//
//===----------------------------------------------------------------------===//
//
-// This pass
+// This pass moves instructions into successor blocks, when possible, so that
+// they aren't executed on paths where their results aren't needed.
+//
+// This pass is not intended to be a replacement or a complete alternative
+// for an LLVM-IR-level sinking pass. It is only designed to sink simple
+// constructs that are not exposed before lowering and instruction selection.
//
//===----------------------------------------------------------------------===//
#include "llvm/CodeGen/Passes.h"
#include "llvm/CodeGen/MachineRegisterInfo.h"
#include "llvm/CodeGen/MachineDominators.h"
+#include "llvm/CodeGen/MachineLoopInfo.h"
+#include "llvm/Analysis/AliasAnalysis.h"
#include "llvm/Target/TargetRegisterInfo.h"
#include "llvm/Target/TargetInstrInfo.h"
#include "llvm/Target/TargetMachine.h"
-#include "llvm/ADT/SmallVector.h"
#include "llvm/ADT/Statistic.h"
-#include "llvm/Support/Compiler.h"
#include "llvm/Support/Debug.h"
+#include "llvm/Support/raw_ostream.h"
using namespace llvm;
STATISTIC(NumSunk, "Number of machine instructions sunk");
namespace {
- class VISIBILITY_HIDDEN MachineSinking : public MachineFunctionPass {
- const TargetMachine *TM;
+ class MachineSinking : public MachineFunctionPass {
const TargetInstrInfo *TII;
- MachineFunction *CurMF; // Current MachineFunction
+ const TargetRegisterInfo *TRI;
MachineRegisterInfo *RegInfo; // Machine register information
- MachineDominatorTree *DT; // Machine dominator tree for the current Loop
+ MachineDominatorTree *DT; // Machine dominator tree
+ MachineLoopInfo *LI;
+ AliasAnalysis *AA;
+ BitVector AllocatableSet; // Which physregs are allocatable?
public:
static char ID; // Pass identification
- MachineSinking() : MachineFunctionPass((intptr_t)&ID) {}
+ MachineSinking() : MachineFunctionPass(&ID) {}
virtual bool runOnMachineFunction(MachineFunction &MF);
virtual void getAnalysisUsage(AnalysisUsage &AU) const {
+ AU.setPreservesCFG();
MachineFunctionPass::getAnalysisUsage(AU);
+ AU.addRequired<AliasAnalysis>();
AU.addRequired<MachineDominatorTree>();
+ AU.addRequired<MachineLoopInfo>();
AU.addPreserved<MachineDominatorTree>();
+ AU.addPreserved<MachineLoopInfo>();
}
private:
bool ProcessBlock(MachineBasicBlock &MBB);
bool SinkInstruction(MachineInstr *MI, bool &SawStore);
bool AllUsesDominatedByBlock(unsigned Reg, MachineBasicBlock *MBB) const;
};
-
- char MachineSinking::ID = 0;
- RegisterPass<MachineSinking> X("machine-sink", "Machine code sinking");
} // end anonymous namespace
+
+char MachineSinking::ID = 0;
+static RegisterPass<MachineSinking>
+X("machine-sink", "Machine code sinking");
FunctionPass *llvm::createMachineSinkingPass() { return new MachineSinking(); }
MachineBasicBlock *MBB) const {
assert(TargetRegisterInfo::isVirtualRegister(Reg) &&
"Only makes sense for vregs");
- for (MachineRegisterInfo::reg_iterator I = RegInfo->reg_begin(Reg),
- E = RegInfo->reg_end(); I != E; ++I) {
- if (I.getOperand().isDef()) continue; // ignore def.
-
+ // Ignoring debug uses is necessary so debug info doesn't affect the code.
+ // This may leave a referencing dbg_value in the original block, before
+ // the definition of the vreg. Dwarf generator handles this although the
+ // user might not get the right info at runtime.
+ for (MachineRegisterInfo::use_nodbg_iterator I =
+ RegInfo->use_nodbg_begin(Reg),
+ E = RegInfo->use_nodbg_end(); I != E; ++I) {
// Determine the block of the use.
