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Take two on rotating the block ordering of loops. My previous attempt
was centered around the premise of laying out a loop in a chain, and then rotating that chain. This is good for preserving contiguous layout, but bad for actually making sane rotations. In order to keep it safe, I had to essentially make it impossible to rotate deeply nested loops. The information needed to correctly reason about a deeply nested loop is actually available -- *before* we layout the loop. We know the inner loops are already fused into chains, etc. We lose information the moment we actually lay out the loop. The solution was the other alternative for this algorithm I discussed with Benjamin and some others: rather than rotating the loop after-the-fact, try to pick a profitable starting block for the loop's layout, and then use our existing layout logic. I was worried about the complexity of this "pick" step, but it turns out such complexity is needed to handle all the important cases I keep teasing out of benchmarks. This is, I'm afraid, a bit of a work-in-progress. It is still misbehaving on some likely important cases I'm investigating in Olden. It also isn't really tested. I'm going to try to craft some interesting nested-loop test cases, but it's likely to be extremely time consuming and I don't want to go there until I'm sure I'm testing the correct behavior. Sadly I can't come up with a way of getting simple, fine grained test cases for this logic. We need complex loop structures to even trigger much of it. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@145183 91177308-0d34-0410-b5e6-96231b3b80d8
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@ -226,8 +226,9 @@ class MachineBlockPlacement : public MachineFunctionPass {
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void buildChain(MachineBasicBlock *BB, BlockChain &Chain,
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SmallVectorImpl<MachineBasicBlock *> &BlockWorkList,
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const BlockFilterSet *BlockFilter = 0);
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void rotateLoop(MachineLoop &L, BlockChain &LoopChain,
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const BlockFilterSet &LoopBlockSet);
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MachineBasicBlock *findBestLoopTop(MachineFunction &F,
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MachineLoop &L,
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const BlockFilterSet &LoopBlockSet);
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void buildLoopChains(MachineFunction &F, MachineLoop &L);
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void buildCFGChains(MachineFunction &F);
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void AlignLoops(MachineFunction &F);
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@ -558,96 +559,110 @@ void MachineBlockPlacement::buildChain(
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<< getBlockNum(*Chain.begin()) << "\n");
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}
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/// \brief Attempt to rotate loop chains ending in an unconditional backedge.
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/// \brief Find the best loop top block for layout.
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///
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/// This is a very conservative attempt to rotate unconditional backedge jumps
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/// into fallthrough opportunities. It only attempts to perform the rotation
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/// when it is trivial to find a block within the loop which has a conditional
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/// loop exit. This block is then made the bottom of the chain, and the in-loop
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/// fallthrough block the top. That turns a conditional branch out of the loop
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/// into a conditional branch to the top of the loop while completely
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/// eliminitating an unconditional branch within the loop.
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void MachineBlockPlacement::rotateLoop(MachineLoop &L,
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BlockChain &LoopChain,
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/// This routine implements the logic to analyze the loop looking for the best
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/// block to layout at the top of the loop. Typically this is done to maximize
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/// fallthrough opportunities.
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MachineBasicBlock *
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MachineBlockPlacement::findBestLoopTop(MachineFunction &F,
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MachineLoop &L,
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const BlockFilterSet &LoopBlockSet) {
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MachineBasicBlock *Header = *L.block_begin();
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// Ensure that we have a chain of blocks which starts with the loop header.
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// Otherwise, rotating the blocks might break an analyzable branch.
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if (Header != *LoopChain.begin())
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return;
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// We only support rotating the loop chain as a unit, so look directly at the
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// back of the chain and check that it has a backedge.
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MachineBasicBlock *Latch = *llvm::prior(LoopChain.end());
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if (Latch == Header ||
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!Latch->isSuccessor(Header))
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return;
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// We need to analyze the branch and determine if rotating the loop will
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// completely remove a branch. We bail if the analysis fails or we don't find
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// an unconditional backedge. Note that this has to handle cases where the
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// original order was rotated, and the chain has un-done it. As a result,
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// there may not (yet) be the unconditional branch, but we can tell whether
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// one will be added when updating the terminators.
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SmallVector<MachineOperand, 4> Cond;
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MachineBasicBlock *TBB = 0, *FBB = 0;
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if (TII->AnalyzeBranch(*Latch, TBB, FBB, Cond) || !Cond.empty())
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return;
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// Next we need to find a split point. This rotate algorithm is *very*
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// narrow, and it only tries to do the rotate when it can find a split point
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// which is an analyzable branch that exits the loop. Splitting there allows
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// us to form a fallthrough out of the loop and a conditional jump to the top
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// of the loop after rotation.
