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-rw-r--r--lib/CodeGen/SelectionDAG/StatepointLowering.cpp187
1 files changed, 117 insertions, 70 deletions
diff --git a/lib/CodeGen/SelectionDAG/StatepointLowering.cpp b/lib/CodeGen/SelectionDAG/StatepointLowering.cpp
index 8bbfa01e7594..a6b3fc6c4d4a 100644
--- a/lib/CodeGen/SelectionDAG/StatepointLowering.cpp
+++ b/lib/CodeGen/SelectionDAG/StatepointLowering.cpp
@@ -113,84 +113,137 @@ StatepointLoweringState::allocateStackSlot(EVT ValueType,
llvm_unreachable("infinite loop?");
}
+/// Utility function for reservePreviousStackSlotForValue. Tries to find
+/// stack slot index to which we have spilled value for previous statepoints.
+/// LookUpDepth specifies maximum DFS depth this function is allowed to look.
+static Optional<int> findPreviousSpillSlot(const Value *Val,
+ SelectionDAGBuilder &Builder,
+ int LookUpDepth) {
+ // Can not look any futher - give up now
+ if (LookUpDepth <= 0)
+ return Optional<int>();
+
+ // Spill location is known for gc relocates
+ if (isGCRelocate(Val)) {
+ GCRelocateOperands RelocOps(cast<Instruction>(Val));
+
+ FunctionLoweringInfo::StatepointSpilledValueMapTy &SpillMap =
+ Builder.FuncInfo.StatepointRelocatedValues[RelocOps.getStatepoint()];
+
+ auto It = SpillMap.find(RelocOps.getDerivedPtr());
+ if (It == SpillMap.end())
+ return Optional<int>();
+
+ return It->second;
+ }
+
+ // Look through bitcast instructions.
+ if (const BitCastInst *Cast = dyn_cast<BitCastInst>(Val)) {
+ return findPreviousSpillSlot(Cast->getOperand(0), Builder, LookUpDepth - 1);
+ }
+
+ // Look through phi nodes
+ // All incoming values should have same known stack slot, otherwise result
+ // is unknown.
+ if (const PHINode *Phi = dyn_cast<PHINode>(Val)) {
+ Optional<int> MergedResult = None;
+
+ for (auto &IncomingValue : Phi->incoming_values()) {
+ Optional<int> SpillSlot =
+ findPreviousSpillSlot(IncomingValue, Builder, LookUpDepth - 1);
+ if (!SpillSlot.hasValue())
+ return Optional<int>();
+
+ if (MergedResult.hasValue() && *MergedResult != *SpillSlot)
+ return Optional<int>();
+
+ MergedResult = SpillSlot;
+ }
+ return MergedResult;
+ }
+
+ // TODO: We can do better for PHI nodes. In cases like this:
+ // ptr = phi(relocated_pointer, not_relocated_pointer)
+ // statepoint(ptr)
+ // We will return that stack slot for ptr is unknown. And later we might
+ // assign different stack slots for ptr and relocated_pointer. This limits
+ // llvm's ability to remove redundant stores.
+ // Unfortunately it's hard to accomplish in current infrastructure.
+ // We use this function to eliminate spill store completely, while
+ // in example we still need to emit store, but instead of any location
+ // we need to use special "preferred" location.
+
+ // TODO: handle simple updates. If a value is modified and the original
+ // value is no longer live, it would be nice to put the modified value in the
+ // same slot. This allows folding of the memory accesses for some
+ // instructions types (like an increment).
+ // statepoint (i)
+ // i1 = i+1
+ // statepoint (i1)
+ // However we need to be careful for cases like this:
+ // statepoint(i)
+ // i1 = i+1
+ // statepoint(i, i1)
+ // Here we want to reserve spill slot for 'i', but not for 'i+1'. If we just
+ // put handling of simple modifications in this function like it's done
+ // for bitcasts we might end up reserving i's slot for 'i+1' because order in
+ // which we visit values is unspecified.
