1 //===-- SpillPlacement.cpp - Optimal Spill Code Placement -----------------===// 2 // 3 // The LLVM Compiler Infrastructure 4 // 5 // This file is distributed under the University of Illinois Open Source 6 // License. See LICENSE.TXT for details. 7 // 8 //===----------------------------------------------------------------------===// 9 // 10 // This file implements the spill code placement analysis. 11 // 12 // Each edge bundle corresponds to a node in a Hopfield network. Constraints on 13 // basic blocks are weighted by the block frequency and added to become the node 14 // bias. 15 // 16 // Transparent basic blocks have the variable live through, but don't care if it 17 // is spilled or in a register. These blocks become connections in the Hopfield 18 // network, again weighted by block frequency. 19 // 20 // The Hopfield network minimizes (possibly locally) its energy function: 21 // 22 // E = -sum_n V_n * ( B_n + sum_{n, m linked by b} V_m * F_b ) 23 // 24 // The energy function represents the expected spill code execution frequency, 25 // or the cost of spilling. This is a Lyapunov function which never increases 26 // when a node is updated. It is guaranteed to converge to a local minimum. 27 // 28 //===----------------------------------------------------------------------===// 29 30 #include "SpillPlacement.h" 31 #include "llvm/ADT/BitVector.h" 32 #include "llvm/CodeGen/EdgeBundles.h" 33 #include "llvm/CodeGen/MachineBasicBlock.h" 34 #include "llvm/CodeGen/MachineBlockFrequencyInfo.h" 35 #include "llvm/CodeGen/MachineFunction.h" 36 #include "llvm/CodeGen/MachineLoopInfo.h" 37 #include "llvm/CodeGen/Passes.h" 38 #include "llvm/Support/Debug.h" 39 #include "llvm/Support/Format.h" 40 #include "llvm/Support/ManagedStatic.h" 41 42 using namespace llvm; 43 44 #define DEBUG_TYPE "spillplacement" 45 46 char SpillPlacement::ID = 0; 47 INITIALIZE_PASS_BEGIN(SpillPlacement, "spill-code-placement", 48 "Spill Code Placement Analysis", true, true) 49 INITIALIZE_PASS_DEPENDENCY(EdgeBundles) 50 INITIALIZE_PASS_DEPENDENCY(MachineLoopInfo) 51 INITIALIZE_PASS_END(SpillPlacement, "spill-code-placement", 52 "Spill Code Placement Analysis", true, true) 53 54 char &llvm::SpillPlacementID = SpillPlacement::ID; 55 56 void SpillPlacement::getAnalysisUsage(AnalysisUsage &AU) const { 57 AU.setPreservesAll(); 58 AU.addRequired<MachineBlockFrequencyInfo>(); 59 AU.addRequiredTransitive<EdgeBundles>(); 60 AU.addRequiredTransitive<MachineLoopInfo>(); 61 MachineFunctionPass::getAnalysisUsage(AU); 62 } 63 64 namespace { 65 static ManagedStatic<BlockFrequency> Threshold; 66 } 67 68 /// Decision threshold. A node gets the output value 0 if the weighted sum of 69 /// its inputs falls in the open interval (-Threshold;Threshold). 70 static BlockFrequency getThreshold() { return *Threshold; } 71 72 /// \brief Set the threshold for a given entry frequency. 73 /// 74 /// Set the threshold relative to \c Entry. Since the threshold is used as a 75 /// bound on the open interval (-Threshold;Threshold), 1 is the minimum 76 /// threshold. 77 static void setThreshold(const BlockFrequency &Entry) { 78 // Apparently 2 is a good threshold when Entry==2^14, but we need to scale 79 // it. Divide by 2^13, rounding as appropriate. 80 uint64_t Freq = Entry.getFrequency(); 81 uint64_t Scaled = (Freq >> 13) + bool(Freq & (1 << 12)); 82 *Threshold = std::max(UINT64_C(1), Scaled); 83 } 84 85 /// Node - Each edge bundle corresponds to a Hopfield node. 86 /// 87 /// The node contains precomputed frequency data that only depends on the CFG, 88 /// but Bias and Links are computed each time placeSpills is called. 