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authorOwen Anderson <resistor@mac.com>2009-03-11 22:31:21 +0000
committerOwen Anderson <resistor@mac.com>2009-03-11 22:31:21 +0000
commit1ed5b714f1c98b370145fdebb6c21bbc7caa52d5 (patch)
tree5d0ceb9e63fbda37b94dc24ee61178f7fa7bd795 /lib/CodeGen/Spiller.h
parentf9abd7e33ea6e8f57176d0069d61595c1347a5ff (diff)
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Reorganization: Move the Spiller out of VirtRegMap.cpp into its own files. No (intended) functionality change.
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@66720 91177308-0d34-0410-b5e6-96231b3b80d8
Diffstat (limited to 'lib/CodeGen/Spiller.h')
-rw-r--r--lib/CodeGen/Spiller.h312
1 files changed, 312 insertions, 0 deletions
diff --git a/lib/CodeGen/Spiller.h b/lib/CodeGen/Spiller.h
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+//===-- llvm/CodeGen/Spiller.h - Spiller -*- C++ -*------------------------===//
+//
+// The LLVM Compiler Infrastructure
+//
+// This file is distributed under the University of Illinois Open Source
+// License. See LICENSE.TXT for details.
+//
+//===----------------------------------------------------------------------===//
+
+#ifndef LLVM_CODEGEN_SPILLER_H
+#define LLVM_CODEGEN_SPILLER_H
+
+#include "llvm/Target/TargetRegisterInfo.h"
+#include "llvm/ADT/BitVector.h"
+#include "llvm/ADT/IndexedMap.h"
+#include "llvm/ADT/SmallPtrSet.h"
+#include "llvm/ADT/SmallVector.h"
+#include "llvm/Support/Streams.h"
+#include "llvm/Function.h"
+#include "llvm/CodeGen/MachineFrameInfo.h"
+#include "llvm/CodeGen/MachineFunction.h"
+#include "llvm/CodeGen/MachineInstrBuilder.h"
+#include "llvm/CodeGen/MachineRegisterInfo.h"
+#include "llvm/Target/TargetMachine.h"
+#include "llvm/Target/TargetInstrInfo.h"
+#include "llvm/Support/CommandLine.h"
+#include "llvm/Support/Compiler.h"
+#include "llvm/Support/Debug.h"
+#include "llvm/ADT/BitVector.h"
+#include "llvm/ADT/DenseMap.h"
+#include "llvm/ADT/DepthFirstIterator.h"
+#include "llvm/ADT/Statistic.h"
+#include "llvm/ADT/STLExtras.h"
+#include "llvm/ADT/SmallSet.h"
+#include "VirtRegMap.h"
+#include <map>
+
+namespace llvm {
+
+ /// Spiller interface: Implementations of this interface assign spilled
+ /// virtual registers to stack slots, rewriting the code.
+ struct Spiller {
+ virtual ~Spiller();
+ virtual bool runOnMachineFunction(MachineFunction &MF,
+ VirtRegMap &VRM) = 0;
+ };
+
+ /// createSpiller - Create an return a spiller object, as specified on the
+ /// command line.
+ Spiller* createSpiller();
+
+ // ************************************************************************ //
+
+ // Simple Spiller Implementation
+ struct VISIBILITY_HIDDEN SimpleSpiller : public Spiller {
+ bool runOnMachineFunction(MachineFunction& mf, VirtRegMap &VRM);
+ };
+
+ // ************************************************************************ //
+
+ /// AvailableSpills - As the local spiller is scanning and rewriting an MBB
+ /// from top down, keep track of which spills slots or remat are available in
+ /// each register.
+ ///
+ /// Note that not all physregs are created equal here. In particular, some
+ /// physregs are reloads that we are allowed to clobber or ignore at any time.