MachineInstr *UseInst = &*I;
MachineBasicBlock *UseBlock = UseInst->getParent();
- if (UseInst->getOpcode() == TargetInstrInfo::PHI) {
+ if (UseInst->isPHI()) {
// PHI nodes use the operand in the predecessor block, not the block with
// the PHI.
UseBlock = UseInst->getOperand(I.getOperandNo()+1).getMBB();
return true;
}
-
-
bool MachineSinking::runOnMachineFunction(MachineFunction &MF) {
- DOUT << "******** Machine Sinking ********\n";
+ DEBUG(dbgs() << "******** Machine Sinking ********\n");
- CurMF = &MF;
- TM = &CurMF->getTarget();
- TII = TM->getInstrInfo();
- RegInfo = &CurMF->getRegInfo();
+ const TargetMachine &TM = MF.getTarget();
+ TII = TM.getInstrInfo();
+ TRI = TM.getRegisterInfo();
+ RegInfo = &MF.getRegInfo();
DT = &getAnalysis<MachineDominatorTree>();
+ LI = &getAnalysis<MachineLoopInfo>();
+ AA = &getAnalysis<AliasAnalysis>();
+ AllocatableSet = TRI->getAllocatableSet(MF);
bool EverMadeChange = false;
bool MadeChange = false;
// Process all basic blocks.
- for (MachineFunction::iterator I = CurMF->begin(), E = CurMF->end();
+ for (MachineFunction::iterator I = MF.begin(), E = MF.end();
I != E; ++I)
MadeChange |= ProcessBlock(*I);
}
bool MachineSinking::ProcessBlock(MachineBasicBlock &MBB) {
- bool MadeChange = false;
-
// Can't sink anything out of a block that has less than two successors.
- if (MBB.succ_size() <= 1) return false;
-
+ if (MBB.succ_size() <= 1 || MBB.empty()) return false;
+
+ // Don't bother sinking code out of unreachable blocks. In addition to being
+ // unprofitable, it can also lead to infinite looping, because in an unreachable
+ // loop there may be nowhere to stop.
+ if (!DT->isReachableFromEntry(&MBB)) return false;
+
+ bool MadeChange = false;
+
// Walk the basic block bottom-up. Remember if we saw a store.
- bool SawStore = false;
- for (MachineBasicBlock::iterator I = MBB.end(); I != MBB.begin(); ){
- MachineBasicBlock::iterator LastIt = I;
- if (SinkInstruction(--I, SawStore)) {
- I = LastIt;
- ++NumSunk;
- }
- }
+ MachineBasicBlock::iterator I = MBB.end();
+ --I;
+ bool ProcessedBegin, SawStore = false;
+ do {
+ MachineInstr *MI = I; // The instruction to sink.
+
+ // Predecrement I (if it's not begin) so that it isn't invalidated by
+ // sinking.
+ ProcessedBegin = I == MBB.begin();
+ if (!ProcessedBegin)
+ --I;
+
+ if (MI->isDebugValue())
+ continue;
+
+ if (SinkInstruction(MI, SawStore))
+ ++NumSunk, MadeChange = true;
+
+ // If we just processed the first instruction in the block, we're done.
+ } while (!ProcessedBegin);
return MadeChange;
}
/// instruction out of its current block into a successor.
bool MachineSinking::SinkInstruction(MachineInstr *MI, bool &SawStore) {
// Check if it's safe to move the instruction.
- if (!MI->isSafeToMove(TII, SawStore))
+ if (!MI->isSafeToMove(TII, AA, SawStore))
return false;
// FIXME: This should include support for sinking instructions within the
// also sink them down before their first use in the block. This xform has to
// be careful not to *increase* register pressure though, e.g. sinking
// "x = y + z" down if it kills y and z would increase the live ranges of y
- // and z only the shrink the live range of x.
+ // and z and only shrink the live range of x.
// Loop over all the operands of the specified instruction. If there is
// anything we can't handle, bail out.
if (Reg == 0) continue;
if (TargetRegisterInfo::isPhysicalRegister(Reg)) {
- // If this is a physical register use, we can't move it. If it is a def,
- // we can move it, but only if the def is dead.
