mirror of
https://github.com/RPCS3/llvm-mirror.git
synced 2024-11-23 03:02:36 +01:00
399 lines
13 KiB
C++
399 lines
13 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/BitVector.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/InitializePasses.h"
|
|
#include "llvm/Pass.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 (std::pair<BlockFrequency, unsigned> &L : Links)
|
|
if (L.second == b) {
|
|
L.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 (std::pair<BlockFrequency, unsigned> &L : Links) {
|
|
if (nodes[L.second].Value == -1)
|
|
SumN += L.first;
|
|
else if (nodes[L.second].Value == 1)
|
|
SumP += L.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 (const BlockConstraint &LB : LiveBlocks) {
|
|
BlockFrequency Freq = BlockFrequencies[LB.Number];
|
|
|
|
// Live-in to block?
|
|
if (LB.Entry != DontCare) {
|
|
unsigned ib = bundles->getBundle(LB.Number, false);
|
|
activate(ib);
|
|
nodes[ib].addBias(Freq, LB.Entry);
|
|
}
|
|
|
|
// Live-out from block?
|
|
if (LB.Exit != DontCare) {
|
|
unsigned ob = bundles->getBundle(LB.Number, true);
|
|
activate(ob);
|
|
nodes[ob].addBias(Freq, LB.Exit);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// addPrefSpill - Same as addConstraints(PrefSpill)
|
|
void SpillPlacement::addPrefSpill(ArrayRef<unsigned> Blocks, bool Strong) {
|
|
for (unsigned B : Blocks) {
|
|
BlockFrequency Freq = BlockFrequencies[B];
|
|
if (Strong)
|
|
Freq += Freq;
|
|
unsigned ib = bundles->getBundle(B, false);
|
|
unsigned ob = bundles->getBundle(B, true);
|
|
activate(ib);
|
|
activate(ob);
|
|
nodes[ib].addBias(Freq, PrefSpill);
|
|
nodes[ob].addBias(Freq, PrefSpill);
|
|
}
|
|
}
|
|
|
|
void SpillPlacement::addLinks(ArrayRef<unsigned> Links) {
|
|
for (unsigned Number : Links) {
|
|
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;
|
|
}
|
|
|
|
void SpillPlacement::BlockConstraint::print(raw_ostream &OS) const {
|
|
auto toString = [](BorderConstraint C) -> StringRef {
|
|
switch(C) {
|
|
case DontCare: return "DontCare";
|
|
case PrefReg: return "PrefReg";
|
|
case PrefSpill: return "PrefSpill";
|
|
case PrefBoth: return "PrefBoth";
|
|
case MustSpill: return "MustSpill";
|
|
};
|
|
llvm_unreachable("uncovered switch");
|
|
};
|
|
|
|
dbgs() << "{" << Number << ", "
|
|
<< toString(Entry) << ", "
|
|
<< toString(Exit) << ", "
|
|
<< (ChangesValue ? "changes" : "no change") << "}";
|
|
}
|
|
|
|
void SpillPlacement::BlockConstraint::dump() const {
|
|
print(dbgs());
|
|
dbgs() << "\n";
|
|
}
|