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MachineBasicBlock *NewBottom = 0, *NewTop = 0;
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BlockChain::iterator SplitIt = LoopChain.end();
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for (BlockChain::reverse_iterator I = llvm::next(LoopChain.rbegin()),
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E = LoopChain.rend();
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BlockFrequency BestExitEdgeFreq;
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MachineBasicBlock *ExitingBB = 0;
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MachineBasicBlock *LoopingBB = 0;
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DEBUG(dbgs() << "Finding best loop exit for: "
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<< getBlockName(L.getHeader()) << "\n");
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for (MachineLoop::block_iterator I = L.block_begin(),
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E = L.block_end();
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I != E; ++I) {
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Cond.clear();
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TBB = FBB = 0;
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// Ensure that this is a block with a conditional branch which we can
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// analyze and re-form after rotating the loop. While it might be tempting
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// to use the TBB or FBB output parameters from this, they will often be
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// lies as they are only correct after the terminators have been updated,
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// and we are mid-chain formation.
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if (TII->AnalyzeBranch(**I, TBB, FBB, Cond) || Cond.empty())
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BlockChain &Chain = *BlockToChain[*I];
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// Ensure that this block is at the end of a chain; otherwise it could be
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// mid-way through an inner loop or a successor of an analyzable branch.
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if (*I != *llvm::prior(Chain.end()))
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continue;
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// See if this block is an exiting block from the loop. LoopInfo provides
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// a nice API for this, but it's actuall N*M runtime where N is the number
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// of blocks in the loop and M is the number of successors. We can
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// eliminate the N by doing this ourselves.
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// FIXME: The LoopInfo datastructure should be improved for these types of
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// queries.
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MachineBasicBlock *ExitB = 0;
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for (MachineBasicBlock::succ_iterator SI = (*I)->succ_begin(), SE = (*I)->succ_end();
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// Now walk the successors. We need to establish whether this has a viable
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// exiting successor and whether it has a viable non-exiting successor.
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// We store the old exiting state and restore it if a viable looping
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// successor isn't found.
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MachineBasicBlock *OldExitingBB = ExitingBB;
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BlockFrequency OldBestExitEdgeFreq = BestExitEdgeFreq;
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// We also compute and store the best looping successor for use in layout.
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MachineBasicBlock *BestLoopSucc = 0;
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// FIXME: Due to the performance of the probability and weight routines in
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// the MBPI analysis, we use the internal weights. This is only valid
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// because it is purely a ranking function, we don't care about anything
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// but the relative values.
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uint32_t BestLoopSuccWeight = 0;
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// FIXME: We also manually compute the probabilities to avoid quadratic
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// behavior.
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uint32_t WeightScale = 0;
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uint32_t SumWeight = MBPI->getSumForBlock(*I, WeightScale);
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for (MachineBasicBlock::succ_iterator SI = (*I)->succ_begin(),
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SE = (*I)->succ_end();
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SI != SE; ++SI) {
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if (!(*SI)->isLandingPad() && *SI != *I && !LoopBlockSet.count(*SI)) {
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ExitB = *SI;
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break;
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if ((*SI)->isLandingPad())
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continue;
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if (*SI == *I)
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continue;
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BlockChain &SuccChain = *BlockToChain[*SI];
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// Don't split chains, either this chain or the successor's chain.
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if (&Chain == &SuccChain || *SI != *SuccChain.begin()) {
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DEBUG(dbgs() << " " << (LoopBlockSet.count(*SI) ? "looping: "
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: "exiting: ")
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<< getBlockName(*I) << " -> "
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<< getBlockName(*SI) << " (chain conflict)\n");
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continue;
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}
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uint32_t SuccWeight = MBPI->getEdgeWeight(*I, *SI);
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if (LoopBlockSet.count(*SI)) {
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DEBUG(dbgs() << " looping: " << getBlockName(*I) << " -> "
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<< getBlockName(*SI) << " (" << SuccWeight << ")\n");
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if (BestLoopSucc && BestLoopSuccWeight >= SuccWeight)
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continue;
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BestLoopSucc = *SI;
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BestLoopSuccWeight = SuccWeight;
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continue;
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}
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BranchProbability SuccProb(SuccWeight / WeightScale, SumWeight);
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BlockFrequency ExitEdgeFreq = MBFI->getBlockFreq(*I) * SuccProb;
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DEBUG(dbgs() << " exiting: " << getBlockName(*I) << " -> "
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<< getBlockName(*SI) << " (" << ExitEdgeFreq << ")\n");
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// Note that we slightly bias this toward an existing layout successor to
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// retain incoming order in the absence of better information.
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// FIXME: Should we bias this more strongly? It's pretty weak.
