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b1528d73d1
tracked. Instead of trying to manually keep track of these locations while doing complex modifications, just recompute them when they're needed. This fixes a bug in which the TopMBB and BotMBB were not correctly updated, leading to invalid transformations. llvm-svn: 84598
479 lines
17 KiB
C++
479 lines
17 KiB
C++
//===-- CodePlacementOpt.cpp - Code Placement pass. -----------------------===//
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//
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// The LLVM Compiler Infrastructure
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//
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// This file is distributed under the University of Illinois Open Source
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// License. See LICENSE.TXT for details.
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//
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//===----------------------------------------------------------------------===//
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//
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// This file implements the pass that optimize code placement and align loop
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// headers to target specific alignment boundary.
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//
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//===----------------------------------------------------------------------===//
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#define DEBUG_TYPE "code-placement"
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#include "llvm/CodeGen/MachineLoopInfo.h"
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#include "llvm/CodeGen/MachineFunctionPass.h"
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#include "llvm/CodeGen/Passes.h"
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#include "llvm/Target/TargetInstrInfo.h"
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#include "llvm/Target/TargetLowering.h"
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#include "llvm/Target/TargetMachine.h"
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#include "llvm/Support/Compiler.h"
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#include "llvm/Support/Debug.h"
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#include "llvm/ADT/Statistic.h"
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using namespace llvm;
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STATISTIC(NumLoopsAligned, "Number of loops aligned");
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STATISTIC(NumIntraElim, "Number of intra loop branches eliminated");
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STATISTIC(NumIntraMoved, "Number of intra loop branches moved");
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namespace {
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class CodePlacementOpt : public MachineFunctionPass {
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const MachineLoopInfo *MLI;
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const TargetInstrInfo *TII;
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const TargetLowering *TLI;
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public:
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static char ID;
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CodePlacementOpt() : MachineFunctionPass(&ID) {}
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virtual bool runOnMachineFunction(MachineFunction &MF);
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virtual const char *getPassName() const {
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return "Code Placement Optimizater";
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}
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virtual void getAnalysisUsage(AnalysisUsage &AU) const {
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AU.addRequired<MachineLoopInfo>();
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AU.addPreservedID(MachineDominatorsID);
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MachineFunctionPass::getAnalysisUsage(AU);
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}
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private:
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bool HasFallthrough(MachineBasicBlock *MBB);
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bool HasAnalyzableTerminator(MachineBasicBlock *MBB);
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void Splice(MachineFunction &MF,
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MachineFunction::iterator InsertPt,
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MachineFunction::iterator Begin,
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MachineFunction::iterator End);
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void UpdateTerminator(MachineBasicBlock *MBB);
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bool EliminateUnconditionalJumpsToTop(MachineFunction &MF,
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MachineLoop *L);
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bool MoveDiscontiguousLoopBlocks(MachineFunction &MF,
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MachineLoop *L);
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bool OptimizeIntraLoopEdgesInLoopNest(MachineFunction &MF, MachineLoop *L);
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bool OptimizeIntraLoopEdges(MachineFunction &MF);
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bool AlignLoops(MachineFunction &MF);
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bool AlignLoop(MachineFunction &MF, MachineLoop *L, unsigned Align);
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};
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char CodePlacementOpt::ID = 0;
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} // end anonymous namespace
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FunctionPass *llvm::createCodePlacementOptPass() {
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return new CodePlacementOpt();
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}
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/// HasFallthrough - Test whether the given branch has a fallthrough, either as
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/// a plain fallthrough or as a fallthrough case of a conditional branch.
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///
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bool CodePlacementOpt::HasFallthrough(MachineBasicBlock *MBB) {
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MachineBasicBlock *TBB = 0, *FBB = 0;
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SmallVector<MachineOperand, 4> Cond;
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if (TII->AnalyzeBranch(*MBB, TBB, FBB, Cond))
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return false;
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// This conditional branch has no fallthrough.