+
+ // Don't know any information about this instruction
+ return Optional<int>();
+}
+
/// Try to find existing copies of the incoming values in stack slots used for
/// statepoint spilling. If we can find a spill slot for the incoming value,
/// mark that slot as allocated, and reuse the same slot for this safepoint.
/// This helps to avoid series of loads and stores that only serve to resuffle
/// values on the stack between calls.
-static void reservePreviousStackSlotForValue(SDValue Incoming,
+static void reservePreviousStackSlotForValue(const Value *IncomingValue,
SelectionDAGBuilder &Builder) {
+ SDValue Incoming = Builder.getValue(IncomingValue);
+
if (isa<ConstantSDNode>(Incoming) || isa<FrameIndexSDNode>(Incoming)) {
// We won't need to spill this, so no need to check for previously
// allocated stack slots
return;
}
- SDValue Loc = Builder.StatepointLowering.getLocation(Incoming);
- if (Loc.getNode()) {
+ SDValue OldLocation = Builder.StatepointLowering.getLocation(Incoming);
+ if (OldLocation.getNode())
// duplicates in input
return;
- }
-
- // Search back for the load from a stack slot pattern to find the original
- // slot we allocated for this value. We could extend this to deal with
- // simple modification patterns, but simple dealing with trivial load/store
- // sequences helps a lot already.
- if (LoadSDNode *Load = dyn_cast<LoadSDNode>(Incoming)) {
- if (auto *FI = dyn_cast<FrameIndexSDNode>(Load->getBasePtr())) {
- const int Index = FI->getIndex();
- auto Itr = std::find(Builder.FuncInfo.StatepointStackSlots.begin(),
- Builder.FuncInfo.StatepointStackSlots.end(), Index);
- if (Itr == Builder.FuncInfo.StatepointStackSlots.end()) {
- // not one of the lowering stack slots, can't reuse!
- // TODO: Actually, we probably could reuse the stack slot if the value
- // hasn't changed at all, but we'd need to look for intervening writes
- return;
- } else {
- // This is one of our dedicated lowering slots
- const int Offset =
- std::distance(Builder.FuncInfo.StatepointStackSlots.begin(), Itr);
- if (Builder.StatepointLowering.isStackSlotAllocated(Offset)) {
- // stack slot already assigned to someone else, can't use it!
- // TODO: currently we reserve space for gc arguments after doing
- // normal allocation for deopt arguments. We should reserve for
- // _all_ deopt and gc arguments, then start allocating. This
- // will prevent some moves being inserted when vm state changes,
- // but gc state doesn't between two calls.
- return;
- }
- // Reserve this stack slot
- Builder.StatepointLowering.reserveStackSlot(Offset);
- }
- // Cache this slot so we find it when going through the normal
- // assignment loop.
- SDValue Loc =
- Builder.DAG.getTargetFrameIndex(Index, Incoming.getValueType());
+ const int LookUpDepth = 6;
+ Optional<int> Index =
+ findPreviousSpillSlot(IncomingValue, Builder, LookUpDepth);
+ if (!Index.hasValue())
+ return;
- Builder.StatepointLowering.setLocation(Incoming, Loc);
- }
+ auto Itr = std::find(Builder.FuncInfo.StatepointStackSlots.begin(),
+ Builder.FuncInfo.StatepointStackSlots.end(), *Index);
+ assert(Itr != Builder.FuncInfo.StatepointStackSlots.end() &&
+ "value spilled to the unknown stack slot");
+
+ // This is one of our dedicated lowering slots
+ const int Offset =
+ std::distance(Builder.FuncInfo.StatepointStackSlots.begin(), Itr);
+ if (Builder.StatepointLowering.isStackSlotAllocated(Offset)) {
+ // stack slot already assigned to someone else, can't use it!
