| //===- subzero/src/IceSwitchLowering.cpp - Switch lowering ----------------===// |
| // |
| // The Subzero Code Generator |
| // |
| // This file is distributed under the University of Illinois Open Source |
| // License. See LICENSE.TXT for details. |
| // |
| //===----------------------------------------------------------------------===// |
| /// |
| /// \file |
| /// \brief Implements platform independent analysis of switch cases to improve |
| /// the generated code. |
| /// |
| //===----------------------------------------------------------------------===// |
| #include "IceSwitchLowering.h" |
| |
| #include "IceCfgNode.h" |
| #include "IceTargetLowering.h" |
| |
| #include <algorithm> |
| |
| namespace Ice { |
| |
| CaseClusterArray CaseCluster::clusterizeSwitch(Cfg *Func, |
| const InstSwitch *Instr) { |
| const SizeT NumCases = Instr->getNumCases(); |
| CaseClusterArray CaseClusters; |
| CaseClusters.reserve(NumCases); |
| |
| // Load the cases |
| CaseClusters.reserve(NumCases); |
| for (SizeT I = 0; I < NumCases; ++I) |
| CaseClusters.emplace_back(Instr->getValue(I), Instr->getLabel(I)); |
| |
| // Sort the cases |
| std::sort(CaseClusters.begin(), CaseClusters.end(), |
| [](const CaseCluster &x, const CaseCluster &y) { |
| return x.High < y.Low; |
| }); |
| |
| // Merge adjacent case ranges |
| auto Active = CaseClusters.begin(); |
| std::for_each(Active + 1, CaseClusters.end(), |
| [&Active](const CaseCluster &x) { |
| if (!Active->tryAppend(x)) |
| *(++Active) = x; |
| }); |
| CaseClusters.erase(Active + 1, CaseClusters.end()); |
| |
| // TODO(ascull): Merge in a cycle i.e. -1(=UINTXX_MAX) to 0. This depends on |
| // the types for correct wrap around behavior. |
| |
| // A small number of cases is more efficient without a jump table |
| if (CaseClusters.size() < Func->getTarget()->getMinJumpTableSize()) |
| return CaseClusters; |
| |
| // Test for a single jump table. This can be done in constant time whereas |
| // finding the best set of jump table would be quadratic, too slow(?). If |
| // jump tables were included in the search tree we'd first have to traverse |
| // to them. Ideally we would have an unbalanced tree which is biased towards |
| // frequently executed code but we can't do this well without profiling data. |
| // So, this single jump table is a good starting point where you can get to |
| // the jump table quickly without figuring out how to unbalance the tree. |
| const uint64_t MaxValue = CaseClusters.back().High; |
| const uint64_t MinValue = CaseClusters.front().Low; |
| // Don't +1 yet to avoid (INT64_MAX-0)+1 overflow |
| const uint64_t Range = MaxValue - MinValue; |
| |
| // Might be too sparse for the jump table |
| if (NumCases * 2 <= Range) |
| return CaseClusters; |
| // Unlikely. Would mean can't store size of jump table. |
| if (Range == UINT64_MAX) |
| return CaseClusters; |
| const uint64_t TotalRange = Range + 1; |
| |
| // Replace everything with a jump table |
| auto *JumpTable = |
| InstJumpTable::create(Func, TotalRange, Instr->getLabelDefault()); |
| for (const CaseCluster &Case : CaseClusters) { |
| // Case.High could be UINT64_MAX which makes the loop awkward. Unwrap the |
| // last iteration to avoid wrap around problems. |
| for (uint64_t I = Case.Low; I < Case.High; ++I) |
| JumpTable->addTarget(I - MinValue, Case.Target); |
| JumpTable->addTarget(Case.High - MinValue, Case.Target); |
| Case.Target->setNeedsAlignment(); |
| } |
| Func->addJumpTable(JumpTable); |
| |
| CaseClusters.clear(); |
| CaseClusters.emplace_back(MinValue, MaxValue, JumpTable); |
| |
| return CaseClusters; |
| } |
| |
| bool CaseCluster::tryAppend(const CaseCluster &New) { |
| // Can only append ranges with the same target and are adjacent |
| const bool CanAppend = |
| this->Target == New.Target && this->High + 1 == New.Low; |
| if (CanAppend) |
| this->High = New.High; |
| return CanAppend; |
| } |
| |
| } // end of namespace Ice |