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-rw-r--r--contrib/llvm/lib/CodeGen/MachineBlockPlacement.cpp1047
1 files changed, 845 insertions, 202 deletions
diff --git a/contrib/llvm/lib/CodeGen/MachineBlockPlacement.cpp b/contrib/llvm/lib/CodeGen/MachineBlockPlacement.cpp
index 40e3840e6b0b..4cfc128a8c1d 100644
--- a/contrib/llvm/lib/CodeGen/MachineBlockPlacement.cpp
+++ b/contrib/llvm/lib/CodeGen/MachineBlockPlacement.cpp
@@ -32,14 +32,15 @@
#include "llvm/ADT/SmallPtrSet.h"
#include "llvm/ADT/SmallVector.h"
#include "llvm/ADT/Statistic.h"
+#include "llvm/Analysis/BlockFrequencyInfoImpl.h"
#include "llvm/CodeGen/MachineBasicBlock.h"
#include "llvm/CodeGen/MachineBlockFrequencyInfo.h"
#include "llvm/CodeGen/MachineBranchProbabilityInfo.h"
-#include "llvm/CodeGen/MachineDominators.h"
#include "llvm/CodeGen/MachineFunction.h"
#include "llvm/CodeGen/MachineFunctionPass.h"
#include "llvm/CodeGen/MachineLoopInfo.h"
#include "llvm/CodeGen/MachineModuleInfo.h"
+#include "llvm/CodeGen/MachinePostDominators.h"
#include "llvm/CodeGen/TailDuplicator.h"
#include "llvm/Support/Allocator.h"
#include "llvm/Support/CommandLine.h"
@@ -49,6 +50,8 @@
#include "llvm/Target/TargetLowering.h"
#include "llvm/Target/TargetSubtargetInfo.h"
#include <algorithm>
+#include <functional>
+#include <utility>
using namespace llvm;
#define DEBUG_TYPE "block-placement"
@@ -82,19 +85,6 @@ static cl::opt<unsigned> ExitBlockBias(
// Definition:
// - Outlining: placement of a basic block outside the chain or hot path.
-static cl::opt<bool> OutlineOptionalBranches(
- "outline-optional-branches",
- cl::desc("Outlining optional branches will place blocks that are optional "
- "branches, i.e. branches with a common post dominator, outside "
- "the hot path or chain"),
- cl::init(false), cl::Hidden);
-
-static cl::opt<unsigned> OutlineOptionalThreshold(
- "outline-optional-threshold",
- cl::desc("Don't outline optional branches that are a single block with an "
- "instruction count below this threshold"),
- cl::init(4), cl::Hidden);
-
static cl::opt<unsigned> LoopToColdBlockRatio(
"loop-to-cold-block-ratio",
cl::desc("Outline loop blocks from loop chain if (frequency of loop) / "
@@ -136,20 +126,47 @@ BranchFoldPlacement("branch-fold-placement",
cl::init(true), cl::Hidden);
// Heuristic for tail duplication.
-static cl::opt<unsigned> TailDuplicatePlacementThreshold(
+static cl::opt<unsigned> TailDupPlacementThreshold(
"tail-dup-placement-threshold",
cl::desc("Instruction cutoff for tail duplication during layout. "
"Tail merging during layout is forced to have a threshold "
"that won't conflict."), cl::init(2),
cl::Hidden);
+// Heuristic for tail duplication.
+static cl::opt<unsigned> TailDupPlacementPenalty(
+ "tail-dup-placement-penalty",
+ cl::desc("Cost penalty for blocks that can avoid breaking CFG by copying. "
+ "Copying can increase fallthrough, but it also increases icache "
+ "pressure. This parameter controls the penalty to account for that. "
+ "Percent as integer."),
+ cl::init(2),
+ cl::Hidden);
+
+// Heuristic for triangle chains.
+static cl::opt<unsigned> TriangleChainCount(
+ "triangle-chain-count",
+ cl::desc("Number of triangle-shaped-CFG's that need to be in a row for the "
+ "triangle tail duplication heuristic to kick in. 0 to disable."),
+ cl::init(2),
+ cl::Hidden);
+
extern cl::opt<unsigned> StaticLikelyProb;
extern cl::opt<unsigned> ProfileLikelyProb;
+// Internal option used to control BFI display only after MBP pass.
+// Defined in CodeGen/MachineBlockFrequencyInfo.cpp:
+// -view-block-layout-with-bfi=
+extern cl::opt<GVDAGType> ViewBlockLayoutWithBFI;
+
+// Command line option to specify the name of the function for CFG dump
+// Defined in Analysis/BlockFrequencyInfo.cpp: -view-bfi-func-name=
+extern cl::opt<std::string> ViewBlockFreqFuncName;
+
namespace {
class BlockChain;
/// \brief Type for our function-wide basic block -> block chain mapping.
-typedef DenseMap<MachineBasicBlock *, BlockChain *> BlockToChainMapType;
+typedef DenseMap<const MachineBasicBlock *, BlockChain *> BlockToChainMapType;
}
namespace {
@@ -193,12 +210,15 @@ public:
/// \brief Iterator over blocks within the chain.
typedef SmallVectorImpl<MachineBasicBlock *>::iterator iterator;
+ typedef SmallVectorImpl<MachineBasicBlock *>::const_iterator const_iterator;
/// \brief Beginning of blocks within the chain.
iterator begin() { return Blocks.begin(); }
+ const_iterator begin() const { return Blocks.begin(); }
/// \brief End of blocks within the chain.
iterator end() { return Blocks.end(); }
+ const_iterator end() const { return Blocks.end(); }
bool remove(MachineBasicBlock* BB) {
for(iterator i = begin(); i != end(); ++i) {
@@ -264,12 +284,28 @@ public:
namespace {
class MachineBlockPlacement : public MachineFunctionPass {
/// \brief A typedef for a block filter set.
- typedef SmallSetVector<MachineBasicBlock *, 16> BlockFilterSet;
+ typedef SmallSetVector<const MachineBasicBlock *, 16> BlockFilterSet;
+
+ /// Pair struct containing basic block and taildup profitiability
+ struct BlockAndTailDupResult {
+ MachineBasicBlock *BB;
+ bool ShouldTailDup;
+ };
+
+ /// Triple struct containing edge weight and the edge.
+ struct WeightedEdge {
+ BlockFrequency Weight;
+ MachineBasicBlock *Src;
+ MachineBasicBlock *Dest;
+ };
/// \brief work lists of blocks that are ready to be laid out
SmallVector<MachineBasicBlock *, 16> BlockWorkList;
SmallVector<MachineBasicBlock *, 16> EHPadWorkList;
+ /// Edges that have already been computed as optimal.
+ DenseMap<const MachineBasicBlock *, BlockAndTailDupResult> ComputedEdges;
+
/// \brief Machine Function
MachineFunction *F;
@@ -294,7 +330,7 @@ class MachineBlockPlacement : public MachineFunctionPass {
const TargetLoweringBase *TLI;
/// \brief A handle to the post dominator tree.
- MachineDominatorTree *MDT;
+ MachinePostDominatorTree *MPDT;
/// \brief Duplicator used to duplicate tails during placement.
///
@@ -303,10 +339,6 @@ class MachineBlockPlacement : public MachineFunctionPass {
/// must be done inline.
TailDuplicator TailDup;
- /// \brief A set of blocks that are unavoidably execute, i.e. they dominate
- /// all terminators of the MachineFunction.
- SmallPtrSet<MachineBasicBlock *, 4> UnavoidableBlocks;
-
/// \brief Allocator and owner of BlockChain structures.
///
/// We build BlockChains lazily while processing the loop structure of
@@ -322,7 +354,7 @@ class MachineBlockPlacement : public MachineFunctionPass {
/// BlockChain it participates in, if any. We use it to, among other things,
/// allow implicitly defining edges between chains as the existing edges
/// between basic blocks.
- DenseMap<MachineBasicBlock *, BlockChain *> BlockToChain;
+ DenseMap<const MachineBasicBlock *, BlockChain *> BlockToChain;
#ifndef NDEBUG
/// The set of basic blocks that have terminators that cannot be fully
@@ -334,75 +366,107 @@ class MachineBlockPlacement : public MachineFunctionPass {
/// Decrease the UnscheduledPredecessors count for all blocks in chain, and
/// if the count goes to 0, add them to the appropriate work list.
