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Add an early bailout to IsValueFullyAvailableInBlock from deeply nested blocks.
The limit is set to an arbitrary 1000 recursion depth to avoid stack overflow issues. <rdar://problem/11286839>. llvm-svn: 155722
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@ -59,6 +59,11 @@ static cl::opt<bool> EnablePRE("enable-pre",
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cl::init(true), cl::Hidden);
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static cl::opt<bool> EnableLoadPRE("enable-load-pre", cl::init(true));
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// Maximum allowed recursion depth.
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static cl::opt<int>
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MaxRecurseDepth("max-recurse-depth", cl::Hidden, cl::init(1000), cl::ZeroOrMore,
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cl::desc("Max recurse depth (default = 1000)"));
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//===----------------------------------------------------------------------===//
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// ValueTable Class
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//===----------------------------------------------------------------------===//
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@ -647,7 +652,11 @@ void GVN::dump(DenseMap<uint32_t, Value*>& d) {
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/// 3) we are speculating for this block and have used that to speculate for
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/// other blocks.
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static bool IsValueFullyAvailableInBlock(BasicBlock *BB,
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DenseMap<BasicBlock*, char> &FullyAvailableBlocks) {
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DenseMap<BasicBlock*, char> &FullyAvailableBlocks,
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uint32_t RecurseDepth) {
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if (RecurseDepth > MaxRecurseDepth)
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return false;
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// Optimistically assume that the block is fully available and check to see
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// if we already know about this block in one lookup.
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std::pair<DenseMap<BasicBlock*, char>::iterator, char> IV =
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@ -673,7 +682,7 @@ static bool IsValueFullyAvailableInBlock(BasicBlock *BB,
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// If the value isn't fully available in one of our predecessors, then it
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// isn't fully available in this block either. Undo our previous
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// optimistic assumption and bail out.
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if (!IsValueFullyAvailableInBlock(*PI, FullyAvailableBlocks))
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if (!IsValueFullyAvailableInBlock(*PI, FullyAvailableBlocks,RecurseDepth+1))
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goto SpeculationFailure;
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return true;
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@ -1570,7 +1579,7 @@ bool GVN::processNonLocalLoad(LoadInst *LI) {
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for (pred_iterator PI = pred_begin(LoadBB), E = pred_end(LoadBB);
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PI != E; ++PI) {
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BasicBlock *Pred = *PI;
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if (IsValueFullyAvailableInBlock(Pred, FullyAvailableBlocks)) {
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if (IsValueFullyAvailableInBlock(Pred, FullyAvailableBlocks, 0)) {
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continue;
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}
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PredLoads[Pred] = 0;
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