+ /// Other physregs are values that the register allocated program is using
+ /// that we cannot CHANGE, but we can read if we like. We keep track of this
+ /// on a per-stack-slot / remat id basis as the low bit in the value of the
+ /// SpillSlotsAvailable entries. The predicate 'canClobberPhysReg()' checks
+ /// this bit and addAvailable sets it if.
+ class VISIBILITY_HIDDEN AvailableSpills {
+ const TargetRegisterInfo *TRI;
+ const TargetInstrInfo *TII;
+
+ // SpillSlotsOrReMatsAvailable - This map keeps track of all of the spilled
+ // or remat'ed virtual register values that are still available, due to
+ // being loaded or stored to, but not invalidated yet.
+ std::map<int, unsigned> SpillSlotsOrReMatsAvailable;
+
+ // PhysRegsAvailable - This is the inverse of SpillSlotsOrReMatsAvailable,
+ // indicating which stack slot values are currently held by a physreg. This
+ // is used to invalidate entries in SpillSlotsOrReMatsAvailable when a
+ // physreg is modified.
+ std::multimap<unsigned, int> PhysRegsAvailable;
+
+ void disallowClobberPhysRegOnly(unsigned PhysReg);
+
+ void ClobberPhysRegOnly(unsigned PhysReg);
+ public:
+ AvailableSpills(const TargetRegisterInfo *tri, const TargetInstrInfo *tii)
+ : TRI(tri), TII(tii) {
+ }
+
+ /// clear - Reset the state.
+ void clear() {
+ SpillSlotsOrReMatsAvailable.clear();
+ PhysRegsAvailable.clear();
+ }
+
+ const TargetRegisterInfo *getRegInfo() const { return TRI; }
+
+ /// getSpillSlotOrReMatPhysReg - If the specified stack slot or remat is
+ /// available in a physical register, return that PhysReg, otherwise
+ /// return 0.
+ unsigned getSpillSlotOrReMatPhysReg(int Slot) const {
+ std::map<int, unsigned>::const_iterator I =
+ SpillSlotsOrReMatsAvailable.find(Slot);
+ if (I != SpillSlotsOrReMatsAvailable.end()) {
+ return I->second >> 1; // Remove the CanClobber bit.
+ }
+ return 0;
+ }
+
+ /// addAvailable - Mark that the specified stack slot / remat is available
+ /// in the specified physreg. If CanClobber is true, the physreg can be
+ /// modified at any time without changing the semantics of the program.
+ void addAvailable(int SlotOrReMat, unsigned Reg, bool CanClobber = true) {
+ // If this stack slot is thought to be available in some other physreg,
+ // remove its record.
+ ModifyStackSlotOrReMat(SlotOrReMat);
+
+ PhysRegsAvailable.insert(std::make_pair(Reg, SlotOrReMat));
+ SpillSlotsOrReMatsAvailable[SlotOrReMat]= (Reg << 1) |
+ (unsigned)CanClobber;
+
+ if (SlotOrReMat > VirtRegMap::MAX_STACK_SLOT)
+ DOUT << "Remembering RM#" << SlotOrReMat-VirtRegMap::MAX_STACK_SLOT-1;
+ else
+ DOUT << "Remembering SS#" << SlotOrReMat;
+ DOUT << " in physreg " << TRI->getName(Reg) << "\n";
+ }
+
+ /// canClobberPhysReg - Return true if the spiller is allowed to change the
+ /// value of the specified stackslot register if it desires. The specified
+ /// stack slot must be available in a physreg for this query to make sense.
+ bool canClobberPhysReg(int SlotOrReMat) const {
+ assert(SpillSlotsOrReMatsAvailable.count(SlotOrReMat) &&
+ "Value not available!");
+ return SpillSlotsOrReMatsAvailable.find(SlotOrReMat)->second & 1;
+ }
+
+ /// disallowClobberPhysReg - Unset the CanClobber bit of the specified
+ /// stackslot register. The register is still available but is no longer
+ /// allowed to be modifed.