- void markChainSuccessors(BlockChain &Chain, MachineBasicBlock *LoopHeaderBB,
- const BlockFilterSet *BlockFilter = nullptr);
+ void markChainSuccessors(
+ const BlockChain &Chain, const MachineBasicBlock *LoopHeaderBB,
+ const BlockFilterSet *BlockFilter = nullptr);
/// Decrease the UnscheduledPredecessors count for a single block, and
/// if the count goes to 0, add them to the appropriate work list.
void markBlockSuccessors(
- BlockChain &Chain, MachineBasicBlock *BB, MachineBasicBlock *LoopHeaderBB,
+ const BlockChain &Chain, const MachineBasicBlock *BB,
+ const MachineBasicBlock *LoopHeaderBB,
const BlockFilterSet *BlockFilter = nullptr);
-
BranchProbability
- collectViableSuccessors(MachineBasicBlock *BB, BlockChain &Chain,
- const BlockFilterSet *BlockFilter,
- SmallVector<MachineBasicBlock *, 4> &Successors);
- bool shouldPredBlockBeOutlined(MachineBasicBlock *BB, MachineBasicBlock *Succ,
- BlockChain &Chain,
- const BlockFilterSet *BlockFilter,
- BranchProbability SuccProb,
- BranchProbability HotProb);
+ collectViableSuccessors(
+ const MachineBasicBlock *BB, const BlockChain &Chain,
+ const BlockFilterSet *BlockFilter,
+ SmallVector<MachineBasicBlock *, 4> &Successors);
+ bool shouldPredBlockBeOutlined(
+ const MachineBasicBlock *BB, const MachineBasicBlock *Succ,
+ const BlockChain &Chain, const BlockFilterSet *BlockFilter,
+ BranchProbability SuccProb, BranchProbability HotProb);
bool repeatedlyTailDuplicateBlock(
MachineBasicBlock *BB, MachineBasicBlock *&LPred,
- MachineBasicBlock *LoopHeaderBB,
+ const MachineBasicBlock *LoopHeaderBB,
BlockChain &Chain, BlockFilterSet *BlockFilter,
MachineFunction::iterator &PrevUnplacedBlockIt);
- bool maybeTailDuplicateBlock(MachineBasicBlock *BB, MachineBasicBlock *LPred,
- const BlockChain &Chain,
- BlockFilterSet *BlockFilter,
- MachineFunction::iterator &PrevUnplacedBlockIt,
- bool &DuplicatedToPred);
- bool
- hasBetterLayoutPredecessor(MachineBasicBlock *BB, MachineBasicBlock *Succ,
- BlockChain &SuccChain, BranchProbability SuccProb,
- BranchProbability RealSuccProb, BlockChain &Chain,
- const BlockFilterSet *BlockFilter);
- MachineBasicBlock *selectBestSuccessor(MachineBasicBlock *BB,
- BlockChain &Chain,
- const BlockFilterSet *BlockFilter);
- MachineBasicBlock *
- selectBestCandidateBlock(BlockChain &Chain,
- SmallVectorImpl<MachineBasicBlock *> &WorkList);
- MachineBasicBlock *
- getFirstUnplacedBlock(const BlockChain &PlacedChain,
- MachineFunction::iterator &PrevUnplacedBlockIt,
- const BlockFilterSet *BlockFilter);
+ bool maybeTailDuplicateBlock(
+ MachineBasicBlock *BB, MachineBasicBlock *LPred,
+ BlockChain &Chain, BlockFilterSet *BlockFilter,
+ MachineFunction::iterator &PrevUnplacedBlockIt,
+ bool &DuplicatedToPred);
+ bool hasBetterLayoutPredecessor(
+ const MachineBasicBlock *BB, const MachineBasicBlock *Succ,
+ const BlockChain &SuccChain, BranchProbability SuccProb,
+ BranchProbability RealSuccProb, const BlockChain &Chain,
+ const BlockFilterSet *BlockFilter);
+ BlockAndTailDupResult selectBestSuccessor(
+ const MachineBasicBlock *BB, const BlockChain &Chain,
+ const BlockFilterSet *BlockFilter);
+ MachineBasicBlock *selectBestCandidateBlock(
+ const BlockChain &Chain, SmallVectorImpl<MachineBasicBlock *> &WorkList);
+ MachineBasicBlock *getFirstUnplacedBlock(
+ const BlockChain &PlacedChain,
+ MachineFunction::iterator &PrevUnplacedBlockIt,
+ const BlockFilterSet *BlockFilter);
/// \brief Add a basic block to the work list if it is appropriate.
///
/// If the optional parameter BlockFilter is provided, only MBB
/// present in the set will be added to the worklist. If nullptr
/// is provided, no filtering occurs.
- void fillWorkLists(MachineBasicBlock *MBB,
+ void fillWorkLists(const MachineBasicBlock *MBB,
SmallPtrSetImpl<BlockChain *> &UpdatedPreds,
const BlockFilterSet *BlockFilter);
- void buildChain(MachineBasicBlock *BB, BlockChain &Chain,
+ void buildChain(const MachineBasicBlock *BB, BlockChain &Chain,
BlockFilterSet *BlockFilter = nullptr);
- MachineBasicBlock *findBestLoopTop(MachineLoop &L,
- const BlockFilterSet &LoopBlockSet);
- MachineBasicBlock *findBestLoopExit(MachineLoop &L,
- const BlockFilterSet &LoopBlockSet);
- BlockFilterSet collectLoopBlockSet(MachineLoop &L);
- void buildLoopChains(MachineLoop &L);
- void rotateLoop(BlockChain &LoopChain, MachineBasicBlock *ExitingBB,
- const BlockFilterSet &LoopBlockSet);
- void rotateLoopWithProfile(BlockChain &LoopChain, MachineLoop &L,
- const BlockFilterSet &LoopBlockSet);
- void collectMustExecuteBBs();
+ MachineBasicBlock *findBestLoopTop(
+ const MachineLoop &L, const BlockFilterSet &LoopBlockSet);
+ MachineBasicBlock *findBestLoopExit(
+ const MachineLoop &L, const BlockFilterSet &LoopBlockSet);
+ BlockFilterSet collectLoopBlockSet(const MachineLoop &L);
+ void buildLoopChains(const MachineLoop &L);
+ void rotateLoop(
+ BlockChain &LoopChain, const MachineBasicBlock *ExitingBB,
+ const BlockFilterSet &LoopBlockSet);
+ void rotateLoopWithProfile(
+ BlockChain &LoopChain, const MachineLoop &L,
+ const BlockFilterSet &LoopBlockSet);
void buildCFGChains();
void optimizeBranches();
void alignBlocks();
+ /// Returns true if a block should be tail-duplicated to increase fallthrough
+ /// opportunities.
+ bool shouldTailDuplicate(MachineBasicBlock *BB);
+ /// Check the edge frequencies to see if tail duplication will increase
+ /// fallthroughs.
+ bool isProfitableToTailDup(
+ const MachineBasicBlock *BB, const MachineBasicBlock *Succ,
+ BranchProbability AdjustedSumProb,
+ const BlockChain &Chain, const BlockFilterSet *BlockFilter);
+ /// Check for a trellis layout.
+ bool isTrellis(const MachineBasicBlock *BB,
+ const SmallVectorImpl<MachineBasicBlock *> &ViableSuccs,
+ const BlockChain &Chain, const BlockFilterSet *BlockFilter);
+ /// Get the best successor given a trellis layout.
+ BlockAndTailDupResult getBestTrellisSuccessor(
+ const MachineBasicBlock *BB,
+ const SmallVectorImpl<MachineBasicBlock *> &ViableSuccs,
+ BranchProbability AdjustedSumProb, const BlockChain &Chain,
+ const BlockFilterSet *BlockFilter);
+ /// Get the best pair of non-conflicting edges.
+ static std::pair<WeightedEdge, WeightedEdge> getBestNonConflictingEdges(
+ const MachineBasicBlock *BB,
+ MutableArrayRef<SmallVector<WeightedEdge, 8>> Edges);
+ /// Returns true if a block can tail duplicate into all unplaced
+ /// predecessors. Filters based on loop.
+ bool canTailDuplicateUnplacedPreds(
+ const MachineBasicBlock *BB, MachineBasicBlock *Succ,
+ const BlockChain &Chain, const BlockFilterSet *BlockFilter);
+ /// Find chains of triangles to tail-duplicate where a global analysis works,
+ /// but a local analysis would not find them.
+ void precomputeTriangleChains();
public:
static char ID; // Pass identification, replacement for typeid
@@ -415,7 +479,8 @@ public:
void getAnalysisUsage(AnalysisUsage &AU) const override {
AU.addRequired<MachineBranchProbabilityInfo>();
AU.addRequired<MachineBlockFrequencyInfo>();
- AU.addRequired<MachineDominatorTree>();
+ if (TailDupPlacement)
+ AU.addRequired<MachinePostDominatorTree>();
AU.addRequired<MachineLoopInfo>();
AU.addRequired<TargetPassConfig>();
MachineFunctionPass::getAnalysisUsage(AU);
@@ -429,7 +494,7 @@ INITIALIZE_PASS_BEGIN(MachineBlockPlacement, "block-placement",
"Branch Probability Basic Block Placement", false, false)
INITIALIZE_PASS_DEPENDENCY(MachineBranchProbabilityInfo)
INITIALIZE_PASS_DEPENDENCY(MachineBlockFrequencyInfo)
-INITIALIZE_PASS_DEPENDENCY(MachineDominatorTree)
+INITIALIZE_PASS_DEPENDENCY(MachinePostDominatorTree)
INITIALIZE_PASS_DEPENDENCY(MachineLoopInfo)
INITIALIZE_PASS_END(MachineBlockPlacement, "block-placement",
"Branch Probability Basic Block Placement", false, false)
@@ -438,7 +503,7 @@ INITIALIZE_PASS_END(MachineBlockPlacement, "block-placement",
/// \brief Helper to print the name of a MBB.
///
/// Only used by debug logging.
