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authorChandler Carruth <chandlerc@gmail.com>2012-04-16 01:12:56 +0000
committerChandler Carruth <chandlerc@gmail.com>2012-04-16 01:12:56 +0000
commit70daea90afc167a010a1851defda01d7e0eb45eb (patch)
tree43f1a66e3e9b5a7a1ab5d54eeefb87768d954183 /lib/CodeGen/MachineBlockPlacement.cpp
parent8325c11d473a340217fa0de648ba8f733f2d626e (diff)
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Rewrite how machine block placement handles loop rotation.
This is a complex change that resulted from a great deal of experimentation with several different benchmarks. The one which proved the most useful is included as a test case, but I don't know that it captures all of the relevant changes, as I didn't have specific regression tests for each, they were more the result of reasoning about what the old algorithm would possibly do wrong. I'm also failing at the moment to craft more targeted regression tests for these changes, if anyone has ideas, it would be welcome. The first big thing broken with the old algorithm is the idea that we can take a basic block which has a loop-exiting successor and a looping successor and use the looping successor as the layout top in order to get that particular block to be the bottom of the loop after layout. This happens to work in many cases, but not in all. The second big thing broken was that we didn't try to select the exit which fell into the nearest enclosing loop (to which we exit at all). As a consequence, even if the rotation worked perfectly, it would result in one of two bad layouts. Either the bottom of the loop would get fallthrough, skipping across a nearer enclosing loop and thereby making it discontiguous, or it would be forced to take an explicit jump over the nearest enclosing loop to earch its successor. The point of the rotation is to get fallthrough, so we need it to fallthrough to the nearest loop it can. The fix to the first issue is to actually layout the loop from the loop header, and then rotate the loop such that the correct exiting edge can be a fallthrough edge. This is actually much easier than I anticipated because we can handle all the hard parts of finding a viable rotation before we do the layout. We just store that, and then rotate after layout is finished. No inner loops get split across the post-rotation backedge because we check for them when selecting the rotation. That fix exposed a latent problem with our exitting block selection -- we should allow the backedge to point into the middle of some inner-loop chain as there is no real penalty to it, the whole point is that it *won't* be a fallthrough edge. This may have blocked the rotation at all in some cases, I have no idea and no test case as I've never seen it in practice, it was just noticed by inspection. Finally, all of these fixes, and studying the loops they produce, highlighted another problem: in rotating loops like this, we sometimes fail to align the destination of these backwards jumping edges. Fix this by actually walking the backwards edges rather than relying on loopinfo. This fixes regressions on heapsort if block placement is enabled as well as lots of other cases where the previous logic would introduce an abundance of unnecessary branches into the execution. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@154783 91177308-0d34-0410-b5e6-96231b3b80d8
Diffstat (limited to 'lib/CodeGen/MachineBlockPlacement.cpp')
-rw-r--r--lib/CodeGen/MachineBlockPlacement.cpp136
1 files changed, 70 insertions, 66 deletions
diff --git a/lib/CodeGen/MachineBlockPlacement.cpp b/lib/CodeGen/MachineBlockPlacement.cpp
index 22d7212..6226237 100644
--- a/lib/CodeGen/MachineBlockPlacement.cpp
+++ b/lib/CodeGen/MachineBlockPlacement.cpp
@@ -102,13 +102,13 @@ public:
}
/// \brief Iterator over blocks within the chain.
- typedef SmallVectorImpl<MachineBasicBlock *>::const_iterator iterator;
+ typedef SmallVectorImpl<MachineBasicBlock *>::iterator iterator;
/// \brief Beginning of blocks within the chain.
- iterator begin() const { return Blocks.begin(); }
+ iterator begin() { return Blocks.begin(); }
/// \brief End of blocks within the chain.
- iterator end() const { return Blocks.end(); }
+ iterator end() { return Blocks.end(); }
/// \brief Merge a block chain into this one.