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if (FBB)
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return false;
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// An unconditional branch has no fallthrough.
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if (Cond.empty() && TBB)
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return false;
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// It has a fallthrough.
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return true;
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}
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/// HasAnalyzableTerminator - Test whether AnalyzeBranch will succeed on MBB.
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/// This is called before major changes are begun to test whether it will be
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/// possible to complete the changes.
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///
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/// Target-specific code is hereby encouraged to make AnalyzeBranch succeed
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/// whenever possible.
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///
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bool CodePlacementOpt::HasAnalyzableTerminator(MachineBasicBlock *MBB) {
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// Conservatively ignore EH landing pads.
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if (MBB->isLandingPad()) return false;
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// Ignore blocks which look like they might have EH-related control flow.
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// At the time of this writing, there are blocks which AnalyzeBranch
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// thinks end in single uncoditional branches, yet which have two CFG
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// successors. Code in this file is not prepared to reason about such things.
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if (!MBB->empty() && MBB->back().getOpcode() == TargetInstrInfo::EH_LABEL)
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return false;
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// Aggressively handle return blocks and similar constructs.
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if (MBB->succ_empty()) return true;
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// Ask the target's AnalyzeBranch if it can handle this block.
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MachineBasicBlock *TBB = 0, *FBB = 0;
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SmallVector<MachineOperand, 4> Cond;
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// Make the the terminator is understood.
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if (TII->AnalyzeBranch(*MBB, TBB, FBB, Cond))
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return false;
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// Make sure we have the option of reversing the condition.
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if (!Cond.empty() && TII->ReverseBranchCondition(Cond))
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return false;
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return true;
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}
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/// Splice - Move the sequence of instructions [Begin,End) to just before
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/// InsertPt. Update branch instructions as needed to account for broken
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/// fallthrough edges and to take advantage of newly exposed fallthrough
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/// opportunities.
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///
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void CodePlacementOpt::Splice(MachineFunction &MF,
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MachineFunction::iterator InsertPt,
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MachineFunction::iterator Begin,
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MachineFunction::iterator End) {
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assert(Begin != MF.begin() && End != MF.begin() && InsertPt != MF.begin() &&
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"Splice can't change the entry block!");
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MachineFunction::iterator OldBeginPrior = prior(Begin);
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MachineFunction::iterator OldEndPrior = prior(End);
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MF.splice(InsertPt, Begin, End);
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UpdateTerminator(prior(Begin));
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UpdateTerminator(OldBeginPrior);
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UpdateTerminator(OldEndPrior);
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}
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/// UpdateTerminator - Update the terminator instructions in MBB to account
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/// for changes to the layout. If the block previously used a fallthrough,
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/// it may now need a branch, and if it previously used branching it may now
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/// be able to use a fallthrough.
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///
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void CodePlacementOpt::UpdateTerminator(MachineBasicBlock *MBB) {
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// A block with no successors has no concerns with fall-through edges.
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if (MBB->succ_empty()) return;
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MachineBasicBlock *TBB = 0, *FBB = 0;
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SmallVector<MachineOperand, 4> Cond;
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bool B = TII->AnalyzeBranch(*MBB, TBB, FBB, Cond);
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(void) B;
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assert(!B && "UpdateTerminators requires analyzable predecessors!");
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if (Cond.empty()) {
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if (TBB) {
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// The block has an unconditional branch. If its successor is now
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// its layout successor, delete the branch.
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if (MBB->isLayoutSuccessor(TBB))
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TII->RemoveBranch(*MBB);
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} else {
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// The block has an unconditional fallthrough. If its successor is not
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// its layout successor, insert a branch.
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TBB = *MBB->succ_begin();
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if (!MBB->isLayoutSuccessor(TBB))
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TII->InsertBranch(*MBB, TBB, 0, Cond);
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}
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} else {
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if (FBB) {
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// The block has a non-fallthrough conditional branch. If one of its
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// successors is its layout successor, rewrite it to a fallthrough
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// conditional branch.