+ // TODO: currently we reserve space for gc arguments after doing
+ // normal allocation for deopt arguments. We should reserve for
+ // _all_ deopt and gc arguments, then start allocating. This
+ // will prevent some moves being inserted when vm state changes,
+ // but gc state doesn't between two calls.
+ return;
}
+ // Reserve this stack slot
+ Builder.StatepointLowering.reserveStackSlot(Offset);
- // TODO: handle case where a reloaded value flows through a phi to
- // another safepoint. e.g.
- // bb1:
- // a' = relocated...
- // bb2: % pred: bb1, bb3, bb4, etc.
- // a_phi = phi(a', ...)
- // statepoint ... a_phi
- // NOTE: This will require reasoning about cross basic block values. This is
- // decidedly non trivial and this might not be the right place to do it. We
- // don't really have the information we need here...
-
- // TODO: handle simple updates. If a value is modified and the original
- // value is no longer live, it would be nice to put the modified value in the
- // same slot. This allows folding of the memory accesses for some
- // instructions types (like an increment).
- // statepoint (i)
- // i1 = i+1
- // statepoint (i1)
+ // Cache this slot so we find it when going through the normal
+ // assignment loop.
+ SDValue Loc = Builder.DAG.getTargetFrameIndex(*Index, Incoming.getValueType());
+ Builder.StatepointLowering.setLocation(Incoming, Loc);
}
/// Remove any duplicate (as SDValues) from the derived pointer pairs. This
@@ -319,8 +372,7 @@ static void getIncomingStatepointGCValues(
SmallVectorImpl<const Value *> &Bases, SmallVectorImpl<const Value *> &Ptrs,
SmallVectorImpl<const Value *> &Relocs, ImmutableStatepoint StatepointSite,
SelectionDAGBuilder &Builder) {
- for (GCRelocateOperands relocateOpers :
- StatepointSite.getRelocates(StatepointSite)) {
+ for (GCRelocateOperands relocateOpers : StatepointSite.getRelocates()) {
Relocs.push_back(relocateOpers.getUnderlyingCallSite().getInstruction());
Bases.push_back(relocateOpers.getBasePtr());
Ptrs.push_back(relocateOpers.getDerivedPtr());
@@ -458,15 +510,11 @@ static void lowerStatepointMetaArgs(SmallVectorImpl<SDValue> &Ops,
// doesn't change semantics at all. It is important for performance that we
// reserve slots for both deopt and gc values before lowering either.
for (const Value *V : StatepointSite.vm_state_args()) {
- SDValue Incoming = Builder.getValue(V);
- reservePreviousStackSlotForValue(Incoming, Builder);
+ reservePreviousStackSlotForValue(V, Builder);
}
for (unsigned i = 0; i < Bases.size(); ++i) {
- const Value *Base = Bases[i];
- reservePreviousStackSlotForValue(Builder.getValue(Base), Builder);
-
- const Value *Ptr = Ptrs[i];
- reservePreviousStackSlotForValue(Builder.getValue(Ptr), Builder);
+ reservePreviousStackSlotForValue(Bases[i], Builder);
+ reservePreviousStackSlotForValue(Ptrs[i], Builder);
}
// First, prefix the list with the number of unique values to be
@@ -524,8 +572,7 @@ static void lowerStatepointMetaArgs(SmallVectorImpl<SDValue> &Ops,
FunctionLoweringInfo::StatepointSpilledValueMapTy &SpillMap =
Builder.FuncInfo.StatepointRelocatedValues[StatepointInstr];
- for (GCRelocateOperands RelocateOpers :
- StatepointSite.getRelocates(StatepointSite)) {
+ for (GCRelocateOperands RelocateOpers : StatepointSite.getRelocates()) {
const Value *V = RelocateOpers.getDerivedPtr();
SDValue SDV = Builder.getValue(V);
SDValue Loc = Builder.StatepointLowering.getLocation(SDV);