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if (!ExitingBB || ExitEdgeFreq > BestExitEdgeFreq ||
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((*I)->isLayoutSuccessor(*SI) &&
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!(ExitEdgeFreq < BestExitEdgeFreq))) {
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BestExitEdgeFreq = ExitEdgeFreq;
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ExitingBB = *I;
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}
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}
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if (!ExitB)
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// Restore the old exiting state, no viable looping successor was found.
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if (!BestLoopSucc) {
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ExitingBB = OldExitingBB;
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BestExitEdgeFreq = OldBestExitEdgeFreq;
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continue;
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}
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NewBottom = *I;
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NewTop = *llvm::prior(I);
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SplitIt = I.base();
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break;
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// If this was best exiting block thus far, also record the looping block.
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if (ExitingBB == *I)
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LoopingBB = BestLoopSucc;
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}
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if (!NewBottom || !NewTop ||
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SplitIt == LoopChain.end() || SplitIt == LoopChain.begin())
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return;
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assert(BlockToChain[NewBottom] == &LoopChain);
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assert(BlockToChain[NewTop] == &LoopChain);
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assert(*SplitIt == NewTop);
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// Without a candidate exitting block or with only a single block in the
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// loop, just use the loop header to layout the loop.
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if (!ExitingBB || L.getNumBlocks() == 1)
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return L.getHeader();
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// Rotate the chain and we're done.
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DEBUG(dbgs() << "Rotating loop headed by: " << getBlockName(Header) << "\n"
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<< " new top: " << getBlockName(NewTop) << "\n"
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<< " new bottom: " << getBlockName(NewBottom) << "\n");
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std::rotate(LoopChain.begin(), SplitIt, LoopChain.end());
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assert(LoopingBB && "All successors of a loop block are exit blocks!");
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DEBUG(dbgs() << " Best exiting block: " << getBlockName(ExitingBB) << "\n");
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DEBUG(dbgs() << " Best top block: " << getBlockName(LoopingBB) << "\n");
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return LoopingBB;
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}
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/// \brief Forms basic block chains from the natural loop structures.
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@ -665,17 +680,21 @@ void MachineBlockPlacement::buildLoopChains(MachineFunction &F,
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SmallVector<MachineBasicBlock *, 16> BlockWorkList;
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BlockFilterSet LoopBlockSet(L.block_begin(), L.block_end());
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BlockChain &LoopChain = *BlockToChain[L.getHeader()];
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MachineBasicBlock *LayoutTop = findBestLoopTop(F, L, LoopBlockSet);
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BlockChain &LoopChain = *BlockToChain[LayoutTop];
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// FIXME: This is a really lame way of walking the chains in the loop: we
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// walk the blocks, and use a set to prevent visiting a particular chain
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// twice.
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SmallPtrSet<BlockChain *, 4> UpdatedPreds;
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assert(BlockToChain[LayoutTop]->LoopPredecessors == 0);
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UpdatedPreds.insert(BlockToChain[LayoutTop]);
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for (MachineLoop::block_iterator BI = L.block_begin(),
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BE = L.block_end();
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BI != BE; ++BI) {
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BlockChain &Chain = *BlockToChain[*BI];
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if (!UpdatedPreds.insert(&Chain) || BI == L.block_begin())
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if (!UpdatedPreds.insert(&Chain))
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continue;
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assert(Chain.LoopPredecessors == 0);
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@ -695,8 +714,7 @@ void MachineBlockPlacement::buildLoopChains(MachineFunction &F,
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BlockWorkList.push_back(*Chain.begin());
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}
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buildChain(*L.block_begin(), LoopChain, BlockWorkList, &LoopBlockSet);
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rotateLoop(L, LoopChain, LoopBlockSet);
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buildChain(LayoutTop, LoopChain, BlockWorkList, &LoopBlockSet);
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DEBUG({
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// Crash at the end so we get all of the debugging output first.
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@ -122,14 +122,14 @@ define i32 @test_loop_early_exits(i32 %i, i32* %a) {
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; Check that we sink early exit blocks out of loop bodies.
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; CHECK: test_loop_early_exits:
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; CHECK: %entry
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; CHECK: %body1
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; CHECK: %body2
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; CHECK: %body3
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; CHECK: %body4
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; CHECK: %exit
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; CHECK: %body1
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; CHECK: %bail1
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; CHECK: %bail2
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; CHECK: %bail3
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; CHECK: %exit
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entry:
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br label %body1
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@ -346,9 +346,9 @@ define void @unnatural_cfg2() {
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; single-source GCC.
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; CHECK: unnatural_cfg2
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; CHECK: %entry
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; CHECK: %loop.header
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; CHECK: %loop.body1
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; CHECK: %loop.body2
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; CHECK: %loop.header
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; CHECK: %loop.body3
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; CHECK: %loop.inner1.begin
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; The end block is folded with %loop.body3...
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