-static std::string getBlockName(MachineBasicBlock *BB) {
+static std::string getBlockName(const MachineBasicBlock *BB) {
std::string Result;
raw_string_ostream OS(Result);
OS << "BB#" << BB->getNumber();
@@ -455,7 +520,7 @@ static std::string getBlockName(MachineBasicBlock *BB) {
/// having one fewer active predecessor. It also adds any successors of this
/// chain which reach the zero-predecessor state to the appropriate worklist.
void MachineBlockPlacement::markChainSuccessors(
- BlockChain &Chain, MachineBasicBlock *LoopHeaderBB,
+ const BlockChain &Chain, const MachineBasicBlock *LoopHeaderBB,
const BlockFilterSet *BlockFilter) {
// Walk all the blocks in this chain, marking their successors as having
// a predecessor placed.
@@ -471,8 +536,8 @@ void MachineBlockPlacement::markChainSuccessors(
/// and was duplicated into the chain end, we need to redo markBlockSuccessors
/// for just that block.
void MachineBlockPlacement::markBlockSuccessors(
- BlockChain &Chain, MachineBasicBlock *MBB, MachineBasicBlock *LoopHeaderBB,
- const BlockFilterSet *BlockFilter) {
+ const BlockChain &Chain, const MachineBasicBlock *MBB,
+ const MachineBasicBlock *LoopHeaderBB, const BlockFilterSet *BlockFilter) {
// Add any successors for which this is the only un-placed in-loop
// predecessor to the worklist as a viable candidate for CFG-neutral
// placement. No subsequent placement of this block will violate the CFG
@@ -504,7 +569,8 @@ void MachineBlockPlacement::markBlockSuccessors(
/// the total branch probability of edges from \p BB to those
/// blocks.
BranchProbability MachineBlockPlacement::collectViableSuccessors(
- MachineBasicBlock *BB, BlockChain &Chain, const BlockFilterSet *BlockFilter,
+ const MachineBasicBlock *BB, const BlockChain &Chain,
+ const BlockFilterSet *BlockFilter,
SmallVector<MachineBasicBlock *, 4> &Successors) {
// Adjust edge probabilities by excluding edges pointing to blocks that is
// either not in BlockFilter or is already in the current chain. Consider the
@@ -561,46 +627,573 @@ getAdjustedProbability(BranchProbability OrigProb,
return SuccProb;
}
-/// When the option OutlineOptionalBranches is on, this method
-/// checks if the fallthrough candidate block \p Succ (of block
-/// \p BB) also has other unscheduled predecessor blocks which
-/// are also successors of \p BB (forming triangular shape CFG).
-/// If none of such predecessors are small, it returns true.
-/// The caller can choose to select \p Succ as the layout successors
-/// so that \p Succ's predecessors (optional branches) can be
-/// outlined.
-/// FIXME: fold this with more general layout cost analysis.
-bool MachineBlockPlacement::shouldPredBlockBeOutlined(
- MachineBasicBlock *BB, MachineBasicBlock *Succ, BlockChain &Chain,
- const BlockFilterSet *BlockFilter, BranchProbability SuccProb,
- BranchProbability HotProb) {
- if (!OutlineOptionalBranches)
+/// Check if \p BB has exactly the successors in \p Successors.
+static bool
+hasSameSuccessors(MachineBasicBlock &BB,
+ SmallPtrSetImpl<const MachineBasicBlock *> &Successors) {
+ if (BB.succ_size() != Successors.size())
return false;
- // If we outline optional branches, look whether Succ is unavoidable, i.e.
- // dominates all terminators of the MachineFunction. If it does, other
- // successors must be optional. Don't do this for cold branches.
- if (SuccProb > HotProb.getCompl() && UnavoidableBlocks.count(Succ) > 0) {
- for (MachineBasicBlock *Pred : Succ->predecessors()) {
- // Check whether there is an unplaced optional branch.
- if (Pred == Succ || (BlockFilter && !BlockFilter->count(Pred)) ||
- BlockToChain[Pred] == &Chain)
+ // We don't want to count self-loops
+ if (Successors.count(&BB))
+ return false;
+ for (MachineBasicBlock *Succ : BB.successors())
+ if (!Successors.count(Succ))
+ return false;
+ return true;
+}
+
+/// Check if a block should be tail duplicated to increase fallthrough
+/// opportunities.
+/// \p BB Block to check.
+bool MachineBlockPlacement::shouldTailDuplicate(MachineBasicBlock *BB) {
+ // Blocks with single successors don't create additional fallthrough
+ // opportunities. Don't duplicate them. TODO: When conditional exits are
+ // analyzable, allow them to be duplicated.
+ bool IsSimple = TailDup.isSimpleBB(BB);
+
+ if (BB->succ_size() == 1)
+ return false;
+ return TailDup.shouldTailDuplicate(IsSimple, *BB);
+}
+
+/// Compare 2 BlockFrequency's with a small penalty for \p A.
+/// In order to be conservative, we apply a X% penalty to account for
+/// increased icache pressure and static heuristics. For small frequencies
+/// we use only the numerators to improve accuracy. For simplicity, we assume the
+/// penalty is less than 100%
+/// TODO(iteratee): Use 64-bit fixed point edge frequencies everywhere.
+static bool greaterWithBias(BlockFrequency A, BlockFrequency B,
+ uint64_t EntryFreq) {
+ BranchProbability ThresholdProb(TailDupPlacementPenalty, 100);
+ BlockFrequency Gain = A - B;
+ return (Gain / ThresholdProb).getFrequency() >= EntryFreq;
+}
+
+/// Check the edge frequencies to see if tail duplication will increase
+/// fallthroughs. It only makes sense to call this function when
+/// \p Succ would not be chosen otherwise. Tail duplication of \p Succ is
+/// always locally profitable if we would have picked \p Succ without
+/// considering duplication.
+bool MachineBlockPlacement::isProfitableToTailDup(
+ const MachineBasicBlock *BB, const MachineBasicBlock *Succ,
+ BranchProbability QProb,
+ const BlockChain &Chain, const BlockFilterSet *BlockFilter) {
+ // We need to do a probability calculation to make sure this is profitable.
+ // First: does succ have a successor that post-dominates? This affects the
+ // calculation. The 2 relevant cases are:
+ // BB BB
+ // | \Qout | \Qout
+ // P| C |P C
+ // = C' = C'
+ // | /Qin | /Qin
+ // | / | /
+ // Succ Succ
+ // / \ | \ V
+ // U/ =V |U \
+ // / \ = D
+ // D E | /
+ // | /
+ // |/
+ // PDom
+ // '=' : Branch taken for that CFG edge
+ // In the second case, Placing Succ while duplicating it into C prevents the
+ // fallthrough of Succ into either D or PDom, because they now have C as an
+ // unplaced predecessor
+
+ // Start by figuring out which case we fall into
+ MachineBasicBlock *PDom = nullptr;
+ SmallVector<MachineBasicBlock *, 4> SuccSuccs;
+ // Only scan the relevant successors
+ auto AdjustedSuccSumProb =
+ collectViableSuccessors(Succ, Chain, BlockFilter, SuccSuccs);
+ BranchProbability PProb = MBPI->getEdgeProbability(BB, Succ);
+ auto BBFreq = MBFI->getBlockFreq(BB);
+ auto SuccFreq = MBFI->getBlockFreq(Succ);
+ BlockFrequency P = BBFreq * PProb;
+ BlockFrequency Qout = BBFreq * QProb;
+ uint64_t EntryFreq = MBFI->getEntryFreq();
+ // If there are no more successors, it is profitable to copy, as it strictly
+ // increases fallthrough.
+ if (SuccSuccs.size() == 0)
+ return greaterWithBias(P, Qout, EntryFreq);
+
+ auto BestSuccSucc = BranchProbability::getZero();
+ // Find the PDom or the best Succ if no PDom exists.
+ for (MachineBasicBlock *SuccSucc : SuccSuccs) {
+ auto Prob = MBPI->getEdgeProbability(Succ, SuccSucc);
+ if (Prob > BestSuccSucc)
+ BestSuccSucc = Prob;
+ if (PDom == nullptr)
+ if (MPDT->dominates(SuccSucc, Succ)) {
+ PDom = SuccSucc;
+ break;
+ }
+ }
+ // For the comparisons, we need to know Succ's best incoming edge that isn't
+ // from BB.
+ auto SuccBestPred = BlockFrequency(0);
+ for (MachineBasicBlock *SuccPred : Succ->predecessors()) {
+ if (SuccPred == Succ || SuccPred == BB
+ || BlockToChain[SuccPred] == &Chain
+ || (BlockFilter && !BlockFilter->count(SuccPred)))
+ continue;
+ auto Freq = MBFI->getBlockFreq(SuccPred)
+ * MBPI->getEdgeProbability(SuccPred, Succ);
+ if (Freq > SuccBestPred)
+ SuccBestPred = Freq;
+ }
+ // Qin is Succ's best unplaced incoming edge that isn't BB
+ BlockFrequency Qin = SuccBestPred;
+ // If it doesn't have a post-dominating successor, here is the calculation:
+ // BB BB
+ // | \Qout | \
+ // P| C | =
+ // = C' | C
+ // | /Qin | |
+ // | / | C' (+Succ)
+ // Succ Succ /|
+ // / \ | \/ |
+ // U/ =V | == |
+ // / \ | / \|
+ // D E D E
+ // '=' : Branch taken for that CFG edge
+ // Cost in the first case is: P + V
+ // For this calculation, we always assume P > Qout. If Qout > P
+ // The result of this function will be ignored at the caller.
