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Reapply r185393.
Original commit message: Remove floating point computations from SpillPlacement.cpp. Patch by Benjamin Kramer! Use the BlockFrequency class instead of floats in the Hopfield network computations. This rescales the node Bias field from a [-2;2] float range to two block frequencies BiasN and BiasP pulling in opposite directions. This construct has a more predictable behavior when block frequencies saturate. The per-node scaling factors are no longer necessary, assuming the block frequencies around a bundle are consistent. This patch can cause the register allocator to make different spilling decisions. The differences should be small. llvm-svn: 186434
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@ -59,6 +59,10 @@ void SpillPlacement::getAnalysisUsage(AnalysisUsage &AU) const {
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MachineFunctionPass::getAnalysisUsage(AU);
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}
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/// Decision threshold. A node gets the output value 0 if the weighted sum of
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/// its inputs falls in the open interval (-Threshold;Threshold).
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static const BlockFrequency Threshold = 2;
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/// Node - Each edge bundle corresponds to a Hopfield node.
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///
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/// The node contains precomputed frequency data that only depends on the CFG,
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@ -69,31 +73,25 @@ void SpillPlacement::getAnalysisUsage(AnalysisUsage &AU) const {
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/// because all weights are positive.
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///
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struct SpillPlacement::Node {
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/// Scale - Inverse block frequency feeding into[0] or out of[1] the bundle.
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/// Ideally, these two numbers should be identical, but inaccuracies in the
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/// block frequency estimates means that we need to normalize ingoing and
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/// outgoing frequencies separately so they are commensurate.
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float Scale[2];
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/// Bias - Normalized contributions from non-transparent blocks.
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/// A bundle connected to a MustSpill block has a huge negative bias,
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/// otherwise it is a number in the range [-2;2].
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float Bias;
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/// BiasN - Sum of blocks that prefer a spill.
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BlockFrequency BiasN;
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/// BiasP - Sum of blocks that prefer a register.
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BlockFrequency BiasP;
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/// Value - Output value of this node computed from the Bias and links.
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/// This is always in the range [-1;1]. A positive number means the variable
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/// should go in a register through this bundle.
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float Value;
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/// This is always on of the values {-1, 0, 1}. A positive number means the
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/// variable should go in a register through this bundle.
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int Value;
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typedef SmallVector<std::pair<float, unsigned>, 4> LinkVector;
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typedef SmallVector<std::pair<BlockFrequency, unsigned>, 4> LinkVector;
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/// Links - (Weight, BundleNo) for all transparent blocks connecting to other
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/// bundles. The weights are all positive and add up to at most 2, weights
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/// from ingoing and outgoing nodes separately add up to a most 1. The weight
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/// sum can be less than 2 when the variable is not live into / out of some
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/// connected basic blocks.
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/// bundles. The weights are all positive block frequencies.
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LinkVector Links;
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/// SumLinkWeights - Cached sum of the weights of all links + ThresHold.
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BlockFrequency SumLinkWeights;
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/// preferReg - Return true when this node prefers to be in a register.
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bool preferReg() const {
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// Undecided nodes (Value==0) go on the stack.
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@ -102,28 +100,24 @@ struct SpillPlacement::Node {
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/// mustSpill - Return True if this node is so biased that it must spill.
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bool mustSpill() const {
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// Actually, we must spill if Bias < sum(weights).
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// It may be worth it to compute the weight sum here?
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return Bias < -2.0f;
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}
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/// Node - Create a blank Node.
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Node() {
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Scale[0] = Scale[1] = 0;
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// We must spill if Bias < -sum(weights) or the MustSpill flag was set.
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// BiasN is saturated when MustSpill is set, make sure this still returns
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// true when the RHS saturates. Note that SumLinkWeights includes Threshold.
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return BiasN >= BiasP + SumLinkWeights;
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}
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/// clear - Reset per-query data, but preserve frequencies that only depend on
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// the CFG.
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void clear() {
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Bias = Value = 0;
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BiasN = BiasP = Value = 0;
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SumLinkWeights = Threshold;
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Links.clear();
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}
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/// addLink - Add a link to bundle b with weight w.
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/// out=0 for an ingoing link, and 1 for an outgoing link.
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void addLink(unsigned b, float w, bool out) {
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// Normalize w relative to all connected blocks from that direction.
