xref: /freebsd/contrib/llvm-project/llvm/lib/CodeGen/SpillPlacement.cpp (revision 1323ec571215a77ddd21294f0871979d5ad6b992)
1 //===- SpillPlacement.cpp - Optimal Spill Code Placement ------------------===//
2 //
3 // Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
4 // See https://llvm.org/LICENSE.txt for license information.
5 // SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
6 //
7 //===----------------------------------------------------------------------===//
8 //
9 // This file implements the spill code placement analysis.
10 //
11 // Each edge bundle corresponds to a node in a Hopfield network. Constraints on
12 // basic blocks are weighted by the block frequency and added to become the node
13 // bias.
14 //
15 // Transparent basic blocks have the variable live through, but don't care if it
16 // is spilled or in a register. These blocks become connections in the Hopfield
17 // network, again weighted by block frequency.
18 //
19 // The Hopfield network minimizes (possibly locally) its energy function:
20 //
21 //   E = -sum_n V_n * ( B_n + sum_{n, m linked by b} V_m * F_b )
22 //
23 // The energy function represents the expected spill code execution frequency,
24 // or the cost of spilling. This is a Lyapunov function which never increases
25 // when a node is updated. It is guaranteed to converge to a local minimum.
26 //
27 //===----------------------------------------------------------------------===//
28 
29 #include "SpillPlacement.h"
30 #include "llvm/ADT/BitVector.h"
31 #include "llvm/CodeGen/EdgeBundles.h"
32 #include "llvm/CodeGen/MachineBasicBlock.h"
33 #include "llvm/CodeGen/MachineBlockFrequencyInfo.h"
34 #include "llvm/CodeGen/MachineFunction.h"
35 #include "llvm/CodeGen/MachineLoopInfo.h"
36 #include "llvm/CodeGen/Passes.h"
37 #include "llvm/InitializePasses.h"
38 #include "llvm/Pass.h"
39 #include <algorithm>
40 #include <cassert>
41 #include <cstdint>
42 #include <utility>
43 
44 using namespace llvm;
45 
46 #define DEBUG_TYPE "spill-code-placement"
47 
48 char SpillPlacement::ID = 0;
49 
50 char &llvm::SpillPlacementID = SpillPlacement::ID;
51 
52 INITIALIZE_PASS_BEGIN(SpillPlacement, DEBUG_TYPE,
53                       "Spill Code Placement Analysis", true, true)
54 INITIALIZE_PASS_DEPENDENCY(EdgeBundles)
55 INITIALIZE_PASS_DEPENDENCY(MachineLoopInfo)
56 INITIALIZE_PASS_END(SpillPlacement, DEBUG_TYPE,
57                     "Spill Code Placement Analysis", true, true)
58 
59 void SpillPlacement::getAnalysisUsage(AnalysisUsage &AU) const {
60   AU.setPreservesAll();
61   AU.addRequired<MachineBlockFrequencyInfo>();
62   AU.addRequiredTransitive<EdgeBundles>();
63   AU.addRequiredTransitive<MachineLoopInfo>();
64   MachineFunctionPass::getAnalysisUsage(AU);
65 }
66 
67 /// Node - Each edge bundle corresponds to a Hopfield node.
68 ///
69 /// The node contains precomputed frequency data that only depends on the CFG,
70 /// but Bias and Links are computed each time placeSpills is called.
71 ///
72 /// The node Value is positive when the variable should be in a register. The
73 /// value can change when linked nodes change, but convergence is very fast
74 /// because all weights are positive.
75 struct SpillPlacement::Node {
76   /// BiasN - Sum of blocks that prefer a spill.
77   BlockFrequency BiasN;
78 
79   /// BiasP - Sum of blocks that prefer a register.
80   BlockFrequency BiasP;
81 
82   /// Value - Output value of this node computed from the Bias and links.
83   /// This is always on of the values {-1, 0, 1}. A positive number means the
84   /// variable should go in a register through this bundle.
85   int Value;
86 
87   using LinkVector = SmallVector<std::pair<BlockFrequency, unsigned>, 4>;
88 
89   /// Links - (Weight, BundleNo) for all transparent blocks connecting to other
90   /// bundles. The weights are all positive block frequencies.
91   LinkVector Links;
92 
93   /// SumLinkWeights - Cached sum of the weights of all links + ThresHold.
94   BlockFrequency SumLinkWeights;
95 
96   /// preferReg - Return true when this node prefers to be in a register.