+ // Let F = SuccFreq - Qin
+ // Cost in the second case is: Qout + min(Qin, F) * U + max(Qin, F) * V
+
+ if (PDom == nullptr || !Succ->isSuccessor(PDom)) {
+ BranchProbability UProb = BestSuccSucc;
+ BranchProbability VProb = AdjustedSuccSumProb - UProb;
+ BlockFrequency F = SuccFreq - Qin;
+ BlockFrequency V = SuccFreq * VProb;
+ BlockFrequency QinU = std::min(Qin, F) * UProb;
+ BlockFrequency BaseCost = P + V;
+ BlockFrequency DupCost = Qout + QinU + std::max(Qin, F) * VProb;
+ return greaterWithBias(BaseCost, DupCost, EntryFreq);
+ }
+ BranchProbability UProb = MBPI->getEdgeProbability(Succ, PDom);
+ BranchProbability VProb = AdjustedSuccSumProb - UProb;
+ BlockFrequency U = SuccFreq * UProb;
+ BlockFrequency V = SuccFreq * VProb;
+ BlockFrequency F = SuccFreq - Qin;
+ // If there is a post-dominating successor, here is the calculation:
+ // BB BB BB BB
+ // | \Qout | \ | \Qout | \
+ // |P C | = |P C | =
+ // = C' |P C = C' |P C
+ // | /Qin | | | /Qin | |
+ // | / | C' (+Succ) | / | C' (+Succ)
+ // Succ Succ /| Succ Succ /|
+ // | \ V | \/ | | \ V | \/ |
+ // |U \ |U /\ =? |U = |U /\ |
+ // = D = = =?| | D | = =|
+ // | / |/ D | / |/ D
+ // | / | / | = | /
+ // |/ | / |/ | =
+ // Dom Dom Dom Dom
+ // '=' : Branch taken for that CFG edge
+ // The cost for taken branches in the first case is P + U
+ // Let F = SuccFreq - Qin
+ // The cost in the second case (assuming independence), given the layout:
+ // BB, Succ, (C+Succ), D, Dom or the layout:
+ // BB, Succ, D, Dom, (C+Succ)
+ // is Qout + max(F, Qin) * U + min(F, Qin)
+ // compare P + U vs Qout + P * U + Qin.
+ //
+ // The 3rd and 4th cases cover when Dom would be chosen to follow Succ.
+ //
+ // For the 3rd case, the cost is P + 2 * V
+ // For the 4th case, the cost is Qout + min(Qin, F) * U + max(Qin, F) * V + V
+ // We choose 4 over 3 when (P + V) > Qout + min(Qin, F) * U + max(Qin, F) * V
+ if (UProb > AdjustedSuccSumProb / 2 &&
+ !hasBetterLayoutPredecessor(Succ, PDom, *BlockToChain[PDom], UProb, UProb,
+ Chain, BlockFilter))
+ // Cases 3 & 4
+ return greaterWithBias(
+ (P + V), (Qout + std::max(Qin, F) * VProb + std::min(Qin, F) * UProb),
+ EntryFreq);
+ // Cases 1 & 2
+ return greaterWithBias((P + U),
+ (Qout + std::min(Qin, F) * AdjustedSuccSumProb +
+ std::max(Qin, F) * UProb),
+ EntryFreq);
+}
+
+/// Check for a trellis layout. \p BB is the upper part of a trellis if its
+/// successors form the lower part of a trellis. A successor set S forms the
+/// lower part of a trellis if all of the predecessors of S are either in S or
+/// have all of S as successors. We ignore trellises where BB doesn't have 2
+/// successors because for fewer than 2, it's trivial, and for 3 or greater they
+/// are very uncommon and complex to compute optimally. Allowing edges within S
+/// is not strictly a trellis, but the same algorithm works, so we allow it.
+bool MachineBlockPlacement::isTrellis(
+ const MachineBasicBlock *BB,
+ const SmallVectorImpl<MachineBasicBlock *> &ViableSuccs,
+ const BlockChain &Chain, const BlockFilterSet *BlockFilter) {
+ // Technically BB could form a trellis with branching factor higher than 2.
+ // But that's extremely uncommon.
+ if (BB->succ_size() != 2 || ViableSuccs.size() != 2)
+ return false;
+
+ SmallPtrSet<const MachineBasicBlock *, 2> Successors(BB->succ_begin(),
+ BB->succ_end());
+ // To avoid reviewing the same predecessors twice.
+ SmallPtrSet<const MachineBasicBlock *, 8> SeenPreds;
+
+ for (MachineBasicBlock *Succ : ViableSuccs) {
+ int PredCount = 0;
+ for (auto SuccPred : Succ->predecessors()) {
+ // Allow triangle successors, but don't count them.
+ if (Successors.count(SuccPred)) {
+ // Make sure that it is actually a triangle.
+ for (MachineBasicBlock *CheckSucc : SuccPred->successors())
+ if (!Successors.count(CheckSucc))
+ return false;
continue;
- // Check whether the optional branch has exactly one BB.
- if (Pred->pred_size() > 1 || *Pred->pred_begin() != BB)
+ }
+ const BlockChain *PredChain = BlockToChain[SuccPred];
+ if (SuccPred == BB || (BlockFilter && !BlockFilter->count(SuccPred)) ||
+ PredChain == &Chain || PredChain == BlockToChain[Succ])
continue;
- // Check whether the optional branch is small.
- if (Pred->size() < OutlineOptionalThreshold)
+ ++PredCount;
+ // Perform the successor check only once.
+ if (!SeenPreds.insert(SuccPred).second)
+ continue;
+ if (!hasSameSuccessors(*SuccPred, Successors))
return false;
}
- return true;
- } else
+ // If one of the successors has only BB as a predecessor, it is not a
+ // trellis.
+ if (PredCount < 1)
+ return false;
+ }
+ return true;
+}
+
+/// Pick the highest total weight pair of edges that can both be laid out.
+/// The edges in \p Edges[0] are assumed to have a different destination than
+/// the edges in \p Edges[1]. Simple counting shows that the best pair is either
+/// the individual highest weight edges to the 2 different destinations, or in
+/// case of a conflict, one of them should be replaced with a 2nd best edge.
+std::pair<MachineBlockPlacement::WeightedEdge,
+ MachineBlockPlacement::WeightedEdge>
+MachineBlockPlacement::getBestNonConflictingEdges(
+ const MachineBasicBlock *BB,
+ MutableArrayRef<SmallVector<MachineBlockPlacement::WeightedEdge, 8>>
+ Edges) {
+ // Sort the edges, and then for each successor, find the best incoming
+ // predecessor. If the best incoming predecessors aren't the same,
+ // then that is clearly the best layout. If there is a conflict, one of the
+ // successors will have to fallthrough from the second best predecessor. We
+ // compare which combination is better overall.
+
+ // Sort for highest frequency.
+ auto Cmp = [](WeightedEdge A, WeightedEdge B) { return A.Weight > B.Weight; };
+
+ std::stable_sort(Edges[0].begin(), Edges[0].end(), Cmp);
+ std::stable_sort(Edges[1].begin(), Edges[1].end(), Cmp);
+ auto BestA = Edges[0].begin();
+ auto BestB = Edges[1].begin();
+ // Arrange for the correct answer to be in BestA and BestB
+ // If the 2 best edges don't conflict, the answer is already there.
+ if (BestA->Src == BestB->Src) {
+ // Compare the total fallthrough of (Best + Second Best) for both pairs
+ auto SecondBestA = std::next(BestA);
+ auto SecondBestB = std::next(BestB);
+ BlockFrequency BestAScore = BestA->Weight + SecondBestB->Weight;
+ BlockFrequency BestBScore = BestB->Weight + SecondBestA->Weight;
+ if (BestAScore < BestBScore)
+ BestA = SecondBestA;
+ else
+ BestB = SecondBestB;
+ }
+ // Arrange for the BB edge to be in BestA if it exists.
+ if (BestB->Src == BB)
+ std::swap(BestA, BestB);
+ return std::make_pair(*BestA, *BestB);
+}
+
+/// Get the best successor from \p BB based on \p BB being part of a trellis.
+/// We only handle trellises with 2 successors, so the algorithm is
+/// straightforward: Find the best pair of edges that don't conflict. We find
+/// the best incoming edge for each successor in the trellis. If those conflict,
+/// we consider which of them should be replaced with the second best.
+/// Upon return the two best edges will be in \p BestEdges. If one of the edges
+/// comes from \p BB, it will be in \p BestEdges[0]
+MachineBlockPlacement::BlockAndTailDupResult
+MachineBlockPlacement::getBestTrellisSuccessor(
+ const MachineBasicBlock *BB,
+ const SmallVectorImpl<MachineBasicBlock *> &ViableSuccs,
+ BranchProbability AdjustedSumProb, const BlockChain &Chain,
+ const BlockFilterSet *BlockFilter) {
+
+ BlockAndTailDupResult Result = {nullptr, false};
+ SmallPtrSet<const MachineBasicBlock *, 4> Successors(BB->succ_begin(),
+ BB->succ_end());
+
+ // We assume size 2 because it's common. For general n, we would have to do
+ // the Hungarian algorithm, but it's not worth the complexity because more
+ // than 2 successors is fairly uncommon, and a trellis even more so.