+ void disallowClobberPhysReg(unsigned PhysReg);
+
+ /// ClobberPhysReg - This is called when the specified physreg changes
+ /// value. We use this to invalidate any info about stuff that lives in
+ /// it and any of its aliases.
+ void ClobberPhysReg(unsigned PhysReg);
+
+ /// ModifyStackSlotOrReMat - This method is called when the value in a stack
+ /// slot changes. This removes information about which register the
+ /// previous value for this slot lives in (as the previous value is dead
+ /// now).
+ void ModifyStackSlotOrReMat(int SlotOrReMat);
+
+ /// AddAvailableRegsToLiveIn - Availability information is being kept coming
+ /// into the specified MBB. Add available physical registers as potential
+ /// live-in's. If they are reused in the MBB, they will be added to the
+ /// live-in set to make register scavenger and post-allocation scheduler.
+ void AddAvailableRegsToLiveIn(MachineBasicBlock &MBB, BitVector &RegKills,
+ std::vector<MachineOperand*> &KillOps);
+ };
+
+ // ************************************************************************ //
+
+ // ReusedOp - For each reused operand, we keep track of a bit of information,
+ // in case we need to rollback upon processing a new operand. See comments
+ // below.
+ struct ReusedOp {
+ // The MachineInstr operand that reused an available value.
+ unsigned Operand;
+
+ // StackSlotOrReMat - The spill slot or remat id of the value being reused.
+ unsigned StackSlotOrReMat;
+
+ // PhysRegReused - The physical register the value was available in.
+ unsigned PhysRegReused;
+
+ // AssignedPhysReg - The physreg that was assigned for use by the reload.
+ unsigned AssignedPhysReg;
+
+ // VirtReg - The virtual register itself.
+ unsigned VirtReg;
+
+ ReusedOp(unsigned o, unsigned ss, unsigned prr, unsigned apr,
+ unsigned vreg)
+ : Operand(o), StackSlotOrReMat(ss), PhysRegReused(prr),
+ AssignedPhysReg(apr), VirtReg(vreg) {}
+ };
+
+ /// ReuseInfo - This maintains a collection of ReuseOp's for each operand that
+ /// is reused instead of reloaded.
+ class VISIBILITY_HIDDEN ReuseInfo {
+ MachineInstr &MI;
+ std::vector<ReusedOp> Reuses;
+ BitVector PhysRegsClobbered;
+ public:
+ ReuseInfo(MachineInstr &mi, const TargetRegisterInfo *tri) : MI(mi) {
+ PhysRegsClobbered.resize(tri->getNumRegs());
+ }
+
+ bool hasReuses() const {
+ return !Reuses.empty();
+ }
+
+ /// addReuse - If we choose to reuse a virtual register that is already
+ /// available instead of reloading it, remember that we did so.
+ void addReuse(unsigned OpNo, unsigned StackSlotOrReMat,
+ unsigned PhysRegReused, unsigned AssignedPhysReg,
+ unsigned VirtReg) {
+ // If the reload is to the assigned register anyway, no undo will be
+ // required.
+ if (PhysRegReused == AssignedPhysReg) return;
+
+ // Otherwise, remember this.
+ Reuses.push_back(ReusedOp(OpNo, StackSlotOrReMat, PhysRegReused,
+ AssignedPhysReg, VirtReg));
+ }
+
+ void markClobbered(unsigned PhysReg) {
+ PhysRegsClobbered.set(PhysReg);
+ }
+
+ bool isClobbered(unsigned PhysReg) const {
+ return PhysRegsClobbered.test(PhysReg);
+ }
+
+ /// GetRegForReload - We are about to emit a reload into PhysReg. If there
+ /// is some other operand that is using the specified register, either pick
+ /// a new register to use, or evict the previous reload and use this reg.
