//===-- SpillPlacement.h - Optimal Spill Code Placement --------*- C++ -*--===// // // The LLVM Compiler Infrastructure // // This file is distributed under the University of Illinois Open Source // License. See LICENSE.TXT for details. // //===----------------------------------------------------------------------===// // // This analysis computes the optimal spill code placement between basic blocks. // // The runOnMachineFunction() method only precomputes some profiling information // about the CFG. The real work is done by prepare(), addConstraints(), and // finish() which are called by the register allocator. // // Given a variable that is live across multiple basic blocks, and given // constraints on the basic blocks where the variable is live, determine which // edge bundles should have the variable in a register and which edge bundles // should have the variable in a stack slot. // // The returned bit vector can be used to place optimal spill code at basic // block entries and exits. Spill code placement inside a basic block is not // considered. // //===----------------------------------------------------------------------===// #ifndef LLVM_CODEGEN_SPILLPLACEMENT_H #define LLVM_CODEGEN_SPILLPLACEMENT_H #include "llvm/ADT/ArrayRef.h" #include "llvm/ADT/SmallVector.h" #include "llvm/CodeGen/MachineFunctionPass.h" namespace llvm { class BitVector; class EdgeBundles; class MachineBasicBlock; class MachineLoopInfo; class SpillPlacement : public MachineFunctionPass { struct Node; const MachineFunction *MF; const EdgeBundles *bundles; const MachineLoopInfo *loops; Node *nodes; // Nodes that are active in the current computation. Owned by the prepare() // caller. BitVector *ActiveNodes; // Nodes with active links. Populated by scanActiveBundles. SmallVector<unsigned, 8> Linked; // Nodes that went positive during the last call to scanActiveBundles or // iterate. SmallVector<unsigned, 8> RecentPositive; // Block frequencies are computed once. Indexed by block number. SmallVector<float, 4> BlockFrequency; public: static char ID; // Pass identification, replacement for typeid. SpillPlacement() : MachineFunctionPass(ID), nodes(0) {} ~SpillPlacement() { releaseMemory(); } /// BorderConstraint - A basic block has separate constraints for entry and /// exit. enum BorderConstraint { DontCare, ///< Block doesn't care / variable not live. PrefReg, ///< Block entry/exit prefers a register. PrefSpill, ///< Block entry/exit prefers a stack slot. PrefBoth, ///< Block entry prefers both register and stack. MustSpill ///< A register is impossible, variable must be spilled. }; /// BlockConstraint - Entry and exit constraints for a basic block. struct BlockConstraint { unsigned Number; ///< Basic block number (from MBB::getNumber()). BorderConstraint Entry : 8; ///< Constraint on block entry. BorderConstraint Exit : 8; ///< Constraint on block exit. /// True when this block changes the value of the live range. This means /// the block has a non-PHI def. When this is false, a live-in value on /// the stack can be live-out on the stack without inserting a spill. bool ChangesValue; }; /// prepare - Reset state and prepare for a new spill placement computation. /// @param RegBundles Bit vector to receive the edge bundles where the /// variable should be kept in a register. Each bit /// corresponds to an edge bundle, a set bit means the /// variable should be kept in a register through the /// bundle. A clear bit means the variable should be /// spilled. This vector is retained. void prepare(BitVector &RegBundles); /// addConstraints - Add constraints and biases. This method may be called /// more than once to accumulate constraints. /// @param LiveBlocks Constraints for blocks that have the variable live in or /// live out. void addConstraints(ArrayRef<BlockConstraint> LiveBlocks); /// addPrefSpill - Add PrefSpill constraints to all blocks listed. This is /// equivalent to calling addConstraint with identical BlockConstraints with /// Entry = Exit = PrefSpill, and ChangesValue = false. /// /// @param Blocks Array of block numbers that prefer to spill in and out. /// @param Strong When true, double the negative bias for these blocks. void addPrefSpill(ArrayRef<unsigned> Blocks, bool Strong); /// addLinks - Add transparent blocks with the given numbers. void addLinks(ArrayRef<unsigned> Links); /// scanActiveBundles - Perform an initial scan of all bundles activated by /// addConstraints and addLinks, updating their state. Add all the bundles /// that now prefer a register to RecentPositive. /// Prepare internal data structures for iterate. /// Return true is there are any positive nodes. bool scanActiveBundles(); /// iterate - Update the network iteratively until convergence, or new bundles /// are found. void iterate(); /// getRecentPositive - Return an array of bundles that became positive during /// the previous call to scanActiveBundles or iterate. ArrayRef<unsigned> getRecentPositive() { return RecentPositive; } /// finish - Compute the optimal spill code placement given the /// constraints. No MustSpill constraints will be violated, and the smallest /// possible number of PrefX constraints will be violated, weighted by /// expected execution frequencies. /// The selected bundles are returned in the bitvector passed to prepare(). /// @return True if a perfect solution was found, allowing the variable to be /// in a register through all relevant bundles. bool finish(); /// getBlockFrequency - Return the estimated block execution frequency per /// function invocation. float getBlockFrequency(unsigned Number) const { return BlockFrequency[Number]; } private: virtual bool runOnMachineFunction(MachineFunction&); virtual void getAnalysisUsage(AnalysisUsage&) const; virtual void releaseMemory(); void activate(unsigned); }; } // end namespace llvm #endif