+ if (Successors.size() != 2 || ViableSuccs.size() != 2)
+ return Result;
+
+ // Collect the edge frequencies of all edges that form the trellis.
+ SmallVector<WeightedEdge, 8> Edges[2];
+ int SuccIndex = 0;
+ for (auto Succ : ViableSuccs) {
+ for (MachineBasicBlock *SuccPred : Succ->predecessors()) {
+ // Skip any placed predecessors that are not BB
+ if (SuccPred != BB)
+ if ((BlockFilter && !BlockFilter->count(SuccPred)) ||
+ BlockToChain[SuccPred] == &Chain ||
+ BlockToChain[SuccPred] == BlockToChain[Succ])
+ continue;
+ BlockFrequency EdgeFreq = MBFI->getBlockFreq(SuccPred) *
+ MBPI->getEdgeProbability(SuccPred, Succ);
+ Edges[SuccIndex].push_back({EdgeFreq, SuccPred, Succ});
+ }
+ ++SuccIndex;
+ }
+
+ // Pick the best combination of 2 edges from all the edges in the trellis.
+ WeightedEdge BestA, BestB;
+ std::tie(BestA, BestB) = getBestNonConflictingEdges(BB, Edges);
+
+ if (BestA.Src != BB) {
+ // If we have a trellis, and BB doesn't have the best fallthrough edges,
+ // we shouldn't choose any successor. We've already looked and there's a
+ // better fallthrough edge for all the successors.
+ DEBUG(dbgs() << "Trellis, but not one of the chosen edges.\n");
+ return Result;
+ }
+
+ // Did we pick the triangle edge? If tail-duplication is profitable, do
+ // that instead. Otherwise merge the triangle edge now while we know it is
+ // optimal.
+ if (BestA.Dest == BestB.Src) {
+ // The edges are BB->Succ1->Succ2, and we're looking to see if BB->Succ2
+ // would be better.
+ MachineBasicBlock *Succ1 = BestA.Dest;
+ MachineBasicBlock *Succ2 = BestB.Dest;
+ // Check to see if tail-duplication would be profitable.
+ if (TailDupPlacement && shouldTailDuplicate(Succ2) &&
+ canTailDuplicateUnplacedPreds(BB, Succ2, Chain, BlockFilter) &&
+ isProfitableToTailDup(BB, Succ2, MBPI->getEdgeProbability(BB, Succ1),
+ Chain, BlockFilter)) {
+ DEBUG(BranchProbability Succ2Prob = getAdjustedProbability(
+ MBPI->getEdgeProbability(BB, Succ2), AdjustedSumProb);
+ dbgs() << " Selected: " << getBlockName(Succ2)
+ << ", probability: " << Succ2Prob << " (Tail Duplicate)\n");
+ Result.BB = Succ2;
+ Result.ShouldTailDup = true;
+ return Result;
+ }
+ }
+ // We have already computed the optimal edge for the other side of the
+ // trellis.
+ ComputedEdges[BestB.Src] = { BestB.Dest, false };
+
+ auto TrellisSucc = BestA.Dest;
+ DEBUG(BranchProbability SuccProb = getAdjustedProbability(
+ MBPI->getEdgeProbability(BB, TrellisSucc), AdjustedSumProb);
+ dbgs() << " Selected: " << getBlockName(TrellisSucc)
+ << ", probability: " << SuccProb << " (Trellis)\n");
+ Result.BB = TrellisSucc;
+ return Result;
+}
+
+/// When the option TailDupPlacement is on, this method checks if the
+/// fallthrough candidate block \p Succ (of block \p BB) can be tail-duplicated
+/// into all of its unplaced, unfiltered predecessors, that are not BB.
+bool MachineBlockPlacement::canTailDuplicateUnplacedPreds(
+ const MachineBasicBlock *BB, MachineBasicBlock *Succ,
+ const BlockChain &Chain, const BlockFilterSet *BlockFilter) {
+ if (!shouldTailDuplicate(Succ))
return false;
+
+ // For CFG checking.
+ SmallPtrSet<const MachineBasicBlock *, 4> Successors(BB->succ_begin(),
+ BB->succ_end());
+ for (MachineBasicBlock *Pred : Succ->predecessors()) {
+ // Make sure all unplaced and unfiltered predecessors can be
+ // tail-duplicated into.
+ // Skip any blocks that are already placed or not in this loop.
+ if (Pred == BB || (BlockFilter && !BlockFilter->count(Pred))
+ || BlockToChain[Pred] == &Chain)
+ continue;
+ if (!TailDup.canTailDuplicate(Succ, Pred)) {
+ if (Successors.size() > 1 && hasSameSuccessors(*Pred, Successors))
+ // This will result in a trellis after tail duplication, so we don't
+ // need to copy Succ into this predecessor. In the presence
+ // of a trellis tail duplication can continue to be profitable.
+ // For example:
+ // A A
+ // |\ |\
+ // | \ | \
+ // | C | C+BB
+ // | / | |
+ // |/ | |
+ // BB => BB |
+ // |\ |\/|
+ // | \ |/\|
+ // | D | D
+ // | / | /
+ // |/ |/
+ // Succ Succ
+ //
+ // After BB was duplicated into C, the layout looks like the one on the
+ // right. BB and C now have the same successors. When considering
+ // whether Succ can be duplicated into all its unplaced predecessors, we
+ // ignore C.
+ // We can do this because C already has a profitable fallthrough, namely
+ // D. TODO(iteratee): ignore sufficiently cold predecessors for
+ // duplication and for this test.
+ //
+ // This allows trellises to be laid out in 2 separate chains
+ // (A,B,Succ,...) and later (C,D,...) This is a reasonable heuristic
+ // because it allows the creation of 2 fallthrough paths with links
+ // between them, and we correctly identify the best layout for these
+ // CFGs. We want to extend trellises that the user created in addition
+ // to trellises created by tail-duplication, so we just look for the
+ // CFG.
+ continue;
+ return false;
+ }
+ }
+ return true;
+}
+
+/// Find chains of triangles where we believe it would be profitable to
+/// tail-duplicate them all, but a local analysis would not find them.
+/// There are 3 ways this can be profitable:
+/// 1) The post-dominators marked 50% are actually taken 55% (This shrinks with
+/// longer chains)
+/// 2) The chains are statically correlated. Branch probabilities have a very
+/// U-shaped distribution.
+/// [http://nrs.harvard.edu/urn-3:HUL.InstRepos:24015805]
+/// If the branches in a chain are likely to be from the same side of the
+/// distribution as their predecessor, but are independent at runtime, this
+/// transformation is profitable. (Because the cost of being wrong is a small
+/// fixed cost, unlike the standard triangle layout where the cost of being
+/// wrong scales with the # of triangles.)
+/// 3) The chains are dynamically correlated. If the probability that a previous
+/// branch was taken positively influences whether the next branch will be
+/// taken
+/// We believe that 2 and 3 are common enough to justify the small margin in 1.
+void MachineBlockPlacement::precomputeTriangleChains() {
+ struct TriangleChain {
+ std::vector<MachineBasicBlock *> Edges;
+ TriangleChain(MachineBasicBlock *src, MachineBasicBlock *dst)
+ : Edges({src, dst}) {}
+
+ void append(MachineBasicBlock *dst) {
+ assert(getKey()->isSuccessor(dst) &&
+ "Attempting to append a block that is not a successor.");
+ Edges.push_back(dst);
+ }
+
+ unsigned count() const { return Edges.size() - 1; }
+
+ MachineBasicBlock *getKey() const {
+ return Edges.back();
+ }
+ };
+
+ if (TriangleChainCount == 0)
+ return;
+
+ DEBUG(dbgs() << "Pre-computing triangle chains.\n");
+ // Map from last block to the chain that contains it. This allows us to extend
+ // chains as we find new triangles.
+ DenseMap<const MachineBasicBlock *, TriangleChain> TriangleChainMap;
+ for (MachineBasicBlock &BB : *F) {
+ // If BB doesn't have 2 successors, it doesn't start a triangle.
+ if (BB.succ_size() != 2)
+ continue;
+ MachineBasicBlock *PDom = nullptr;
+ for (MachineBasicBlock *Succ : BB.successors()) {
+ if (!MPDT->dominates(Succ, &BB))
+ continue;
+ PDom = Succ;
+ break;
+ }
+ // If BB doesn't have a post-dominating successor, it doesn't form a
+ // triangle.
+ if (PDom == nullptr)
+ continue;
+ // If PDom has a hint that it is low probability, skip this triangle.
+ if (MBPI->getEdgeProbability(&BB, PDom) < BranchProbability(50, 100))
+ continue;
+ // If PDom isn't eligible for duplication, this isn't the kind of triangle
+ // we're looking for.
+ if (!shouldTailDuplicate(PDom))
+ continue;
+ bool CanTailDuplicate = true;
+ // If PDom can't tail-duplicate into it's non-BB predecessors, then this
+ // isn't the kind of triangle we're looking for.
+ for (MachineBasicBlock* Pred : PDom->predecessors()) {
+ if (Pred == &BB)
+ continue;
+ if (!TailDup.canTailDuplicate(PDom, Pred)) {
+ CanTailDuplicate = false;
+ break;
+ }
+ }
+ // If we can't tail-duplicate PDom to its predecessors, then skip this
+ // triangle.