97   bool preferReg() const {
98     // Undecided nodes (Value==0) go on the stack.
99     return Value > 0;
100   }
101 
102   /// mustSpill - Return True if this node is so biased that it must spill.
103   bool mustSpill() const {
104     // We must spill if Bias < -sum(weights) or the MustSpill flag was set.
105     // BiasN is saturated when MustSpill is set, make sure this still returns
106     // true when the RHS saturates. Note that SumLinkWeights includes Threshold.
107     return BiasN >= BiasP + SumLinkWeights;
108   }
109 
110   /// clear - Reset per-query data, but preserve frequencies that only depend on
111   /// the CFG.
112   void clear(const BlockFrequency &Threshold) {
113     BiasN = BiasP = Value = 0;
114     SumLinkWeights = Threshold;
115     Links.clear();
116   }
117 
118   /// addLink - Add a link to bundle b with weight w.
119   void addLink(unsigned b, BlockFrequency w) {
120     // Update cached sum.
121     SumLinkWeights += w;
122 
123     // There can be multiple links to the same bundle, add them up.
124     for (std::pair<BlockFrequency, unsigned> &L : Links)
125       if (L.second == b) {
126         L.first += w;
127         return;
128       }
129     // This must be the first link to b.
130     Links.push_back(std::make_pair(w, b));
131   }
132 
133   /// addBias - Bias this node.
134   void addBias(BlockFrequency freq, BorderConstraint direction) {
135     switch (direction) {
136     default:
137       break;
138     case PrefReg:
139       BiasP += freq;
140       break;
141     case PrefSpill:
142       BiasN += freq;
143       break;
144     case MustSpill:
145       BiasN = BlockFrequency::getMaxFrequency();
146       break;
147     }
148   }
149 
150   /// update - Recompute Value from Bias and Links. Return true when node
151   /// preference changes.
152   bool update(const Node nodes[], const BlockFrequency &Threshold) {
153     // Compute the weighted sum of inputs.
154     BlockFrequency SumN = BiasN;
155     BlockFrequency SumP = BiasP;
156     for (std::pair<BlockFrequency, unsigned> &L : Links) {
157       if (nodes[L.second].Value == -1)
158         SumN += L.first;
159       else if (nodes[L.second].Value == 1)
160         SumP += L.first;
161     }
162 
163     // Each weighted sum is going to be less than the total frequency of the
164     // bundle. Ideally, we should simply set Value = sign(SumP - SumN), but we
165     // will add a dead zone around 0 for two reasons:
166     //
167     //  1. It avoids arbitrary bias when all links are 0 as is possible during
168     //     initial iterations.
169     //  2. It helps tame rounding errors when the links nominally sum to 0.
170     //
171     bool Before = preferReg();
172     if (SumN >= SumP + Threshold)
173       Value = -1;
174     else if (SumP >= SumN + Threshold)
175       Value = 1;
176     else
177       Value = 0;
178     return Before != preferReg();
179   }
180 
181   void getDissentingNeighbors(SparseSet<unsigned> &List,
182                               const Node nodes[]) const {
183     for (const auto &Elt : Links) {
184       unsigned n = Elt.second;
185       // Neighbors that already have the same value are not going to
186       // change because of this node changing.
187       if (Value != nodes[n].Value)
188         List.insert(n);
189     }
190   }
191 };
192 
193 bool SpillPlacement::runOnMachineFunction(MachineFunction &mf) {
194   MF = &mf;
195   bundles = &getAnalysis<EdgeBundles>();
196   loops = &getAnalysis<MachineLoopInfo>();
197 
198   assert(!nodes && "Leaking node array");
199   nodes = new Node[bundles->getNumBundles()];
200   TodoList.clear();
201   TodoList.setUniverse(bundles->getNumBundles());
202 
203   // Compute total ingoing and outgoing block frequencies for all bundles.
204   BlockFrequencies.resize(mf.getNumBlockIDs());
205   MBFI = &getAnalysis<MachineBlockFrequencyInfo>();
206   setThreshold(MBFI->getEntryFreq());
207   for (auto &I : mf) {
208     unsigned Num = I.getNumber();
209     BlockFrequencies[Num] = MBFI->getBlockFreq(&I);
210   }
211 
212   // We never change the function.
213   return false;
214 }
215 
216 void SpillPlacement::releaseMemory() {
217   delete[] nodes;
218   nodes = nullptr;
219   TodoList.clear();
220 }
221 
222 /// activate - mark node n as active if it wasn't already.