- if (MO.isUse() || !MO.isDead())
+ if (MO.isUse()) {
+ // If the physreg has no defs anywhere, it's just an ambient register
+ // and we can freely move its uses. Alternatively, if it's allocatable,
+ // it could get allocated to something with a def during allocation.
+ if (!RegInfo->def_empty(Reg))
+ return false;
+ if (AllocatableSet.test(Reg))
+ return false;
+ // Check for a def among the register's aliases too.
+ for (const unsigned *Alias = TRI->getAliasSet(Reg); *Alias; ++Alias) {
+ unsigned AliasReg = *Alias;
+ if (!RegInfo->def_empty(AliasReg))
+ return false;
+ if (AllocatableSet.test(AliasReg))
+ return false;
+ }
+ } else if (!MO.isDead()) {
+ // A def that isn't dead. We can't move it.
return false;
+ }
} else {
// Virtual register uses are always safe to sink.
if (MO.isUse()) continue;
+
+ // If it's not safe to move defs of the register class, then abort.
+ if (!TII->isSafeToMoveRegClassDefs(RegInfo->getRegClass(Reg)))
+ return false;
// FIXME: This picks a successor to sink into based on having one
// successor that dominates all the uses. However, there are cases where
// If there are no outputs, it must have side-effects.
if (SuccToSinkTo == 0)
return false;
+
+ // It's not safe to sink instructions to EH landing pad. Control flow into
+ // landing pad is implicitly defined.
+ if (SuccToSinkTo->isLandingPad())
+ return false;
+
+ // It is not possible to sink an instruction into its own block. This can
+ // happen with loops.
+ if (MI->getParent() == SuccToSinkTo)
+ return false;
- DEBUG(cerr << "Sink instr " << *MI);
- DEBUG(cerr << "to block " << *SuccToSinkTo);
+ DEBUG(dbgs() << "Sink instr " << *MI);
+ DEBUG(dbgs() << "to block " << *SuccToSinkTo);
// If the block has multiple predecessors, this would introduce computation on
// a path that it doesn't already exist. We could split the critical edge,
// but for now we just punt.
// FIXME: Split critical edges if not backedges.
if (SuccToSinkTo->pred_size() > 1) {
- DEBUG(cerr << " *** PUNTING: Critical edge found\n");
- return false;
+ // We cannot sink a load across a critical edge - there may be stores in
+ // other code paths.
+ bool store = true;
+ if (!MI->isSafeToMove(TII, AA, store)) {
+ DEBUG(dbgs() << " *** PUNTING: Wont sink load along critical edge.\n");
+ return false;
+ }
+
+ // We don't want to sink across a critical edge if we don't dominate the
+ // successor. We could be introducing calculations to new code paths.
+ if (!DT->dominates(ParentBlock, SuccToSinkTo)) {
+ DEBUG(dbgs() << " *** PUNTING: Critical edge found\n");
+ return false;
+ }
+
+ // Don't sink instructions into a loop.
+ if (LI->isLoopHeader(SuccToSinkTo)) {
+ DEBUG(dbgs() << " *** PUNTING: Loop header found\n");
+ return false;
+ }
+
+ // Otherwise we are OK with sinking along a critical edge.
+ DEBUG(dbgs() << "Sinking along critical edge.\n");
}
// Determine where to insert into. Skip phi nodes.
MachineBasicBlock::iterator InsertPos = SuccToSinkTo->begin();
- while (InsertPos != SuccToSinkTo->end() &&
- InsertPos->getOpcode() == TargetInstrInfo::PHI)
+ while (InsertPos != SuccToSinkTo->end() && InsertPos->isPHI())
++InsertPos;
// Move the instruction.
SuccToSinkTo->splice(InsertPos, ParentBlock, MI,
++MachineBasicBlock::iterator(MI));
+
+ // Conservatively, clear any kill flags, since it's possible that
+ // they are no longer correct.
+ MI->clearKillInfo();
+
return true;
}