///
@@ -211,12 +211,11 @@ class MachineBlockPlacement : public MachineFunctionPass {
void buildChain(MachineBasicBlock *BB, BlockChain &Chain,
SmallVectorImpl<MachineBasicBlock *> &BlockWorkList,
const BlockFilterSet *BlockFilter = 0);
- MachineBasicBlock *findBestLoopTop(MachineFunction &F,
- MachineLoop &L,
- const BlockFilterSet &LoopBlockSet);
+ MachineBasicBlock *findBestLoopExit(MachineFunction &F,
+ MachineLoop &L,
+ const BlockFilterSet &LoopBlockSet);
void buildLoopChains(MachineFunction &F, MachineLoop &L);
void buildCFGChains(MachineFunction &F);
- void AlignLoops(MachineFunction &F);
public:
static char ID; // Pass identification, replacement for typeid
@@ -544,9 +543,9 @@ void MachineBlockPlacement::buildChain(
/// block to layout at the top of the loop. Typically this is done to maximize
/// fallthrough opportunities.
MachineBasicBlock *
-MachineBlockPlacement::findBestLoopTop(MachineFunction &F,
- MachineLoop &L,
- const BlockFilterSet &LoopBlockSet) {
+MachineBlockPlacement::findBestLoopExit(MachineFunction &F,
+ MachineLoop &L,
+ const BlockFilterSet &LoopBlockSet) {
// We don't want to layout the loop linearly in all cases. If the loop header
// is just a normal basic block in the loop, we want to look for what block
// within the loop is the best one to layout at the top. However, if the loop
@@ -557,11 +556,11 @@ MachineBlockPlacement::findBestLoopTop(MachineFunction &F,
// header and only rotate if safe.
BlockChain &HeaderChain = *BlockToChain[L.getHeader()];
if (!LoopBlockSet.count(*HeaderChain.begin()))
- return L.getHeader();
+ return 0;
BlockFrequency BestExitEdgeFreq;
+ unsigned BestExitLoopDepth = 0;
MachineBasicBlock *ExitingBB = 0;
- MachineBasicBlock *LoopingBB = 0;
// If there are exits to outer loops, loop rotation can severely limit
// fallthrough opportunites unless it selects such an exit. Keep a set of
// blocks where rotating to exit with that block will reach an outer loop.
@@ -584,15 +583,10 @@ MachineBlockPlacement::findBestLoopTop(MachineFunction &F,
// successor isn't found.
MachineBasicBlock *OldExitingBB = ExitingBB;
BlockFrequency OldBestExitEdgeFreq = BestExitEdgeFreq;
- // We also compute and store the best looping successor for use in layout.
- MachineBasicBlock *BestLoopSucc = 0;
+ bool HasLoopingSucc = false;
// FIXME: Due to the performance of the probability and weight routines in
- // the MBPI analysis, we use the internal weights. This is only valid
- // because it is purely a ranking function, we don't care about anything
- // but the relative values.
- uint32_t BestLoopSuccWeight = 0;
- // FIXME: We also manually compute the probabilities to avoid quadratic
- // behavior.
+ // the MBPI analysis, we use the internal weights and manually compute the
+ // probabilities to avoid quadratic behavior.
uint32_t WeightScale = 0;
uint32_t SumWeight = MBPI->getSumForBlock(*I, WeightScale);
for (MachineBasicBlock::succ_iterator SI = (*I)->succ_begin(),
@@ -604,10 +598,8 @@ MachineBlockPlacement::findBestLoopTop(MachineFunction &F,
continue;
BlockChain &SuccChain = *BlockToChain[*SI];
// Don't split chains, either this chain or the successor's chain.
