| //===- SpillPlacement.cpp - Optimal Spill Code Placement ------------------===// | |
| // | |
| // The LLVM Compiler Infrastructure | |
| // | |
| // This file is distributed under the University of Illinois Open Source | |
| // License. See LICENSE.TXT for details. | |
| // | |
| //===----------------------------------------------------------------------===// | |
| // | |
| // 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; | |
| } |