+ if (!CanTailDuplicate)
+ continue;
+
+ // Now we have an interesting triangle. Insert it if it's not part of an
+ // existing chain
+ // Note: This cannot be replaced with a call insert() or emplace() because
+ // the find key is BB, but the insert/emplace key is PDom.
+ auto Found = TriangleChainMap.find(&BB);
+ // If it is, remove the chain from the map, grow it, and put it back in the
+ // map with the end as the new key.
+ if (Found != TriangleChainMap.end()) {
+ TriangleChain Chain = std::move(Found->second);
+ TriangleChainMap.erase(Found);
+ Chain.append(PDom);
+ TriangleChainMap.insert(std::make_pair(Chain.getKey(), std::move(Chain)));
+ } else {
+ auto InsertResult = TriangleChainMap.try_emplace(PDom, &BB, PDom);
+ assert(InsertResult.second && "Block seen twice.");
+ (void)InsertResult;
+ }
+ }
+
+ // Iterating over a DenseMap is safe here, because the only thing in the body
+ // of the loop is inserting into another DenseMap (ComputedEdges).
+ // ComputedEdges is never iterated, so this doesn't lead to non-determinism.
+ for (auto &ChainPair : TriangleChainMap) {
+ TriangleChain &Chain = ChainPair.second;
+ // Benchmarking has shown that due to branch correlation duplicating 2 or
+ // more triangles is profitable, despite the calculations assuming
+ // independence.
+ if (Chain.count() < TriangleChainCount)
+ continue;
+ MachineBasicBlock *dst = Chain.Edges.back();
+ Chain.Edges.pop_back();
+ for (MachineBasicBlock *src : reverse(Chain.Edges)) {
+ DEBUG(dbgs() << "Marking edge: " << getBlockName(src) << "->" <<
+ getBlockName(dst) << " as pre-computed based on triangles.\n");
+
+ auto InsertResult = ComputedEdges.insert({src, {dst, true}});
+ assert(InsertResult.second && "Block seen twice.");
+ (void)InsertResult;
+
+ dst = src;
+ }
+ }
}
// When profile is not present, return the StaticLikelyProb.
// When profile is available, we need to handle the triangle-shape CFG.
static BranchProbability getLayoutSuccessorProbThreshold(
- MachineBasicBlock *BB) {
+ const MachineBasicBlock *BB) {
if (!BB->getParent()->getFunction()->getEntryCount())
return BranchProbability(StaticLikelyProb, 100);
if (BB->succ_size() == 2) {
@@ -609,11 +1202,11 @@ static BranchProbability getLayoutSuccessorProbThreshold(
if (Succ1->isSuccessor(Succ2) || Succ2->isSuccessor(Succ1)) {
/* See case 1 below for the cost analysis. For BB->Succ to
* be taken with smaller cost, the following needs to hold:
- * Prob(BB->Succ) > 2* Prob(BB->Pred)
- * So the threshold T
- * T = 2 * (1-Prob(BB->Pred). Since T + Prob(BB->Pred) == 1,
- * We have T + T/2 = 1, i.e. T = 2/3. Also adding user specified
- * branch bias, we have
+ * Prob(BB->Succ) > 2 * Prob(BB->Pred)
+ * So the threshold T in the calculation below
+ * (1-T) * Prob(BB->Succ) > T * Prob(BB->Pred)
+ * So T / (1 - T) = 2, Yielding T = 2/3
+ * Also adding user specified branch bias, we have
* T = (2/3)*(ProfileLikelyProb/50)
* = (2*ProfileLikelyProb)/150)
*/
@@ -625,10 +1218,17 @@ static BranchProbability getLayoutSuccessorProbThreshold(
/// Checks to see if the layout candidate block \p Succ has a better layout
/// predecessor than \c BB. If yes, returns true.
+/// \p SuccProb: The probability adjusted for only remaining blocks.
+/// Only used for logging
+/// \p RealSuccProb: The un-adjusted probability.
+/// \p Chain: The chain that BB belongs to and Succ is being considered for.
+/// \p BlockFilter: if non-null, the set of blocks that make up the loop being
+/// considered
bool MachineBlockPlacement::hasBetterLayoutPredecessor(
- MachineBasicBlock *BB, MachineBasicBlock *Succ, BlockChain &SuccChain,
- BranchProbability SuccProb, BranchProbability RealSuccProb,
- BlockChain &Chain, const BlockFilterSet *BlockFilter) {
+ const MachineBasicBlock *BB, const MachineBasicBlock *Succ,
+ const BlockChain &SuccChain, BranchProbability SuccProb,
+ BranchProbability RealSuccProb, const BlockChain &Chain,
+ const BlockFilterSet *BlockFilter) {
// There isn't a better layout when there are no unscheduled predecessors.
if (SuccChain.UnscheduledPredecessors == 0)
@@ -734,11 +1334,12 @@ bool MachineBlockPlacement::hasBetterLayoutPredecessor(
// | Pred----| | S1----
// | | | |
// --(S1 or S2) ---Pred--
+ // |
+ // S2
//
// topo-cost = freq(S->Pred) + freq(BB->S1) + freq(BB->S2)
// + min(freq(Pred->S1), freq(Pred->S2))
// Non-topo-order cost:
- // In the worst case, S2 will not get laid out after Pred.
// non-topo-cost = 2 * freq(S->Pred) + freq(BB->S2).
// To be conservative, we can assume that min(freq(Pred->S1), freq(Pred->S2))
// is 0. Then the non topo layout is better when
@@ -756,13 +1357,15 @@ bool MachineBlockPlacement::hasBetterLayoutPredecessor(
for (MachineBasicBlock *Pred : Succ->predecessors()) {
if (Pred == Succ || BlockToChain[Pred] == &SuccChain ||
(BlockFilter && !BlockFilter->count(Pred)) ||
- BlockToChain[Pred] == &Chain)
+ BlockToChain[Pred] == &Chain ||
+ // This check is redundant except for look ahead. This function is
+ // called for lookahead by isProfitableToTailDup when BB hasn't been
+ // placed yet.
+ (Pred == BB))
continue;
// Do backward checking.
// For all cases above, we need a backward checking to filter out edges that
- // are not 'strongly' biased. With profile data available, the check is
- // mostly redundant for case 2 (when threshold prob is set at 50%) unless S
- // has more than two successors.
+ // are not 'strongly' biased.
// BB Pred
// \ /
// Succ
@@ -798,14 +1401,15 @@ bool MachineBlockPlacement::hasBetterLayoutPredecessor(
/// breaking CFG structure, but cave and break such structures in the case of
/// very hot successor edges.
///
-/// \returns The best successor block found, or null if none are viable.
-MachineBasicBlock *
-MachineBlockPlacement::selectBestSuccessor(MachineBasicBlock *BB,
- BlockChain &Chain,
- const BlockFilterSet *BlockFilter) {
+/// \returns The best successor block found, or null if none are viable, along
+/// with a boolean indicating if tail duplication is necessary.
+MachineBlockPlacement::BlockAndTailDupResult
+MachineBlockPlacement::selectBestSuccessor(
+ const MachineBasicBlock *BB, const BlockChain &Chain,
+ const BlockFilterSet *BlockFilter) {
const BranchProbability HotProb(StaticLikelyProb, 100);
- MachineBasicBlock *BestSucc = nullptr;
+ BlockAndTailDupResult BestSucc = { nullptr, false };
auto BestProb = BranchProbability::getZero();
SmallVector<MachineBasicBlock *, 4> Successors;
@@ -813,22 +1417,45 @@ MachineBlockPlacement::selectBestSuccessor(MachineBasicBlock *BB,
collectViableSuccessors(BB, Chain, BlockFilter, Successors);
DEBUG(dbgs() << "Selecting best successor for: " << getBlockName(BB) << "\n");
+
+ // if we already precomputed the best successor for BB, return that if still
+ // applicable.
+ auto FoundEdge = ComputedEdges.find(BB);
+ if (FoundEdge != ComputedEdges.end()) {
+ MachineBasicBlock *Succ = FoundEdge->second.BB;
+ ComputedEdges.erase(FoundEdge);
+ BlockChain *SuccChain = BlockToChain[Succ];
+ if (BB->isSuccessor(Succ) && (!BlockFilter || BlockFilter->count(Succ)) &&
+ SuccChain != &Chain && Succ == *SuccChain->begin())
+ return FoundEdge->second;
+ }
+
+ // if BB is part of a trellis, Use the trellis to determine the optimal
+ // fallthrough edges
+ if (isTrellis(BB, Successors, Chain, BlockFilter))
+ return getBestTrellisSuccessor(BB, Successors, AdjustedSumProb, Chain,
+ BlockFilter);
+
+ // For blocks with CFG violations, we may be able to lay them out anyway with
+ // tail-duplication. We keep this vector so we can perform the probability
+ // calculations the minimum number of times.
+ SmallVector<std::tuple<BranchProbability, MachineBasicBlock *>, 4>
+ DupCandidates;
for (MachineBasicBlock *Succ : Successors) {
auto RealSuccProb = MBPI->getEdgeProbability(BB, Succ);
BranchProbability SuccProb =
getAdjustedProbability(RealSuccProb, AdjustedSumProb);
- // This heuristic is off by default.
