//===- LowerBitSets.h - Bitset lowering pass --------------------*- C++ -*-===// // // The LLVM Compiler Infrastructure // // This file is distributed under the University of Illinois Open Source // License. See LICENSE.TXT for details. // //===----------------------------------------------------------------------===// // // This file defines parts of the bitset lowering pass implementation that may // be usefully unit tested. // //===----------------------------------------------------------------------===// #ifndef LLVM_TRANSFORMS_IPO_LOWERBITSETS_H #define LLVM_TRANSFORMS_IPO_LOWERBITSETS_H #include "llvm/ADT/DenseMap.h" #include "llvm/ADT/SmallVector.h" #include #include #include #include namespace llvm { class DataLayout; class GlobalVariable; class Value; struct BitSetInfo { // The actual bitset. std::vector Bits; // The byte offset into the combined global represented by the bitset. uint64_t ByteOffset; // The size of the bitset in bits. uint64_t BitSize; // Log2 alignment of the bit set relative to the combined global. // For example, a log2 alignment of 3 means that bits in the bitset // represent addresses 8 bytes apart. unsigned AlignLog2; bool isSingleOffset() const { return Bits.size() == 1 && Bits[0] == 1; } bool isAllOnes() const { for (unsigned I = 0; I != Bits.size() - 1; ++I) if (Bits[I] != 0xFF) return false; if (BitSize % 8 == 0) return Bits[Bits.size() - 1] == 0xFF; return Bits[Bits.size() - 1] == (1 << (BitSize % 8)) - 1; } bool containsGlobalOffset(uint64_t Offset) const; bool containsValue(const DataLayout *DL, const DenseMap &GlobalLayout, Value *V, uint64_t COffset = 0) const; }; struct BitSetBuilder { SmallVector Offsets; uint64_t Min, Max; BitSetBuilder() : Min(std::numeric_limits::max()), Max(0) {} void addOffset(uint64_t Offset) { if (Min > Offset) Min = Offset; if (Max < Offset) Max = Offset; Offsets.push_back(Offset); } BitSetInfo build(); }; /// This class implements a layout algorithm for globals referenced by bit sets /// that tries to keep members of small bit sets together. This can /// significantly reduce bit set sizes in many cases. /// /// It works by assembling fragments of layout from sets of referenced globals. /// Each set of referenced globals causes the algorithm to create a new /// fragment, which is assembled by appending each referenced global in the set /// into the fragment. If a referenced global has already been referenced by an /// fragment created earlier, we instead delete that fragment and append its /// contents into the fragment we are assembling. /// /// By starting with the smallest fragments, we minimize the size of the /// fragments that are copied into larger fragments. This is most intuitively /// thought about when considering the case where the globals are virtual tables /// and the bit sets represent their derived classes: in a single inheritance /// hierarchy, the optimum layout would involve a depth-first search of the /// class hierarchy (and in fact the computed layout ends up looking a lot like /// a DFS), but a naive DFS would not work well in the presence of multiple /// inheritance. This aspect of the algorithm ends up fitting smaller /// hierarchies inside larger ones where that would be beneficial. /// /// For example, consider this class hierarchy: /// /// A B /// \ / | \ /// C D E /// /// We have five bit sets: bsA (A, C), bsB (B, C, D, E), bsC (C), bsD (D) and /// bsE (E). If we laid out our objects by DFS traversing B followed by A, our /// layout would be {B, C, D, E, A}. This is optimal for bsB as it needs to /// cover the only 4 objects in its hierarchy, but not for bsA as it needs to /// cover 5 objects, i.e. the entire layout. Our algorithm proceeds as follows: /// /// Add bsC, fragments {{C}} /// Add bsD, fragments {{C}, {D}} /// Add bsE, fragments {{C}, {D}, {E}} /// Add bsA, fragments {{A, C}, {D}, {E}} /// Add bsB, fragments {{B, A, C, D, E}} /// /// This layout is optimal for bsA, as it now only needs to cover two (i.e. 3 /// fewer) objects, at the cost of bsB needing to cover 1 more object. /// /// The bit set lowering pass assigns an object index to each object that needs /// to be laid out, and calls addFragment for each bit set passing the object /// indices of its referenced globals. It then assembles a layout from the /// computed layout in the Fragments field. struct GlobalLayoutBuilder { /// The computed layout. Each element of this vector contains a fragment of /// layout (which may be empty) consisting of object indices. std::vector> Fragments; /// Mapping from object index to fragment index. std::vector FragmentMap; GlobalLayoutBuilder(uint64_t NumObjects) : Fragments(1), FragmentMap(NumObjects) {} /// Add F to the layout while trying to keep its indices contiguous. /// If a previously seen fragment uses any of F's indices, that /// fragment will be laid out inside F. void addFragment(const std::set &F); }; } // namespace llvm #endif