diff options
Diffstat (limited to 'llvm/lib/CodeGen/SpillPlacement.cpp')
| -rw-r--r-- | llvm/lib/CodeGen/SpillPlacement.cpp | 382 | 
1 files changed, 382 insertions, 0 deletions
| diff --git a/llvm/lib/CodeGen/SpillPlacement.cpp b/llvm/lib/CodeGen/SpillPlacement.cpp new file mode 100644 index 0000000000000..11452fdb747ac --- /dev/null +++ b/llvm/lib/CodeGen/SpillPlacement.cpp @@ -0,0 +1,382 @@ +//===- 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; +} | 