89 /// 90 /// The node Value is positive when the variable should be in a register. The 91 /// value can change when linked nodes change, but convergence is very fast 92 /// because all weights are positive. 93 /// 94 struct SpillPlacement::Node { 95 /// BiasN - Sum of blocks that prefer a spill. 96 BlockFrequency BiasN; 97 /// BiasP - Sum of blocks that prefer a register. 98 BlockFrequency BiasP; 99 100 /// Value - Output value of this node computed from the Bias and links. 101 /// This is always on of the values {-1, 0, 1}. A positive number means the 102 /// variable should go in a register through this bundle. 103 int Value; 104 105 typedef SmallVector<std::pair<BlockFrequency, unsigned>, 4> LinkVector; 106 107 /// Links - (Weight, BundleNo) for all transparent blocks connecting to other 108 /// bundles. The weights are all positive block frequencies. 109 LinkVector Links; 110 111 /// SumLinkWeights - Cached sum of the weights of all links + ThresHold. 112 BlockFrequency SumLinkWeights; 113 114 /// preferReg - Return true when this node prefers to be in a register. 115 bool preferReg() const { 116 // Undecided nodes (Value==0) go on the stack. 117 return Value > 0; 118 } 119 120 /// mustSpill - Return True if this node is so biased that it must spill. 121 bool mustSpill() const { 122 // We must spill if Bias < -sum(weights) or the MustSpill flag was set. 123 // BiasN is saturated when MustSpill is set, make sure this still returns 124 // true when the RHS saturates. Note that SumLinkWeights includes Threshold. 125 return BiasN >= BiasP + SumLinkWeights; 126 } 127 128 /// clear - Reset per-query data, but preserve frequencies that only depend on 129 // the CFG. 130 void clear() { 131 BiasN = BiasP = Value = 0; 132 SumLinkWeights = getThreshold(); 133 Links.clear(); 134 } 135 136 /// addLink - Add a link to bundle b with weight w. 137 void addLink(unsigned b, BlockFrequency w) { 138 // Update cached sum. 139 SumLinkWeights += w; 140 141 // There can be multiple links to the same bundle, add them up. 142 for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I) 143 if (I->second == b) { 144 I->first += w; 145 return; 146 } 147 // This must be the first link to b. 148 Links.push_back(std::make_pair(w, b)); 149 } 150 151 /// addBias - Bias this node. 152 void addBias(BlockFrequency freq, BorderConstraint direction) { 153 switch (direction) { 154 default: 155 break; 156 case PrefReg: 157 BiasP += freq; 158 break; 159 case PrefSpill: 160 BiasN += freq; 161 break; 162 case MustSpill: 163 BiasN = BlockFrequency::getMaxFrequency(); 164 break; 165 } 166 } 167 168 /// update - Recompute Value from Bias and Links. Return true when node 169 /// preference changes. 170 bool update(const Node nodes[]) { 171 // Compute the weighted sum of inputs. 172 BlockFrequency SumN = BiasN; 173 BlockFrequency SumP = BiasP; 174 for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I) { 175 if (nodes[I->second].Value == -1) 176 SumN += I->first; 177 else if (nodes[I->second].Value == 1) 178 SumP += I->first; 179 } 180 181 // Each weighted sum is going to be less than the total frequency of the 182 // bundle. Ideally, we should simply set Value = sign(SumP - SumN), but we 183 // will add a dead zone around 0 for two reasons: 184 // 185 // 1. It avoids arbitrary bias when all links are 0 as is possible during 186 // initial iterations. 187 // 2. It helps tame rounding errors when the links nominally sum to 0. 