//===-- BasicBlockPlacement.cpp - Basic Block Code Layout optimization ----===// // // The LLVM Compiler Infrastructure // // This file is distributed under the University of Illinois Open Source // License. See LICENSE.TXT for details. // //===----------------------------------------------------------------------===// // // This file implements a very simple profile guided basic block placement // algorithm. The idea is to put frequently executed blocks together at the // start of the function, and hopefully increase the number of fall-through // conditional branches. If there is no profile information for a particular // function, this pass basically orders blocks in depth-first order // // The algorithm implemented here is basically "Algo1" from "Profile Guided Code // Positioning" by Pettis and Hansen, except that it uses basic block counts // instead of edge counts. This should be improved in many ways, but is very // simple for now. // // Basically we "place" the entry block, then loop over all successors in a DFO, // placing the most frequently executed successor until we run out of blocks. I // told you this was _extremely_ simplistic. :) This is also much slower than it // could be. When it becomes important, this pass will be rewritten to use a // better algorithm, and then we can worry about efficiency. // //===----------------------------------------------------------------------===// #define DEBUG_TYPE "block-placement" #include "llvm/Analysis/ProfileInfo.h" #include "llvm/Function.h" #include "llvm/Pass.h" #include "llvm/Support/CFG.h" #include "llvm/ADT/Statistic.h" #include "llvm/Transforms/Scalar.h" #include <set> using namespace llvm; STATISTIC(NumMoved, "Number of basic blocks moved"); namespace { struct BlockPlacement : public FunctionPass { static char ID; // Pass identification, replacement for typeid BlockPlacement() : FunctionPass(ID) { initializeBlockPlacementPass(*PassRegistry::getPassRegistry()); } virtual bool runOnFunction(Function &F); virtual void getAnalysisUsage(AnalysisUsage &AU) const { AU.setPreservesCFG(); AU.addRequired<ProfileInfo>(); //AU.addPreserved<ProfileInfo>(); // Does this work? } private: /// PI - The profile information that is guiding us. /// ProfileInfo *PI; /// NumMovedBlocks - Every time we move a block, increment this counter. /// unsigned NumMovedBlocks; /// PlacedBlocks - Every time we place a block, remember it so we don't get /// into infinite loops. std::set<BasicBlock*> PlacedBlocks; /// InsertPos - This an iterator to the next place we want to insert a /// block. Function::iterator InsertPos; /// PlaceBlocks - Recursively place the specified blocks and any unplaced /// successors. void PlaceBlocks(BasicBlock *BB); }; } char BlockPlacement::ID = 0; INITIALIZE_PASS_BEGIN(BlockPlacement, "block-placement", "Profile Guided Basic Block Placement", false, false) INITIALIZE_AG_DEPENDENCY(ProfileInfo) INITIALIZE_PASS_END(BlockPlacement, "block-placement", "Profile Guided Basic Block Placement", false, false) FunctionPass *llvm::createBlockPlacementPass() { return new BlockPlacement(); } bool BlockPlacement::runOnFunction(Function &F) { PI = &getAnalysis<ProfileInfo>(); NumMovedBlocks = 0; InsertPos = F.begin(); // Recursively place all blocks. PlaceBlocks(F.begin()); PlacedBlocks.clear(); NumMoved += NumMovedBlocks; return NumMovedBlocks != 0; } /// PlaceBlocks - Recursively place the specified blocks and any unplaced /// successors. void BlockPlacement::PlaceBlocks(BasicBlock *BB) { assert(!PlacedBlocks.count(BB) && "Already placed this block!"); PlacedBlocks.insert(BB); // Place the specified block. if (&*InsertPos != BB) { // Use splice to move the block into the right place. This avoids having to // remove the block from the function then readd it, which causes a bunch of // symbol table traffic that is entirely pointless. Function::BasicBlockListType &Blocks = BB->getParent()->getBasicBlockList(); Blocks.splice(InsertPos, Blocks, BB); ++NumMovedBlocks; } else { // This block is already in the right place, we don't have to do anything. ++InsertPos; } // Keep placing successors until we run out of ones to place. Note that this // loop is very inefficient (N^2) for blocks with many successors, like switch // statements. FIXME! while (1) { // Okay, now place any unplaced successors. succ_iterator SI = succ_begin(BB), E = succ_end(BB); // Scan for the first unplaced successor. for (; SI != E && PlacedBlocks.count(*SI); ++SI) /*empty*/; if (SI == E) return; // No more successors to place. double MaxExecutionCount = PI->getExecutionCount(*SI); BasicBlock *MaxSuccessor = *SI; // Scan for more frequently executed successors for (; SI != E; ++SI) if (!PlacedBlocks.count(*SI)) { double Count = PI->getExecutionCount(*SI); if (Count > MaxExecutionCount || // Prefer to not disturb the code. (Count == MaxExecutionCount && *SI == &*InsertPos)) { MaxExecutionCount = Count; MaxSuccessor = *SI; } } // Now that we picked the maximally executed successor, place it. PlaceBlocks(MaxSuccessor); } }