreshold(MBFI->getEntryFreq());
for (auto &I : mf) {
unsigned Num = I.getNumber();
BlockFrequencies[Num] = MBFI->getBlockFreq(&I);
}
// We never change the function.
return false;
}
void SpillPlacement::releaseMemory() {
delete[] nodes;
nodes = nullptr;
TodoList.clear();
}
/// activate - mark node n as active if it wasn't already.
void SpillPlacement::activate(unsigned n) {
TodoList.insert(n);
if (ActiveNodes->test(n))
return;
ActiveNodes->set(n);
nodes[n].clear(Threshold);
// Very large bundles usually come from big switches, indirect branches,
// landing pads, or loops with many 'continue' statements. It is difficult to
// allocate registers when so many different blocks are involved.
//
// Give a small negative bias to large bundles such that a substantial
// fraction of the connected blocks need to be interested before we consider
// expanding the region through the bundle. This helps compile time by
// limiting the number of blocks visited and the number of links in the
// Hopfield network.
if (bundles->getBlocks(n).size() > 100) {
nodes[n].BiasP = 0;
nodes[n].BiasN = (MBFI->getEntryFreq() / 16);
}
}
/// Set the threshold for a given entry frequency.
///
/// Set the threshold relative to \c Entry. Since the threshold is used as a
/// bound on the open interval (-Threshold;Threshold), 1 is the minimum
/// threshold.
void SpillPlacement::setThreshold(const BlockFrequency &Entry) {
// Apparently 2 is a good threshold when Entry==2^14, but we need to scale
// it. Divide by 2^13, rounding as appropriate.
uint64_t Freq = Entry.getFrequency();
uint64_t Scaled = (Freq >> 13) + bool(Freq & (1 << 12));
Threshold = std::max(UINT64_C(1), Scaled);
}
/// addConstraints - Compute node biases and weights from a set of constraints.
/// Set a bit in NodeMask for each active node.
void SpillPlacement::addConstraints(ArrayRef<BlockConstraint> LiveBlocks) {
for (ArrayRef<BlockConstraint>::iterator I = LiveBlocks.begin(),
E = LiveBlocks.end(); I != E; ++I) {
BlockFrequency Freq = BlockFrequencies[I->Number];
// Live-in to block?
if (I->Entry != DontCare) {
unsigned ib = bundles->getBundle(I->Number, false);
activate(ib);
nodes[ib].addBias(Freq, I->Entry);
}
// Live-out from block?
if (I->Exit != DontCare) {
unsigned ob = bundles->getBundle(I->Number, true);
activate(ob);
nodes[ob].addBias(Freq, I->Exit);
}
}
}
/// addPrefSpill - Same as addConstraints(PrefSpill)
void SpillPlacement::addPrefSpill(ArrayRef<unsigned> Blocks, bool Strong) {
for (ArrayRef<unsigned>::iterator I = Blocks.begin(), E = Blocks.end();
I != E; ++I) {
BlockFrequency Freq = BlockFrequencies[*I];
if (Strong)
Freq += Freq;
unsigned ib = bundles->getBundle(*I, false);
unsigned ob = bundles->getBundle(*I, true);
activate(ib);
activate(ob);
nodes[ib].addBias(Freq, PrefSpill);
nodes[ob].addBias(Freq, PrefSpill);
}
}
void SpillPlacement::addLinks(ArrayRef<unsigned> Links) {
for (ArrayRef<unsigned>::iterator I = Links.begin(), E = Links.end(); I != E;
++I) {
unsigned Number = *I;
unsigned ib = bundles->getBundle(Number, false);
unsigned ob = bundles->getBundle(Number, true);
// Ignore self-loops.
if (ib == ob)
continue;
activate(ib);
activate(ob);
BlockFrequency Freq = BlockFrequencies[Number];
nodes[ib].addLink(ob, Freq);
nodes[ob].addLink(ib, Freq);
}
}
bool SpillPlacement::scanActiveBundles() {
RecentPositive.clear();
for (unsigned n : ActiveNodes->set_bits()) {
update(n);
// A node that must spill, or a node without any links is not going to
// change its value ever again, so exclude it from iterations.
if (nodes[n].mustSpill())
continue;
if (nodes[n].preferReg())
RecentPositive.push_back(n);
}
return !RecentPositive.empty();
}
bool SpillPlacement::update(unsigned n) {
if (!nodes[n].update(nodes, Threshold))
return false;
nodes[n].getDissentingNeighbors(TodoList, nodes);
return true;
}
/// iterate - Repeatedly update the Hopfield nodes until stability or the
/// maximum number of iterations is reached.
void SpillPlacement::iterate() {
// We do not need to push those node in the todolist.
// They are already been proceeded as part of the previous iteration.
RecentPositive.clear();
// Since the last iteration, the todolist have been augmented by calls
// to addConstraints, addLinks, and co.
// Update the network energy starting at this new frontier.
// The call to ::update will add the nodes that changed into the todolist.
unsigned Limit = bundles->getNumBundles() * 10;
while(Limit-- > 0 && !TodoList.empty()) {
unsigned n = TodoList.pop_back_val();
if (!update(n))
continue;
if (nodes[n].preferReg())
RecentPositive.push_back(n);
}
}
void SpillPlacement::prepare(BitVector &RegBundles) {
RecentPositive.clear();
TodoList.clear();
// Reuse RegBundles as our ActiveNodes vector.
ActiveNodes = &RegBundles;
ActiveNodes->clear();
ActiveNodes->resize(bundles->getNumBundles());
}
bool
SpillPlacement::finish() {
assert(ActiveNodes && "Call prepare() first");
// Write preferences back to ActiveNodes.
bool Perfect = true;
for (unsigned n : ActiveNodes->set_bits())
if (!nodes[n].preferReg()) {
ActiveNodes->reset(n);
Perfect = false;
}
ActiveNodes = nullptr;
return Perfect;
}