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w *= Scale[out];
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void addLink(unsigned b, BlockFrequency w) {
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// Update cached sum.
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SumLinkWeights += w;
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// There can be multiple links to the same bundle, add them up.
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for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I)
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@ -135,33 +129,48 @@ struct SpillPlacement::Node {
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Links.push_back(std::make_pair(w, b));
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}
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/// addBias - Bias this node from an ingoing[0] or outgoing[1] link.
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/// Return the change to the total number of positive biases.
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void addBias(float w, bool out) {
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// Normalize w relative to all connected blocks from that direction.
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w *= Scale[out];
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Bias += w;
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/// addBias - Bias this node.
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void addBias(BlockFrequency freq, BorderConstraint direction) {
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switch (direction) {
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default:
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break;
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case PrefReg:
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BiasP += freq;
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break;
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case PrefSpill:
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BiasN += freq;
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break;
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case MustSpill:
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BiasN = BlockFrequency::getMaxFrequency();
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break;
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}
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}
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/// update - Recompute Value from Bias and Links. Return true when node
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/// preference changes.
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bool update(const Node nodes[]) {
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// Compute the weighted sum of inputs.
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float Sum = Bias;
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for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I)
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Sum += I->first * nodes[I->second].Value;
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BlockFrequency SumN = BiasN;
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BlockFrequency SumP = BiasP;
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for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I) {
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if (nodes[I->second].Value == -1)
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SumN += I->first;
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else if (nodes[I->second].Value == 1)
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SumP += I->first;
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}
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// The weighted sum is going to be in the range [-2;2]. Ideally, we should
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// simply set Value = sign(Sum), but we will add a dead zone around 0 for
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// two reasons:
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// Each weighted sum is going to be less than the total frequency of the
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// bundle. Ideally, we should simply set Value = sign(SumP - SumN), but we
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// will add a dead zone around 0 for two reasons:
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//
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// 1. It avoids arbitrary bias when all links are 0 as is possible during
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// initial iterations.
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// 2. It helps tame rounding errors when the links nominally sum to 0.
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const float Thres = 1e-4f;
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//
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bool Before = preferReg();
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if (Sum < -Thres)
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if (SumN >= SumP + Threshold)
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Value = -1;
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else if (Sum > Thres)
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else if (SumP >= SumN + Threshold)
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Value = 1;
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else
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Value = 0;
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@ -178,23 +187,13 @@ bool SpillPlacement::runOnMachineFunction(MachineFunction &mf) {
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nodes = new Node[bundles->getNumBundles()];
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// Compute total ingoing and outgoing block frequencies for all bundles.
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BlockFrequency.resize(mf.getNumBlockIDs());
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BlockFrequencies.resize(mf.getNumBlockIDs());
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MachineBlockFrequencyInfo &MBFI = getAnalysis<MachineBlockFrequencyInfo>();
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float EntryFreq = BlockFrequency::getEntryFrequency();
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for (MachineFunction::iterator I = mf.begin(), E = mf.end(); I != E; ++I) {
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float Freq = MBFI.getBlockFreq(I).getFrequency() / EntryFreq;
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unsigned Num = I->getNumber();
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BlockFrequency[Num] = Freq;
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nodes[bundles->getBundle(Num, 1)].Scale[0] += Freq;
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nodes[bundles->getBundle(Num, 0)].Scale[1] += Freq;
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BlockFrequencies[Num] = MBFI.getBlockFreq(I);
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}
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// Scales are reciprocal frequencies.
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for (unsigned i = 0, e = bundles->getNumBundles(); i != e; ++i)
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for (unsigned d = 0; d != 2; ++d)
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if (nodes[i].Scale[d] > 0)
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nodes[i].Scale[d] = 1 / nodes[i].Scale[d];
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// We never change the function.
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return false;
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}
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@ -215,12 +214,15 @@ void SpillPlacement::activate(unsigned n) {
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// landing pads, or loops with many 'continue' statements. It is difficult to
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// allocate registers when so many different blocks are involved.
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//
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// Give a small negative bias to large bundles such that 1/32 of the
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// connected blocks need to be interested before we consider expanding the
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// region through the bundle. This helps compile time by limiting the number
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// of blocks visited and the number of links in the Hopfield network.