188 // 189 bool Before = preferReg(); 190 if (SumN >= SumP + getThreshold()) 191 Value = -1; 192 else if (SumP >= SumN + getThreshold()) 193 Value = 1; 194 else 195 Value = 0; 196 return Before != preferReg(); 197 } 198 }; 199 200 bool SpillPlacement::runOnMachineFunction(MachineFunction &mf) { 201 MF = &mf; 202 bundles = &getAnalysis<EdgeBundles>(); 203 loops = &getAnalysis<MachineLoopInfo>(); 204 205 assert(!nodes && "Leaking node array"); 206 nodes = new Node[bundles->getNumBundles()]; 207 208 // Compute total ingoing and outgoing block frequencies for all bundles. 209 BlockFrequencies.resize(mf.getNumBlockIDs()); 210 MBFI = &getAnalysis<MachineBlockFrequencyInfo>(); 211 setThreshold(MBFI->getEntryFreq()); 212 for (MachineFunction::iterator I = mf.begin(), E = mf.end(); I != E; ++I) { 213 unsigned Num = I->getNumber(); 214 BlockFrequencies[Num] = MBFI->getBlockFreq(I); 215 } 216 217 // We never change the function. 218 return false; 219 } 220 221 void SpillPlacement::releaseMemory() { 222 delete[] nodes; 223 nodes = nullptr; 224 } 225 226 /// activate - mark node n as active if it wasn't already. 227 void SpillPlacement::activate(unsigned n) { 228 if (ActiveNodes->test(n)) 229 return; 230 ActiveNodes->set(n); 231 nodes[n].clear(); 232 233 // Very large bundles usually come from big switches, indirect branches, 234 // landing pads, or loops with many 'continue' statements. It is difficult to 235 // allocate registers when so many different blocks are involved. 236 // 237 // Give a small negative bias to large bundles such that a substantial 238 // fraction of the connected blocks need to be interested before we consider 239 // expanding the region through the bundle. This helps compile time by 240 // limiting the number of blocks visited and the number of links in the 241 // Hopfield network. 242 if (bundles->getBlocks(n).size() > 100) { 243 nodes[n].BiasP = 0; 244 nodes[n].BiasN = (MBFI->getEntryFreq() / 16); 245 } 246 } 247 248 249 /// addConstraints - Compute node biases and weights from a set of constraints. 250 /// Set a bit in NodeMask for each active node. 251 void SpillPlacement::addConstraints(ArrayRef<BlockConstraint> LiveBlocks) { 252 for (ArrayRef<BlockConstraint>::iterator I = LiveBlocks.begin(), 253 E = LiveBlocks.end(); I != E; ++I) { 254 BlockFrequency Freq = BlockFrequencies[I->Number]; 255 256 // Live-in to block? 257 if (I->Entry != DontCare) { 258 unsigned ib = bundles->getBundle(I->Number, 0); 259 activate(ib); 260 nodes[ib].addBias(Freq, I->Entry); 261 } 262 263 // Live-out from block? 264 if (I->Exit != DontCare) { 265 unsigned ob = bundles->getBundle(I->Number, 1); 266 activate(ob); 267 nodes[ob].addBias(Freq, I->Exit); 268 } 269 } 270 } 271 272 /// addPrefSpill - Same as addConstraints(PrefSpill) 273 void SpillPlacement::addPrefSpill(ArrayRef<unsigned> Blocks, bool Strong) { 274 for (ArrayRef<unsigned>::iterator I = Blocks.begin(), E = Blocks.end(); 275 I != E; ++I) { 276 BlockFrequency Freq = BlockFrequencies[*I]; 277 if (Strong) 278 Freq += Freq; 279 unsigned ib = bundles->getBundle(*I, 0); 280 unsigned ob = bundles->getBundle(*I, 1); 281 activate(ib); 282 activate(ob); 283 nodes[ib].addBias(Freq, PrefSpill); 284 nodes[ob].addBias(Freq, PrefSpill); 285 } 286 } 287 288 void SpillPlacement::addLinks(ArrayRef<unsigned> Links) { 289 for (ArrayRef<unsigned>::iterator I = Links.begin(), E = Links.end(); I != E; 290 ++I) { 291 unsigned Number = *I; 292 unsigned ib = bundles->getBundle(Number, 0); 293 unsigned ob = bundles->getBundle(Number, 1); 294 295 // Ignore self-loops. 