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if (MBB->isLayoutSuccessor(TBB)) {
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TII->RemoveBranch(*MBB);
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TII->ReverseBranchCondition(Cond);
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TII->InsertBranch(*MBB, FBB, 0, Cond);
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} else if (MBB->isLayoutSuccessor(FBB)) {
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TII->RemoveBranch(*MBB);
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TII->InsertBranch(*MBB, TBB, 0, Cond);
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}
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} else {
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// The block has a fallthrough conditional branch.
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MachineBasicBlock *MBBA = *MBB->succ_begin();
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MachineBasicBlock *MBBB = *next(MBB->succ_begin());
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if (MBBA == TBB) std::swap(MBBB, MBBA);
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if (MBB->isLayoutSuccessor(TBB)) {
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TII->RemoveBranch(*MBB);
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TII->ReverseBranchCondition(Cond);
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TII->InsertBranch(*MBB, MBBA, 0, Cond);
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} else if (!MBB->isLayoutSuccessor(MBBA)) {
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TII->RemoveBranch(*MBB);
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TII->InsertBranch(*MBB, TBB, MBBA, Cond);
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}
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}
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}
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}
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/// EliminateUnconditionalJumpsToTop - Move blocks which unconditionally jump
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/// to the loop top to the top of the loop so that they have a fall through.
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/// This can introduce a branch on entry to the loop, but it can eliminate a
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/// branch within the loop. See the @simple case in
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/// test/CodeGen/X86/loop_blocks.ll for an example of this.
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bool CodePlacementOpt::EliminateUnconditionalJumpsToTop(MachineFunction &MF,
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MachineLoop *L) {
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bool Changed = false;
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MachineBasicBlock *TopMBB = L->getTopBlock();
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bool BotHasFallthrough = HasFallthrough(L->getBottomBlock());
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if (TopMBB == MF.begin() ||
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HasAnalyzableTerminator(prior(MachineFunction::iterator(TopMBB)))) {
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new_top:
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for (MachineBasicBlock::pred_iterator PI = TopMBB->pred_begin(),
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PE = TopMBB->pred_end(); PI != PE; ++PI) {
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MachineBasicBlock *Pred = *PI;
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if (Pred == TopMBB) continue;
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if (HasFallthrough(Pred)) continue;
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if (!L->contains(Pred)) continue;
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// Verify that we can analyze all the loop entry edges before beginning
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// any changes which will require us to be able to analyze them.
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if (Pred == MF.begin())
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continue;
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if (!HasAnalyzableTerminator(Pred))
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continue;
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if (!HasAnalyzableTerminator(prior(MachineFunction::iterator(Pred))))
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continue;
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// Move the block.
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Changed = true;
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// Move it and all the blocks that can reach it via fallthrough edges
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// exclusively, to keep existing fallthrough edges intact.
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MachineFunction::iterator Begin = Pred;
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MachineFunction::iterator End = next(Begin);
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while (Begin != MF.begin()) {
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MachineFunction::iterator Prior = prior(Begin);
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if (Prior == MF.begin())
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break;
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// Stop when a non-fallthrough edge is found.
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if (!HasFallthrough(Prior))
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break;
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// Stop if a block which could fall-through out of the loop is found.
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if (Prior->isSuccessor(End))
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break;
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// If we've reached the top, stop scanning.
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if (Prior == MachineFunction::iterator(TopMBB)) {
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// We know top currently has a fall through (because we just checked
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// it) which would be lost if we do the transformation, so it isn't
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// worthwhile to do the transformation unless it would expose a new
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// fallthrough edge.
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if (!Prior->isSuccessor(End))
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goto next_pred;
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// Otherwise we can stop scanning and procede to move the blocks.
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break;
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}
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// If we hit a switch or something complicated, don't move anything
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// for this predecessor.