+ unsigned GetRegForReload(unsigned PhysReg, MachineInstr *MI,
+ AvailableSpills &Spills,
+ std::vector<MachineInstr*> &MaybeDeadStores,
+ SmallSet<unsigned, 8> &Rejected,
+ BitVector &RegKills,
+ std::vector<MachineOperand*> &KillOps,
+ VirtRegMap &VRM);
+
+ /// GetRegForReload - Helper for the above GetRegForReload(). Add a
+ /// 'Rejected' set to remember which registers have been considered and
+ /// rejected for the reload. This avoids infinite looping in case like
+ /// this:
+ /// t1 := op t2, t3
+ /// t2 <- assigned r0 for use by the reload but ended up reuse r1
+ /// t3 <- assigned r1 for use by the reload but ended up reuse r0
+ /// t1 <- desires r1
+ /// sees r1 is taken by t2, tries t2's reload register r0
+ /// sees r0 is taken by t3, tries t3's reload register r1
+ /// sees r1 is taken by t2, tries t2's reload register r0 ...
+ unsigned GetRegForReload(unsigned PhysReg, MachineInstr *MI,
+ AvailableSpills &Spills,
+ std::vector<MachineInstr*> &MaybeDeadStores,
+ BitVector &RegKills,
+ std::vector<MachineOperand*> &KillOps,
+ VirtRegMap &VRM) {
+ SmallSet<unsigned, 8> Rejected;
+ return GetRegForReload(PhysReg, MI, Spills, MaybeDeadStores, Rejected,
+ RegKills, KillOps, VRM);
+ }
+ };
+
+ // ************************************************************************ //
+
+ /// LocalSpiller - This spiller does a simple pass over the machine basic
+ /// block to attempt to keep spills in registers as much as possible for
+ /// blocks that have low register pressure (the vreg may be spilled due to
+ /// register pressure in other blocks).
+ class VISIBILITY_HIDDEN LocalSpiller : public Spiller {
+ MachineRegisterInfo *RegInfo;
+ const TargetRegisterInfo *TRI;
+ const TargetInstrInfo *TII;
+ DenseMap<MachineInstr*, unsigned> DistanceMap;
+ public:
+ bool runOnMachineFunction(MachineFunction &MF, VirtRegMap &VRM);
+ private:
+ void TransferDeadness(MachineBasicBlock *MBB, unsigned CurDist,
+ unsigned Reg, BitVector &RegKills,
+ std::vector<MachineOperand*> &KillOps);
+ bool PrepForUnfoldOpti(MachineBasicBlock &MBB,
+ MachineBasicBlock::iterator &MII,
+ std::vector<MachineInstr*> &MaybeDeadStores,
+ AvailableSpills &Spills, BitVector &RegKills,
+ std::vector<MachineOperand*> &KillOps,
+ VirtRegMap &VRM);
+ bool CommuteToFoldReload(MachineBasicBlock &MBB,
+ MachineBasicBlock::iterator &MII,
+ unsigned VirtReg, unsigned SrcReg, int SS,
+ AvailableSpills &Spills,
+ BitVector &RegKills,
+ std::vector<MachineOperand*> &KillOps,
+ const TargetRegisterInfo *TRI,
+ VirtRegMap &VRM);
+ void SpillRegToStackSlot(MachineBasicBlock &MBB,
+ MachineBasicBlock::iterator &MII,
+ int Idx, unsigned PhysReg, int StackSlot,
+ const TargetRegisterClass *RC,
+ bool isAvailable, MachineInstr *&LastStore,
+ AvailableSpills &Spills,
+ SmallSet<MachineInstr*, 4> &ReMatDefs,
+ BitVector &RegKills,
+ std::vector<MachineOperand*> &KillOps,
+ VirtRegMap &VRM);
+ void RewriteMBB(MachineBasicBlock &MBB, VirtRegMap &VRM,
+ AvailableSpills &Spills,
+ BitVector &RegKills, std::vector<MachineOperand*> &KillOps);
+ };
+}
+
+#endif \ No newline at end of file