- if (shouldPredBlockBeOutlined(BB, Succ, Chain, BlockFilter, SuccProb,
- HotProb))
- return Succ;
-
BlockChain &SuccChain = *BlockToChain[Succ];
// Skip the edge \c BB->Succ if block \c Succ has a better layout
// predecessor that yields lower global cost.
if (hasBetterLayoutPredecessor(BB, Succ, SuccChain, SuccProb, RealSuccProb,
- Chain, BlockFilter))
+ Chain, BlockFilter)) {
+ // If tail duplication would make Succ profitable, place it.
+ if (TailDupPlacement && shouldTailDuplicate(Succ))
+ DupCandidates.push_back(std::make_tuple(SuccProb, Succ));
continue;
+ }
DEBUG(
dbgs() << " Candidate: " << getBlockName(Succ) << ", probability: "
@@ -836,17 +1463,48 @@ MachineBlockPlacement::selectBestSuccessor(MachineBasicBlock *BB,
<< (SuccChain.UnscheduledPredecessors != 0 ? " (CFG break)" : "")
<< "\n");
- if (BestSucc && BestProb >= SuccProb) {
+ if (BestSucc.BB && BestProb >= SuccProb) {
DEBUG(dbgs() << " Not the best candidate, continuing\n");
continue;
}
DEBUG(dbgs() << " Setting it as best candidate\n");
- BestSucc = Succ;
+ BestSucc.BB = Succ;
BestProb = SuccProb;
}
- if (BestSucc)
- DEBUG(dbgs() << " Selected: " << getBlockName(BestSucc) << "\n");
+ // Handle the tail duplication candidates in order of decreasing probability.
+ // Stop at the first one that is profitable. Also stop if they are less
+ // profitable than BestSucc. Position is important because we preserve it and
+ // prefer first best match. Here we aren't comparing in order, so we capture
+ // the position instead.
+ if (DupCandidates.size() != 0) {
+ auto cmp =
+ [](const std::tuple<BranchProbability, MachineBasicBlock *> &a,
+ const std::tuple<BranchProbability, MachineBasicBlock *> &b) {
+ return std::get<0>(a) > std::get<0>(b);
+ };
+ std::stable_sort(DupCandidates.begin(), DupCandidates.end(), cmp);
+ }
+ for(auto &Tup : DupCandidates) {
+ BranchProbability DupProb;
+ MachineBasicBlock *Succ;
+ std::tie(DupProb, Succ) = Tup;
+ if (DupProb < BestProb)
+ break;
+ if (canTailDuplicateUnplacedPreds(BB, Succ, Chain, BlockFilter)
+ && (isProfitableToTailDup(BB, Succ, BestProb, Chain, BlockFilter))) {
+ DEBUG(
+ dbgs() << " Candidate: " << getBlockName(Succ) << ", probability: "
+ << DupProb
+ << " (Tail Duplicate)\n");
+ BestSucc.BB = Succ;
+ BestSucc.ShouldTailDup = true;
+ break;
+ }
+ }
+
+ if (BestSucc.BB)
+ DEBUG(dbgs() << " Selected: " << getBlockName(BestSucc.BB) << "\n");
return BestSucc;
}
@@ -862,7 +1520,7 @@ MachineBlockPlacement::selectBestSuccessor(MachineBasicBlock *BB,
///
/// \returns The best block found, or null if none are viable.
MachineBasicBlock *MachineBlockPlacement::selectBestCandidateBlock(
- BlockChain &Chain, SmallVectorImpl<MachineBasicBlock *> &WorkList) {
+ const BlockChain &Chain, SmallVectorImpl<MachineBasicBlock *> &WorkList) {
// Once we need to walk the worklist looking for a candidate, cleanup the
// worklist of already placed entries.
// FIXME: If this shows up on profiles, it could be folded (at the cost of
@@ -948,7 +1606,7 @@ MachineBasicBlock *MachineBlockPlacement::getFirstUnplacedBlock(
}
void MachineBlockPlacement::fillWorkLists(
- MachineBasicBlock *MBB,
+ const MachineBasicBlock *MBB,
SmallPtrSetImpl<BlockChain *> &UpdatedPreds,
const BlockFilterSet *BlockFilter = nullptr) {
BlockChain &Chain = *BlockToChain[MBB];
@@ -970,23 +1628,23 @@ void MachineBlockPlacement::fillWorkLists(
if (Chain.UnscheduledPredecessors != 0)
return;
- MBB = *Chain.begin();
- if (MBB->isEHPad())
- EHPadWorkList.push_back(MBB);
+ MachineBasicBlock *BB = *Chain.begin();
+ if (BB->isEHPad())
+ EHPadWorkList.push_back(BB);
else
- BlockWorkList.push_back(MBB);
+ BlockWorkList.push_back(BB);
}
void MachineBlockPlacement::buildChain(
- MachineBasicBlock *BB, BlockChain &Chain,
+ const MachineBasicBlock *HeadBB, BlockChain &Chain,
BlockFilterSet *BlockFilter) {
- assert(BB && "BB must not be null.\n");
- assert(BlockToChain[BB] == &Chain && "BlockToChainMap mis-match.\n");
+ assert(HeadBB && "BB must not be null.\n");
+ assert(BlockToChain[HeadBB] == &Chain && "BlockToChainMap mis-match.\n");
MachineFunction::iterator PrevUnplacedBlockIt = F->begin();
- MachineBasicBlock *LoopHeaderBB = BB;
+ const MachineBasicBlock *LoopHeaderBB = HeadBB;
markChainSuccessors(Chain, LoopHeaderBB, BlockFilter);
- BB = *std::prev(Chain.end());
+ MachineBasicBlock *BB = *std::prev(Chain.end());
for (;;) {
assert(BB && "null block found at end of chain in loop.");
assert(BlockToChain[BB] == &Chain && "BlockToChainMap mis-match in loop.");
@@ -995,7 +1653,11 @@ void MachineBlockPlacement::buildChain(
// Look for the best viable successor if there is one to place immediately
// after this block.
- MachineBasicBlock *BestSucc = selectBestSuccessor(BB, Chain, BlockFilter);
+ auto Result = selectBestSuccessor(BB, Chain, BlockFilter);
+ MachineBasicBlock* BestSucc = Result.BB;
+ bool ShouldTailDup = Result.ShouldTailDup;
+ if (TailDupPlacement)
+ ShouldTailDup |= (BestSucc && shouldTailDuplicate(BestSucc));
// If an immediate successor isn't available, look for the best viable
// block among those we've identified as not violating the loop's CFG at
@@ -1016,7 +1678,7 @@ void MachineBlockPlacement::buildChain(
// Placement may have changed tail duplication opportunities.
// Check for that now.
- if (TailDupPlacement && BestSucc) {
+ if (TailDupPlacement && BestSucc && ShouldTailDup) {
// If the chosen successor was duplicated into all its predecessors,
// don't bother laying it out, just go round the loop again with BB as
// the chain end.
@@ -1052,7 +1714,7 @@ void MachineBlockPlacement::buildChain(
/// unconditional jump (for the backedge) rotating it in front of the loop
/// header is always profitable.
MachineBasicBlock *
-MachineBlockPlacement::findBestLoopTop(MachineLoop &L,
+MachineBlockPlacement::findBestLoopTop(const MachineLoop &L,
const BlockFilterSet &LoopBlockSet) {
// Placing the latch block before the header may introduce an extra branch
// that skips this block the first time the loop is executed, which we want
@@ -1116,7 +1778,7 @@ MachineBlockPlacement::findBestLoopTop(MachineLoop &L,
/// block to layout at the top of the loop. Typically this is done to maximize
/// fallthrough opportunities.
MachineBasicBlock *
-MachineBlockPlacement::findBestLoopExit(MachineLoop &L,
+MachineBlockPlacement::findBestLoopExit(const MachineLoop &L,
const BlockFilterSet &LoopBlockSet) {
// We don't want to layout the loop linearly in all cases. If the loop header
// is just a normal basic block in the loop, we want to look for what block
@@ -1235,7 +1897,7 @@ MachineBlockPlacement::findBestLoopExit(MachineLoop &L,
/// branches. For example, if the loop has fallthrough into its header and out
/// of its bottom already, don't rotate it.
void MachineBlockPlacement::rotateLoop(BlockChain &LoopChain,
- MachineBasicBlock *ExitingBB,
+ const MachineBasicBlock *ExitingBB,
const BlockFilterSet &LoopBlockSet) {
if (!ExitingBB)
return;
@@ -1285,7 +1947,8 @@ void MachineBlockPlacement::rotateLoop(BlockChain &LoopChain,
/// Therefore, the cost for a given rotation is the sum of costs listed above.
/// We select the best rotation with the smallest cost.
void MachineBlockPlacement::rotateLoopWithProfile(
- BlockChain &LoopChain, MachineLoop &L, const BlockFilterSet &LoopBlockSet) {
+ BlockChain &LoopChain, const MachineLoop &L,
+ const BlockFilterSet &LoopBlockSet) {
auto HeaderBB = L.getHeader();
auto HeaderIter = find(LoopChain, HeaderBB);
auto RotationPos = LoopChain.end();
@@ -1422,7 +2085,7 @@ void MachineBlockPlacement::rotateLoopWithProfile(
/// When profile data is available, exclude cold blocks from the returned set;
/// otherwise, collect all blocks in the loop.