- if (&Chain == &SuccChain || *SI != *SuccChain.begin()) {
- DEBUG(dbgs() << " " << (LoopBlockSet.count(*SI) ? "looping: "
- : "exiting: ")
- << getBlockName(*I) << " -> "
+ if (&Chain == &SuccChain) {
+ DEBUG(dbgs() << " exiting: " << getBlockName(*I) << " -> "
<< getBlockName(*SI) << " (chain conflict)\n");
continue;
}
@@ -616,60 +608,55 @@ MachineBlockPlacement::findBestLoopTop(MachineFunction &F,
if (LoopBlockSet.count(*SI)) {
DEBUG(dbgs() << " looping: " << getBlockName(*I) << " -> "
<< getBlockName(*SI) << " (" << SuccWeight << ")\n");
- if (BestLoopSucc && BestLoopSuccWeight >= SuccWeight)
- continue;
-
- BestLoopSucc = *SI;
- BestLoopSuccWeight = SuccWeight;
+ HasLoopingSucc = true;
continue;
}
+ unsigned SuccLoopDepth = 0;
+ if (MachineLoop *ExitLoop = MLI->getLoopFor(*SI)) {
+ SuccLoopDepth = ExitLoop->getLoopDepth();
+ if (ExitLoop->contains(&L))
+ BlocksExitingToOuterLoop.insert(*I);
+ }
+
BranchProbability SuccProb(SuccWeight / WeightScale, SumWeight);
BlockFrequency ExitEdgeFreq = MBFI->getBlockFreq(*I) * SuccProb;
DEBUG(dbgs() << " exiting: " << getBlockName(*I) << " -> "
- << getBlockName(*SI) << " (" << ExitEdgeFreq << ")\n");
+ << getBlockName(*SI) << " [L:" << SuccLoopDepth
+ << "] (" << ExitEdgeFreq << ")\n");
// Note that we slightly bias this toward an existing layout successor to
// retain incoming order in the absence of better information.
// FIXME: Should we bias this more strongly? It's pretty weak.
- if (!ExitingBB || ExitEdgeFreq > BestExitEdgeFreq ||
+ if (!ExitingBB || BestExitLoopDepth < SuccLoopDepth ||
+ ExitEdgeFreq > BestExitEdgeFreq ||
((*I)->isLayoutSuccessor(*SI) &&
!(ExitEdgeFreq < BestExitEdgeFreq))) {
BestExitEdgeFreq = ExitEdgeFreq;
ExitingBB = *I;
}
-
- if (MachineLoop *ExitLoop = MLI->getLoopFor(*SI))
- if (ExitLoop->contains(&L))
- BlocksExitingToOuterLoop.insert(*I);
}
// Restore the old exiting state, no viable looping successor was found.
- if (!BestLoopSucc) {
+ if (!HasLoopingSucc) {
ExitingBB = OldExitingBB;
BestExitEdgeFreq = OldBestExitEdgeFreq;
continue;
}
-
- // If this was best exiting block thus far, also record the looping block.
- if (ExitingBB == *I)
- LoopingBB = BestLoopSucc;
}
- // Without a candidate exitting block or with only a single block in the
+ // Without a candidate exiting block or with only a single block in the
// loop, just use the loop header to layout the loop.
if (!ExitingBB || L.getNumBlocks() == 1)
- return L.getHeader();
+ return 0;
// Also, if we have exit blocks which lead to outer loops but didn't select
// one of them as the exiting block we are rotating toward, disable loop
// rotation altogether.
if (!BlocksExitingToOuterLoop.empty() &&
!BlocksExitingToOuterLoop.count(ExitingBB))
- return L.getHeader();
+ return 0;
- assert(LoopingBB && "All successors of a loop block are exit blocks!");
DEBUG(dbgs() << " Best exiting block: " << getBlockName(ExitingBB) << "\n");
- DEBUG(dbgs() << " Best top block: " << getBlockName(LoopingBB) << "\n");
- return LoopingBB;
+ return ExitingBB;
}
/// \brief Forms basic block chains from the natural loop structures.
@@ -688,8 +675,8 @@ void MachineBlockPlacement::buildLoopChains(MachineFunction &F,
SmallVector<MachineBasicBlock *, 16> BlockWorkList;
BlockFilterSet LoopBlockSet(L.block_begin(), L.block_end());
- MachineBasicBlock *LayoutTop = findBestLoopTop(F, L, LoopBlockSet);
- BlockChain &LoopChain = *BlockToChain[LayoutTop];
+ MachineBasicBlock *ExitingBB = findBestLoopExit(F, L, LoopBlockSet);
+ BlockChain &LoopChain = *BlockToChain[L.getHeader()];
// FIXME: This is a really lame way of walking the chains in the loop: we
// walk the blocks, and use a set to prevent visiting a particular chain
@@ -721,7 +708,18 @@ void MachineBlockPlacement::buildLoopChains(MachineFunction &F,
BlockWorkList.push_back(*Chain.begin());
}
- buildChain(LayoutTop, LoopChain, BlockWorkList, &LoopBlockSet);
+ buildChain(L.getHeader(), LoopChain, BlockWorkList, &LoopBlockSet);
+
+ // Once we have built a chain, try to rotate it to line up the hot exit block
+ // with fallthrough out of the loop (if we have a valid exit block for that).