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if (!HasAnalyzableTerminator(prior(MachineFunction::iterator(Prior))))
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break;
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// Ok, the block prior to Begin will be moved along with the rest.
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// Extend the range to include it.
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Begin = Prior;
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++NumIntraMoved;
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}
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// Move the blocks.
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Splice(MF, TopMBB, Begin, End);
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// Update TopMBB.
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TopMBB = L->getTopBlock();
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// We have a new loop top. Iterate on it. We shouldn't have to do this
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// too many times if BranchFolding has done a reasonable job.
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goto new_top;
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next_pred:;
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}
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}
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// If the loop previously didn't exit with a fall-through and it now does,
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// we eliminated a branch.
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if (Changed &&
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!BotHasFallthrough &&
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HasFallthrough(L->getBottomBlock())) {
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++NumIntraElim;
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BotHasFallthrough = true;
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}
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return Changed;
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}
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/// MoveDiscontiguousLoopBlocks - Move any loop blocks that are not in the
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/// portion of the loop contiguous with the header. This usually makes the loop
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/// contiguous, provided that AnalyzeBranch can handle all the relevant
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/// branching. See the @cfg_islands case in test/CodeGen/X86/loop_blocks.ll
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/// for an example of this.
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bool CodePlacementOpt::MoveDiscontiguousLoopBlocks(MachineFunction &MF,
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MachineLoop *L) {
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bool Changed = false;
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MachineBasicBlock *TopMBB = L->getTopBlock();
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MachineBasicBlock *BotMBB = L->getBottomBlock();
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// Determine a position to move orphaned loop blocks to. If TopMBB is not
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// entered via fallthrough and BotMBB is exited via fallthrough, prepend them
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// to the top of the loop to avoid loosing that fallthrough. Otherwise append
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// them to the bottom, even if it previously had a fallthrough, on the theory
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// that it's worth an extra branch to keep the loop contiguous.
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MachineFunction::iterator InsertPt = next(MachineFunction::iterator(BotMBB));
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bool InsertAtTop = false;
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if (TopMBB != MF.begin() &&
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!HasFallthrough(prior(MachineFunction::iterator(TopMBB))) &&
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HasFallthrough(BotMBB)) {
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InsertPt = TopMBB;
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InsertAtTop = true;
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}
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// Keep a record of which blocks are in the portion of the loop contiguous
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// with the loop header.
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SmallPtrSet<MachineBasicBlock *, 8> ContiguousBlocks;
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for (MachineFunction::iterator I = TopMBB,
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E = next(MachineFunction::iterator(BotMBB)); I != E; ++I)
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ContiguousBlocks.insert(I);
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// Find non-contigous blocks and fix them.
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if (InsertPt != MF.begin() && HasAnalyzableTerminator(prior(InsertPt)))
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for (MachineLoop::block_iterator BI = L->block_begin(), BE = L->block_end();
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BI != BE; ++BI) {
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MachineBasicBlock *BB = *BI;
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// Verify that we can analyze all the loop entry edges before beginning
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// any changes which will require us to be able to analyze them.
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if (!HasAnalyzableTerminator(BB))
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continue;
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if (!HasAnalyzableTerminator(prior(MachineFunction::iterator(BB))))
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continue;
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// If the layout predecessor is part of the loop, this block will be
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// processed along with it. This keeps them in their relative order.
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if (BB != MF.begin() &&
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L->contains(prior(MachineFunction::iterator(BB))))
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continue;
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// Check to see if this block is already contiguous with the main
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// portion of the loop.
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if (!ContiguousBlocks.insert(BB))
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continue;
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// Move the block.
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Changed = true;
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// Process this block and all loop blocks contiguous with it, to keep
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// them in their relative order.
