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author | Dimitry Andric <dim@FreeBSD.org> | 2019-12-20 19:53:05 +0000 |
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committer | Dimitry Andric <dim@FreeBSD.org> | 2019-12-20 19:53:05 +0000 |
commit | 0b57cec536236d46e3dba9bd041533462f33dbb7 (patch) | |
tree | 56229dbdbbf76d18580f72f789003db17246c8d9 /contrib/llvm-project/llvm/lib/CodeGen/SpillPlacement.cpp | |
parent | 718ef55ec7785aae63f98f8ca05dc07ed399c16d (diff) |
Notes
Diffstat (limited to 'contrib/llvm-project/llvm/lib/CodeGen/SpillPlacement.cpp')
-rw-r--r-- | contrib/llvm-project/llvm/lib/CodeGen/SpillPlacement.cpp | 382 |
1 files changed, 382 insertions, 0 deletions
diff --git a/contrib/llvm-project/llvm/lib/CodeGen/SpillPlacement.cpp b/contrib/llvm-project/llvm/lib/CodeGen/SpillPlacement.cpp new file mode 100644 index 000000000000..11452fdb747a --- /dev/null +++ b/contrib/llvm-project/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; +} |