+ if (ExitingBB) {
+ BlockChain::iterator ExitIt = std::find(LoopChain.begin(), LoopChain.end(),
+ ExitingBB);
+
+ if (ExitIt != LoopChain.end()) {
+ std::rotate(LoopChain.begin(), llvm::next(ExitIt), LoopChain.end());
+ }
+ }
DEBUG({
// Crash at the end so we get all of the debugging output first.
@@ -733,7 +731,8 @@ void MachineBlockPlacement::buildLoopChains(MachineFunction &F,
<< " Chain header: " << getBlockName(*LoopChain.begin()) << "\n";
}
for (BlockChain::iterator BCI = LoopChain.begin(), BCE = LoopChain.end();
- BCI != BCE; ++BCI)
+ BCI != BCE; ++BCI) {
+ dbgs() << " ... " << getBlockName(*BCI) << "\n";
if (!LoopBlockSet.erase(*BCI)) {
// We don't mark the loop as bad here because there are real situations
// where this can occur. For example, with an unanalyzable fallthrough
@@ -743,6 +742,7 @@ void MachineBlockPlacement::buildLoopChains(MachineFunction &F,
<< " Chain header: " << getBlockName(*LoopChain.begin()) << "\n"
<< " Bad block: " << getBlockName(*BCI) << "\n";
}
+ }
if (!LoopBlockSet.empty()) {
BadLoop = true;
@@ -882,28 +882,33 @@ void MachineBlockPlacement::buildCFGChains(MachineFunction &F) {
MachineBasicBlock *TBB = 0, *FBB = 0; // For AnalyzeBranch.
if (!TII->AnalyzeBranch(F.back(), TBB, FBB, Cond))
F.back().updateTerminator();
-}
-
-/// \brief Recursive helper to align a loop and any nested loops.
-static void AlignLoop(MachineFunction &F, MachineLoop *L, unsigned Align) {
- // Recurse through nested loops.
- for (MachineLoop::iterator I = L->begin(), E = L->end(); I != E; ++I)
- AlignLoop(F, *I, Align);
- L->getTopBlock()->setAlignment(Align);
-}
-
-/// \brief Align loop headers to target preferred alignments.
-void MachineBlockPlacement::AlignLoops(MachineFunction &F) {
+ // Walk through the backedges of the function now that we have fully laid out
+ // the basic blocks and align the destination of each backedge. We don't rely
+ // on the loop info here so that we can align backedges in unnatural CFGs and
+ // backedges that were introduced purely because of the loop rotations done
+ // during this layout pass.
+ // FIXME: This isn't quite right, we shouldn't align backedges that result
+ // from blocks being sunken below the exit block for the function.
if (F.getFunction()->hasFnAttr(Attribute::OptimizeForSize))
return;
-
unsigned Align = TLI->getPrefLoopAlignment();
if (!Align)
return; // Don't care about loop alignment.
- for (MachineLoopInfo::iterator I = MLI->begin(), E = MLI->end(); I != E; ++I)
- AlignLoop(F, *I, Align);
+ SmallPtrSet<MachineBasicBlock *, 16> PreviousBlocks;
+ for (BlockChain::iterator BI = FunctionChain.begin(),
+ BE = FunctionChain.end();
+ BI != BE; ++BI) {
+ PreviousBlocks.insert(*BI);
+ // Set alignment on the destination of all the back edges in the new
+ // ordering.
+ for (MachineBasicBlock::succ_iterator SI = (*BI)->succ_begin(),
+ SE = (*BI)->succ_end();
+ SI != SE; ++SI)
+ if (PreviousBlocks.count(*SI))
+ (*SI)->setAlignment(Align);
+ }
}
bool MachineBlockPlacement::runOnMachineFunction(MachineFunction &F) {
@@ -919,7 +924,6 @@ bool MachineBlockPlacement::runOnMachineFunction(MachineFunction &F) {
assert(BlockToChain.empty());
buildCFGChains(F);
- AlignLoops(F);
BlockToChain.clear();
ChainAllocator.DestroyAll();