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MachineFunction::iterator Begin = BB;
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MachineFunction::iterator End = next(MachineFunction::iterator(BB));
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for (; End != MF.end(); ++End) {
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if (!L->contains(End)) break;
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if (!HasAnalyzableTerminator(End)) break;
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ContiguousBlocks.insert(End);
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++NumIntraMoved;
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}
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// If we're inserting at the bottom of the loop, and the code we're
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// moving originally had fall-through successors, bring the sucessors
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// up with the loop blocks to preserve the fall-through edges.
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if (!InsertAtTop)
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for (; End != MF.end(); ++End) {
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if (L->contains(End)) break;
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if (!HasAnalyzableTerminator(End)) break;
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if (!HasFallthrough(prior(End))) break;
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}
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// Move the blocks. This may invalidate TopMBB and/or BotMBB, but
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// we don't need them anymore at this point.
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Splice(MF, InsertPt, Begin, End);
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}
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return Changed;
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}
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/// OptimizeIntraLoopEdgesInLoopNest - Reposition loop blocks to minimize
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/// intra-loop branching and to form contiguous loops.
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///
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/// This code takes the approach of making minor changes to the existing
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/// layout to fix specific loop-oriented problems. Also, it depends on
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/// AnalyzeBranch, which can't understand complex control instructions.
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///
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bool CodePlacementOpt::OptimizeIntraLoopEdgesInLoopNest(MachineFunction &MF,
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MachineLoop *L) {
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bool Changed = false;
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// Do optimization for nested loops.
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for (MachineLoop::iterator I = L->begin(), E = L->end(); I != E; ++I)
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Changed |= OptimizeIntraLoopEdgesInLoopNest(MF, *I);
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// Do optimization for this loop.
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Changed |= EliminateUnconditionalJumpsToTop(MF, L);
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Changed |= MoveDiscontiguousLoopBlocks(MF, L);
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return Changed;
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}
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/// OptimizeIntraLoopEdges - Reposition loop blocks to minimize
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/// intra-loop branching and to form contiguous loops.
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///
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bool CodePlacementOpt::OptimizeIntraLoopEdges(MachineFunction &MF) {
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bool Changed = false;
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if (!TLI->shouldOptimizeCodePlacement())
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return Changed;
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// Do optimization for each loop in the function.
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for (MachineLoopInfo::iterator I = MLI->begin(), E = MLI->end();
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I != E; ++I)
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if (!(*I)->getParentLoop())
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Changed |= OptimizeIntraLoopEdgesInLoopNest(MF, *I);
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return Changed;
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}
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/// AlignLoops - Align loop headers to target preferred alignments.
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///
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bool CodePlacementOpt::AlignLoops(MachineFunction &MF) {
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const Function *F = MF.getFunction();
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if (F->hasFnAttr(Attribute::OptimizeForSize))
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return false;
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unsigned Align = TLI->getPrefLoopAlignment();
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if (!Align)
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return false; // Don't care about loop alignment.
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bool Changed = false;
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for (MachineLoopInfo::iterator I = MLI->begin(), E = MLI->end();
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I != E; ++I)
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Changed |= AlignLoop(MF, *I, Align);
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return Changed;
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}
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/// AlignLoop - Align loop headers to target preferred alignments.
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///
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bool CodePlacementOpt::AlignLoop(MachineFunction &MF, MachineLoop *L,
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unsigned Align) {
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bool Changed = false;
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// Do alignment for nested loops.
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for (MachineLoop::iterator I = L->begin(), E = L->end(); I != E; ++I)
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Changed |= AlignLoop(MF, *I, Align);
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L->getTopBlock()->setAlignment(Align);
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Changed = true;
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++NumLoopsAligned;
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return Changed;
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}
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bool CodePlacementOpt::runOnMachineFunction(MachineFunction &MF) {
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MLI = &getAnalysis<MachineLoopInfo>();
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if (MLI->empty())
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return false; // No loops.
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TLI = MF.getTarget().getTargetLowering();
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TII = MF.getTarget().getInstrInfo();
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bool Changed = OptimizeIntraLoopEdges(MF);
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Changed |= AlignLoops(MF);
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return Changed;
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}
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