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if (bundles->getBlocks(n).size() > 100)
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nodes[n].Bias = -0.0625f;
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// Give a small negative bias to large bundles such that a substantial
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// fraction of the connected blocks need to be interested before we consider
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// expanding the region through the bundle. This helps compile time by
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// limiting the number of blocks visited and the number of links in the
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// Hopfield network.
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if (bundles->getBlocks(n).size() > 100) {
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nodes[n].BiasP = 0;
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nodes[n].BiasN = (BlockFrequency::getEntryFrequency() / 16);
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}
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}
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@ -229,27 +231,20 @@ void SpillPlacement::activate(unsigned n) {
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void SpillPlacement::addConstraints(ArrayRef<BlockConstraint> LiveBlocks) {
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for (ArrayRef<BlockConstraint>::iterator I = LiveBlocks.begin(),
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E = LiveBlocks.end(); I != E; ++I) {
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float Freq = getBlockFrequency(I->Number);
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const float Bias[] = {
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0, // DontCare,
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1, // PrefReg,
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-1, // PrefSpill
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0, // PrefBoth
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-HUGE_VALF // MustSpill
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};
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BlockFrequency Freq = BlockFrequencies[I->Number];
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// Live-in to block?
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if (I->Entry != DontCare) {
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unsigned ib = bundles->getBundle(I->Number, 0);
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activate(ib);
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nodes[ib].addBias(Freq * Bias[I->Entry], 1);
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nodes[ib].addBias(Freq, I->Entry);
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}
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// Live-out from block?
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if (I->Exit != DontCare) {
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unsigned ob = bundles->getBundle(I->Number, 1);
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activate(ob);
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nodes[ob].addBias(Freq * Bias[I->Exit], 0);
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nodes[ob].addBias(Freq, I->Exit);
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}
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}
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}
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@ -258,15 +253,15 @@ void SpillPlacement::addConstraints(ArrayRef<BlockConstraint> LiveBlocks) {
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void SpillPlacement::addPrefSpill(ArrayRef<unsigned> Blocks, bool Strong) {
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for (ArrayRef<unsigned>::iterator I = Blocks.begin(), E = Blocks.end();
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I != E; ++I) {
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float Freq = getBlockFrequency(*I);
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BlockFrequency Freq = BlockFrequencies[*I];
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if (Strong)
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Freq += Freq;
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unsigned ib = bundles->getBundle(*I, 0);
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unsigned ob = bundles->getBundle(*I, 1);
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activate(ib);
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activate(ob);
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nodes[ib].addBias(-Freq, 1);
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nodes[ob].addBias(-Freq, 0);
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nodes[ib].addBias(Freq, PrefSpill);
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nodes[ob].addBias(Freq, PrefSpill);
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}
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}
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@ -286,9 +281,9 @@ void SpillPlacement::addLinks(ArrayRef<unsigned> Links) {
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Linked.push_back(ib);
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if (nodes[ob].Links.empty() && !nodes[ob].mustSpill())
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Linked.push_back(ob);
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float Freq = getBlockFrequency(Number);
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nodes[ib].addLink(ob, Freq, 1);
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nodes[ob].addLink(ib, Freq, 0);
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BlockFrequency Freq = BlockFrequencies[Number];
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nodes[ib].addLink(ob, Freq);
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nodes[ob].addLink(ib, Freq);
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}
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}
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@ -30,6 +30,7 @@
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#include "llvm/ADT/ArrayRef.h"
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#include "llvm/ADT/SmallVector.h"
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#include "llvm/CodeGen/MachineFunctionPass.h"
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#include "llvm/Support/BlockFrequency.h"
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namespace llvm {
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@ -57,7 +58,7 @@ class SpillPlacement : public MachineFunctionPass {
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SmallVector<unsigned, 8> RecentPositive;
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// Block frequencies are computed once. Indexed by block number.
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SmallVector<float, 4> BlockFrequency;
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SmallVector<BlockFrequency, 4> BlockFrequencies;
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public:
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static char ID; // Pass identification, replacement for typeid.
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@ -140,7 +141,9 @@ public:
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/// getBlockFrequency - Return the estimated block execution frequency per
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/// function invocation.
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float getBlockFrequency(unsigned Number) const {
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return BlockFrequency[Number];
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// FIXME: Return the BlockFrequency directly.
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const float Scale = 1.0f / BlockFrequency::getEntryFrequency();
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return BlockFrequencies[Number].getFrequency() * Scale;
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}
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private:
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