296 if (ib == ob) 297 continue; 298 activate(ib); 299 activate(ob); 300 if (nodes[ib].Links.empty() && !nodes[ib].mustSpill()) 301 Linked.push_back(ib); 302 if (nodes[ob].Links.empty() && !nodes[ob].mustSpill()) 303 Linked.push_back(ob); 304 BlockFrequency Freq = BlockFrequencies[Number]; 305 nodes[ib].addLink(ob, Freq); 306 nodes[ob].addLink(ib, Freq); 307 } 308 } 309 310 bool SpillPlacement::scanActiveBundles() { 311 Linked.clear(); 312 RecentPositive.clear(); 313 for (int n = ActiveNodes->find_first(); n>=0; n = ActiveNodes->find_next(n)) { 314 nodes[n].update(nodes); 315 // A node that must spill, or a node without any links is not going to 316 // change its value ever again, so exclude it from iterations. 317 if (nodes[n].mustSpill()) 318 continue; 319 if (!nodes[n].Links.empty()) 320 Linked.push_back(n); 321 if (nodes[n].preferReg()) 322 RecentPositive.push_back(n); 323 } 324 return !RecentPositive.empty(); 325 } 326 327 /// iterate - Repeatedly update the Hopfield nodes until stability or the 328 /// maximum number of iterations is reached. 329 /// @param Linked - Numbers of linked nodes that need updating. 330 void SpillPlacement::iterate() { 331 // First update the recently positive nodes. They have likely received new 332 // negative bias that will turn them off. 333 while (!RecentPositive.empty()) 334 nodes[RecentPositive.pop_back_val()].update(nodes); 335 336 if (Linked.empty()) 337 return; 338 339 // Run up to 10 iterations. The edge bundle numbering is closely related to 340 // basic block numbering, so there is a strong tendency towards chains of 341 // linked nodes with sequential numbers. By scanning the linked nodes 342 // backwards and forwards, we make it very likely that a single node can 343 // affect the entire network in a single iteration. That means very fast 344 // convergence, usually in a single iteration. 345 for (unsigned iteration = 0; iteration != 10; ++iteration) { 346 // Scan backwards, skipping the last node when iteration is not zero. When 347 // iteration is not zero, the last node was just updated. 348 bool Changed = false; 349 for (SmallVectorImpl<unsigned>::const_reverse_iterator I = 350 iteration == 0 ? Linked.rbegin() : std::next(Linked.rbegin()), 351 E = Linked.rend(); I != E; ++I) { 352 unsigned n = *I; 353 if (nodes[n].update(nodes)) { 354 Changed = true; 355 if (nodes[n].preferReg()) 356 RecentPositive.push_back(n); 357 } 358 } 359 if (!Changed || !RecentPositive.empty()) 360 return; 361 362 // Scan forwards, skipping the first node which was just updated. 363 Changed = false; 364 for (SmallVectorImpl<unsigned>::const_iterator I = 365 std::next(Linked.begin()), E = Linked.end(); I != E; ++I) { 366 unsigned n = *I; 367 if (nodes[n].update(nodes)) { 368 Changed = true; 369 if (nodes[n].preferReg()) 370 RecentPositive.push_back(n); 371 } 372 } 373 if (!Changed || !RecentPositive.empty()) 374 return; 375 } 376 } 377 378 void SpillPlacement::prepare(BitVector &RegBundles) { 379 Linked.clear(); 380 RecentPositive.clear(); 381 // Reuse RegBundles as our ActiveNodes vector. 382 ActiveNodes = &RegBundles; 383 ActiveNodes->clear(); 384 ActiveNodes->resize(bundles->getNumBundles()); 385 } 386 387 bool 388 SpillPlacement::finish() { 389 assert(ActiveNodes && "Call prepare() first"); 390 391 // Write preferences back to ActiveNodes. 392 bool Perfect = true; 393 for (int n = ActiveNodes->find_first(); n>=0; n = ActiveNodes->find_next(n)) 394 if (!nodes[n].preferReg()) { 395 ActiveNodes->reset(n); 396 Perfect = false; 397 } 398 ActiveNodes = nullptr; 399 return Perfect; 400 } 401