MachineBlockPlacement::BlockFilterSet
-MachineBlockPlacement::collectLoopBlockSet(MachineLoop &L) {
+MachineBlockPlacement::collectLoopBlockSet(const MachineLoop &L) {
BlockFilterSet LoopBlockSet;
// Filter cold blocks off from LoopBlockSet when profile data is available.
@@ -1459,10 +2122,10 @@ MachineBlockPlacement::collectLoopBlockSet(MachineLoop &L) {
/// as much as possible. We can then stitch the chains together in a way which
/// both preserves the topological structure and minimizes taken conditional
/// branches.
-void MachineBlockPlacement::buildLoopChains(MachineLoop &L) {
+void MachineBlockPlacement::buildLoopChains(const MachineLoop &L) {
// First recurse through any nested loops, building chains for those inner
// loops.
- for (MachineLoop *InnerLoop : L)
+ for (const MachineLoop *InnerLoop : L)
buildLoopChains(*InnerLoop);
assert(BlockWorkList.empty());
@@ -1499,7 +2162,7 @@ void MachineBlockPlacement::buildLoopChains(MachineLoop &L) {
assert(LoopChain.UnscheduledPredecessors == 0);
UpdatedPreds.insert(&LoopChain);
- for (MachineBasicBlock *LoopBB : LoopBlockSet)
+ for (const MachineBasicBlock *LoopBB : LoopBlockSet)
fillWorkLists(LoopBB, UpdatedPreds, &LoopBlockSet);
buildChain(LoopTop, LoopChain, &LoopBlockSet);
@@ -1533,7 +2196,7 @@ void MachineBlockPlacement::buildLoopChains(MachineLoop &L) {
if (!LoopBlockSet.empty()) {
BadLoop = true;
- for (MachineBasicBlock *LoopBB : LoopBlockSet)
+ for (const MachineBasicBlock *LoopBB : LoopBlockSet)
dbgs() << "Loop contains blocks never placed into a chain!\n"
<< " Loop header: " << getBlockName(*L.block_begin()) << "\n"
<< " Chain header: " << getBlockName(*LoopChain.begin()) << "\n"
@@ -1546,31 +2209,6 @@ void MachineBlockPlacement::buildLoopChains(MachineLoop &L) {
EHPadWorkList.clear();
}
-/// When OutlineOpitonalBranches is on, this method collects BBs that
-/// dominates all terminator blocks of the function \p F.
-void MachineBlockPlacement::collectMustExecuteBBs() {
- if (OutlineOptionalBranches) {
- // Find the nearest common dominator of all of F's terminators.
- MachineBasicBlock *Terminator = nullptr;
- for (MachineBasicBlock &MBB : *F) {
- if (MBB.succ_size() == 0) {
- if (Terminator == nullptr)
- Terminator = &MBB;
- else
- Terminator = MDT->findNearestCommonDominator(Terminator, &MBB);
- }
- }
-
- // MBBs dominating this common dominator are unavoidable.
- UnavoidableBlocks.clear();
- for (MachineBasicBlock &MBB : *F) {
- if (MDT->dominates(&MBB, Terminator)) {
- UnavoidableBlocks.insert(&MBB);
- }
- }
- }
-}
-
void MachineBlockPlacement::buildCFGChains() {
// Ensure that every BB in the function has an associated chain to simplify
// the assumptions of the remaining algorithm.
@@ -1605,9 +2243,6 @@ void MachineBlockPlacement::buildCFGChains() {
}
}
- // Turned on with OutlineOptionalBranches option
- collectMustExecuteBBs();
-
// Build any loop-based chains.
PreferredLoopExit = nullptr;
for (MachineLoop *L : *MLI)
@@ -1839,7 +2474,7 @@ void MachineBlockPlacement::alignBlocks() {
/// @return true if \p BB was removed.
bool MachineBlockPlacement::repeatedlyTailDuplicateBlock(
MachineBasicBlock *BB, MachineBasicBlock *&LPred,
- MachineBasicBlock *LoopHeaderBB,
+ const MachineBasicBlock *LoopHeaderBB,
BlockChain &Chain, BlockFilterSet *BlockFilter,
MachineFunction::iterator &PrevUnplacedBlockIt) {
bool Removed, DuplicatedToLPred;
@@ -1901,21 +2536,16 @@ bool MachineBlockPlacement::repeatedlyTailDuplicateBlock(
/// \return - True if the block was duplicated into all preds and removed.
bool MachineBlockPlacement::maybeTailDuplicateBlock(
MachineBasicBlock *BB, MachineBasicBlock *LPred,
- const BlockChain &Chain, BlockFilterSet *BlockFilter,
+ BlockChain &Chain, BlockFilterSet *BlockFilter,
MachineFunction::iterator &PrevUnplacedBlockIt,
bool &DuplicatedToLPred) {
-
DuplicatedToLPred = false;
+ if (!shouldTailDuplicate(BB))
+ return false;
+
DEBUG(dbgs() << "Redoing tail duplication for Succ#"
<< BB->getNumber() << "\n");
- bool IsSimple = TailDup.isSimpleBB(BB);
- // Blocks with single successors don't create additional fallthrough
- // opportunities. Don't duplicate them. TODO: When conditional exits are
- // analyzable, allow them to be duplicated.
- if (!IsSimple && BB->succ_size() == 1)
- return false;
- if (!TailDup.shouldTailDuplicate(IsSimple, *BB))
- return false;
+
// This has to be a callback because none of it can be done after
// BB is deleted.
bool Removed = false;
@@ -1967,6 +2597,7 @@ bool MachineBlockPlacement::maybeTailDuplicateBlock(
llvm::function_ref<void(MachineBasicBlock*)>(RemovalCallback);
SmallVector<MachineBasicBlock *, 8> DuplicatedPreds;
+ bool IsSimple = TailDup.isSimpleBB(BB);
TailDup.tailDuplicateAndUpdate(IsSimple, BB, LPred,
&DuplicatedPreds, &RemovalCallbackRef);
@@ -2006,21 +2637,24 @@ bool MachineBlockPlacement::runOnMachineFunction(MachineFunction &MF) {
MLI = &getAnalysis<MachineLoopInfo>();
TII = MF.getSubtarget().getInstrInfo();
TLI = MF.getSubtarget().getTargetLowering();
- MDT = &getAnalysis<MachineDominatorTree>();
+ MPDT = nullptr;
// Initialize PreferredLoopExit to nullptr here since it may never be set if
// there are no MachineLoops.
PreferredLoopExit = nullptr;
+ assert(BlockToChain.empty());
+ assert(ComputedEdges.empty());
+
if (TailDupPlacement) {
- unsigned TailDupSize = TailDuplicatePlacementThreshold;
+ MPDT = &getAnalysis<MachinePostDominatorTree>();
+ unsigned TailDupSize = TailDupPlacementThreshold;
if (MF.getFunction()->optForSize())
TailDupSize = 1;
TailDup.initMF(MF, MBPI, /* LayoutMode */ true, TailDupSize);
+ precomputeTriangleChains();
}
- assert(BlockToChain.empty());
-
buildCFGChains();
// Changing the layout can create new tail merging opportunities.
@@ -2032,7 +2666,7 @@ bool MachineBlockPlacement::runOnMachineFunction(MachineFunction &MF) {
BranchFoldPlacement;
// No tail merging opportunities if the block number is less than four.
if (MF.size() > 3 && EnableTailMerge) {
- unsigned TailMergeSize = TailDuplicatePlacementThreshold + 1;
+ unsigned TailMergeSize = TailDupPlacementThreshold + 1;
BranchFolder BF(/*EnableTailMerge=*/true, /*CommonHoist=*/false, *MBFI,
*MBPI, TailMergeSize);
@@ -2041,8 +2675,10 @@ bool MachineBlockPlacement::runOnMachineFunction(MachineFunction &MF) {
/*AfterBlockPlacement=*/true)) {
// Redo the layout if tail merging creates/removes/moves blocks.
BlockToChain.clear();
- // Must redo the dominator tree if blocks were changed.
- MDT->runOnMachineFunction(MF);
+ ComputedEdges.clear();
+ // Must redo the post-dominator tree if blocks were changed.
+ if (MPDT)
+ MPDT->runOnMachineFunction(MF);
ChainAllocator.DestroyAll();
buildCFGChains();
}
@@ -2052,6 +2688,7 @@ bool MachineBlockPlacement::runOnMachineFunction(MachineFunction &MF) {
alignBlocks();
BlockToChain.clear();
+ ComputedEdges.clear();
ChainAllocator.DestroyAll();
if (AlignAllBlock)
@@ -2067,6 +2704,12 @@ bool MachineBlockPlacement::runOnMachineFunction(MachineFunction &MF) {
MBI->setAlignment(AlignAllNonFallThruBlocks);
}
}
+ if (ViewBlockLayoutWithBFI != GVDT_None &&
+ (ViewBlockFreqFuncName.empty() ||
+ F->getFunction()->getName().equals(ViewBlockFreqFuncName))) {
+ MBFI->view("MBP." + MF.getName(), false);
+ }
+
// We always return true as we have no way to track whether the final order
// differs from the original order.