//===-- StackSlotColoring.cpp - Stack slot coloring pass. -----------------===// // // The LLVM Compiler Infrastructure // // This file is distributed under the University of Illinois Open Source // License. See LICENSE.TXT for details. // //===----------------------------------------------------------------------===// // // This file implements the stack slot coloring pass. // //===----------------------------------------------------------------------===// #define DEBUG_TYPE "stackcoloring" #include "llvm/CodeGen/Passes.h" #include "llvm/CodeGen/LiveStackAnalysis.h" #include "llvm/CodeGen/MachineFrameInfo.h" #include "llvm/CodeGen/PseudoSourceValue.h" #include "llvm/Support/CommandLine.h" #include "llvm/Support/Compiler.h" #include "llvm/Support/Debug.h" #include "llvm/Target/TargetInstrInfo.h" #include "llvm/Target/TargetMachine.h" #include "llvm/ADT/BitVector.h" #include "llvm/ADT/SmallVector.h" #include "llvm/ADT/Statistic.h" #include using namespace llvm; static cl::opt DisableSharing("no-stack-slot-sharing", cl::init(false), cl::Hidden, cl::desc("Suppress slot sharing during stack coloring")); static cl::opt DCELimit("ssc-dce-limit", cl::init(-1), cl::Hidden); STATISTIC(NumEliminated, "Number of stack slots eliminated due to coloring"); STATISTIC(NumDeadAccesses, "Number of trivially dead stack accesses eliminated"); namespace { class VISIBILITY_HIDDEN StackSlotColoring : public MachineFunctionPass { LiveStacks* LS; MachineFrameInfo *MFI; const TargetInstrInfo *TII; // SSIntervals - Spill slot intervals. std::vector SSIntervals; // OrigAlignments - Alignments of stack objects before coloring. SmallVector OrigAlignments; // OrigSizes - Sizess of stack objects before coloring. SmallVector OrigSizes; // AllColors - If index is set, it's a spill slot, i.e. color. // FIXME: This assumes PEI locate spill slot with smaller indices // closest to stack pointer / frame pointer. Therefore, smaller // index == better color. BitVector AllColors; // NextColor - Next "color" that's not yet used. int NextColor; // UsedColors - "Colors" that have been assigned. BitVector UsedColors; // Assignments - Color to intervals mapping. SmallVector,16> Assignments; public: static char ID; // Pass identification StackSlotColoring() : MachineFunctionPass(&ID), NextColor(-1) {} virtual void getAnalysisUsage(AnalysisUsage &AU) const { AU.addRequired(); AU.addPreservedID(MachineLoopInfoID); AU.addPreservedID(MachineDominatorsID); MachineFunctionPass::getAnalysisUsage(AU); } virtual bool runOnMachineFunction(MachineFunction &MF); virtual const char* getPassName() const { return "Stack Slot Coloring"; } private: bool InitializeSlots(); bool OverlapWithAssignments(LiveInterval *li, int Color) const; int ColorSlot(LiveInterval *li); bool ColorSlots(MachineFunction &MF); bool removeDeadStores(MachineBasicBlock* MBB); }; } // end anonymous namespace char StackSlotColoring::ID = 0; static RegisterPass X("stack-slot-coloring", "Stack Slot Coloring"); FunctionPass *llvm::createStackSlotColoringPass() { return new StackSlotColoring(); } namespace { // IntervalSorter - Comparison predicate that sort live intervals by // their weight. struct IntervalSorter { bool operator()(LiveInterval* LHS, LiveInterval* RHS) const { return LHS->weight > RHS->weight; } }; } /// InitializeSlots - Process all spill stack slot liveintervals and add them /// to a sorted (by weight) list. bool StackSlotColoring::InitializeSlots() { if (LS->getNumIntervals() < 2) return false; int LastFI = MFI->getObjectIndexEnd(); OrigAlignments.resize(LastFI); OrigSizes.resize(LastFI); AllColors.resize(LastFI); UsedColors.resize(LastFI); Assignments.resize(LastFI); // Gather all spill slots into a list. for (LiveStacks::iterator i = LS->begin(), e = LS->end(); i != e; ++i) { LiveInterval &li = i->second; int FI = li.getStackSlotIndex(); if (MFI->isDeadObjectIndex(FI)) continue; SSIntervals.push_back(&li); OrigAlignments[FI] = MFI->getObjectAlignment(FI); OrigSizes[FI] = MFI->getObjectSize(FI); AllColors.set(FI); } // Sort them by weight. std::stable_sort(SSIntervals.begin(), SSIntervals.end(), IntervalSorter()); // Get first "color". NextColor = AllColors.find_first(); return true; } /// OverlapWithAssignments - Return true if LiveInterval overlaps with any /// LiveIntervals that have already been assigned to the specified color. bool StackSlotColoring::OverlapWithAssignments(LiveInterval *li, int Color) const { const SmallVector &OtherLIs = Assignments[Color]; for (unsigned i = 0, e = OtherLIs.size(); i != e; ++i) { LiveInterval *OtherLI = OtherLIs[i]; if (OtherLI->overlaps(*li)) return true; } return false; } /// ColorSlot - Assign a "color" (stack slot) to the specified stack slot. /// int StackSlotColoring::ColorSlot(LiveInterval *li) { int Color = -1; bool Share = false; if (!DisableSharing) { // Check if it's possible to reuse any of the used colors. Color = UsedColors.find_first(); while (Color != -1) { if (!OverlapWithAssignments(li, Color)) { Share = true; ++NumEliminated; break; } Color = UsedColors.find_next(Color); } } // Assign it to the first available color (assumed to be the best) if it's // not possible to share a used color with other objects. if (!Share) { assert(NextColor != -1 && "No more spill slots?"); Color = NextColor; UsedColors.set(Color); NextColor = AllColors.find_next(NextColor); } // Record the assignment. Assignments[Color].push_back(li); int FI = li->getStackSlotIndex(); DOUT << "Assigning fi#" << FI << " to fi#" << Color << "\n"; // Change size and alignment of the allocated slot. If there are multiple // objects sharing the same slot, then make sure the size and alignment // are large enough for all. unsigned Align = OrigAlignments[FI]; if (!Share || Align > MFI->getObjectAlignment(Color)) MFI->setObjectAlignment(Color, Align); int64_t Size = OrigSizes[FI]; if (!Share || Size > MFI->getObjectSize(Color)) MFI->setObjectSize(Color, Size); return Color; } /// Colorslots - Color all spill stack slots and rewrite all frameindex machine /// operands in the function. bool StackSlotColoring::ColorSlots(MachineFunction &MF) { unsigned NumObjs = MFI->getObjectIndexEnd(); std::vector SlotMapping(NumObjs, -1); bool Changed = false; for (unsigned i = 0, e = SSIntervals.size(); i != e; ++i) { LiveInterval *li = SSIntervals[i]; int SS = li->getStackSlotIndex(); int NewSS = ColorSlot(li); SlotMapping[SS] = NewSS; Changed |= (SS != NewSS); } if (!Changed) return false; // Rewrite all MO_FrameIndex operands. // FIXME: Need the equivalent of MachineRegisterInfo for frameindex operands. for (MachineFunction::iterator MBB = MF.begin(), E = MF.end(); MBB != E; ++MBB) { for (MachineBasicBlock::iterator MII = MBB->begin(), EE = MBB->end(); MII != EE; ++MII) { MachineInstr &MI = *MII; for (unsigned i = 0, e = MI.getNumOperands(); i != e; ++i) { MachineOperand &MO = MI.getOperand(i); if (!MO.isFI()) continue; int FI = MO.getIndex(); if (FI < 0) continue; int NewFI = SlotMapping[FI]; if (NewFI == -1) continue; MO.setIndex(NewFI); // Update the MachineMemOperand for the new memory location. // FIXME: We need a better method of managing these too. SmallVector MMOs(MI.memoperands_begin(), MI.memoperands_end()); MI.clearMemOperands(MF); const Value *OldSV = PseudoSourceValue::getFixedStack(FI); for (unsigned i = 0, e = MMOs.size(); i != e; ++i) { if (MMOs[i].getValue() == OldSV) { MachineMemOperand MMO(PseudoSourceValue::getFixedStack(NewFI), MMOs[i].getFlags(), MMOs[i].getOffset(), MMOs[i].getSize(), MMOs[i].getAlignment()); MI.addMemOperand(MF, MMO); } else MI.addMemOperand(MF, MMOs[i]); } } } } // Delete unused stack slots. while (NextColor != -1) { DOUT << "Removing unused stack object fi#" << NextColor << "\n"; MFI->RemoveStackObject(NextColor); NextColor = AllColors.find_next(NextColor); } return true; } /// removeDeadStores - Scan through a basic block and look for loads followed /// by stores. If they're both using the same stack slot, then the store is /// definitely dead. This could obviously be much more aggressive (consider /// pairs with instructions between them), but such extensions might have a /// considerable compile time impact. bool StackSlotColoring::removeDeadStores(MachineBasicBlock* MBB) { // FIXME: This could be much more aggressive, but we need to investigate // the compile time impact of doing so. bool changed = false; SmallVector toErase; for (MachineBasicBlock::iterator I = MBB->begin(), E = MBB->end(); I != E; ++I) { if (DCELimit != -1 && (int)NumDeadAccesses >= DCELimit) break; MachineBasicBlock::iterator NextMI = next(I); if (NextMI == MBB->end()) continue; int FirstSS, SecondSS; unsigned LoadReg = 0; unsigned StoreReg = 0; if (!(LoadReg = TII->isLoadFromStackSlot(I, FirstSS))) continue; if (!(StoreReg = TII->isStoreToStackSlot(NextMI, SecondSS))) continue; if (FirstSS != SecondSS || LoadReg != StoreReg || FirstSS == -1) continue; ++NumDeadAccesses; changed = true; if (NextMI->findRegisterUseOperandIdx(LoadReg, true, 0) != -1) { ++NumDeadAccesses; toErase.push_back(I); } toErase.push_back(NextMI); ++I; } for (SmallVector::iterator I = toErase.begin(), E = toErase.end(); I != E; ++I) (*I)->eraseFromParent(); return changed; } bool StackSlotColoring::runOnMachineFunction(MachineFunction &MF) { DOUT << "********** Stack Slot Coloring **********\n"; MFI = MF.getFrameInfo(); TII = MF.getTarget().getInstrInfo(); LS = &getAnalysis(); bool Changed = false; if (InitializeSlots()) Changed = ColorSlots(MF); NextColor = -1; SSIntervals.clear(); OrigAlignments.clear(); OrigSizes.clear(); AllColors.clear(); UsedColors.clear(); for (unsigned i = 0, e = Assignments.size(); i != e; ++i) Assignments[i].clear(); Assignments.clear(); if (Changed) { for (MachineFunction::iterator I = MF.begin(), E = MF.end(); I != E; ++I) Changed |= removeDeadStores(I); } return Changed; }