223 void SpillPlacement::activate(unsigned n) {
224   TodoList.insert(n);
225   if (ActiveNodes->test(n))
226     return;
227   ActiveNodes->set(n);
228   nodes[n].clear(Threshold);
229 
230   // Very large bundles usually come from big switches, indirect branches,
231   // landing pads, or loops with many 'continue' statements. It is difficult to
232   // allocate registers when so many different blocks are involved.
233   //
234   // Give a small negative bias to large bundles such that a substantial
235   // fraction of the connected blocks need to be interested before we consider
236   // expanding the region through the bundle. This helps compile time by
237   // limiting the number of blocks visited and the number of links in the
238   // Hopfield network.
239   if (bundles->getBlocks(n).size() > 100) {
240     nodes[n].BiasP = 0;
241     nodes[n].BiasN = (MBFI->getEntryFreq() / 16);
242   }
243 }
244 
245 /// Set the threshold for a given entry frequency.
246 ///
247 /// Set the threshold relative to \c Entry.  Since the threshold is used as a
248 /// bound on the open interval (-Threshold;Threshold), 1 is the minimum
249 /// threshold.
250 void SpillPlacement::setThreshold(const BlockFrequency &Entry) {
251   // Apparently 2 is a good threshold when Entry==2^14, but we need to scale
252   // it.  Divide by 2^13, rounding as appropriate.
253   uint64_t Freq = Entry.getFrequency();
254   uint64_t Scaled = (Freq >> 13) + bool(Freq & (1 << 12));
255   Threshold = std::max(UINT64_C(1), Scaled);
256 }
257 
258 /// addConstraints - Compute node biases and weights from a set of constraints.
259 /// Set a bit in NodeMask for each active node.
260 void SpillPlacement::addConstraints(ArrayRef<BlockConstraint> LiveBlocks) {
261   for (const BlockConstraint &LB : LiveBlocks) {
262     BlockFrequency Freq = BlockFrequencies[LB.Number];
263 
264     // Live-in to block?
265     if (LB.Entry != DontCare) {
266       unsigned ib = bundles->getBundle(LB.Number, false);
267       activate(ib);
268       nodes[ib].addBias(Freq, LB.Entry);
269     }
270 
271     // Live-out from block?
272     if (LB.Exit != DontCare) {
273       unsigned ob = bundles->getBundle(LB.Number, true);
274       activate(ob);
275       nodes[ob].addBias(Freq, LB.Exit);
276     }
277   }
278 }
279 
280 /// addPrefSpill - Same as addConstraints(PrefSpill)
281 void SpillPlacement::addPrefSpill(ArrayRef<unsigned> Blocks, bool Strong) {
282   for (unsigned B : Blocks) {
283     BlockFrequency Freq = BlockFrequencies[B];
284     if (Strong)
285       Freq += Freq;
286     unsigned ib = bundles->getBundle(B, false);
287     unsigned ob = bundles->getBundle(B, true);
288     activate(ib);
289     activate(ob);
290     nodes[ib].addBias(Freq, PrefSpill);
291     nodes[ob].addBias(Freq, PrefSpill);
292   }
293 }
294 
295 void SpillPlacement::addLinks(ArrayRef<unsigned> Links) {
296   for (unsigned Number : Links) {
297     unsigned ib = bundles->getBundle(Number, false);
298     unsigned ob = bundles->getBundle(Number, true);
299 
300     // Ignore self-loops.
301     if (ib == ob)
302       continue;
303     activate(ib);
304     activate(ob);
305     BlockFrequency Freq = BlockFrequencies[Number];
306     nodes[ib].addLink(ob, Freq);
307     nodes[ob].addLink(ib, Freq);
308   }
309 }
310 
311 bool SpillPlacement::scanActiveBundles() {
312   RecentPositive.clear();
313   for (unsigned n : ActiveNodes->set_bits()) {
314     update(n);
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].preferReg())
320       RecentPositive.push_back(n);
321   }
322   return !RecentPositive.empty();
323 }
324 
325 bool SpillPlacement::update(unsigned n) {
326   if (!nodes[n].update(nodes, Threshold))
327     return false;
328   nodes[n].getDissentingNeighbors(TodoList, nodes);
329   return true;
330 }
331 
332 /// iterate - Repeatedly update the Hopfield nodes until stability or the
333 /// maximum number of iterations is reached.
334 void SpillPlacement::iterate() {
335   // We do not need to push those node in the todolist.
336   // They are already been proceeded as part of the previous iteration.
337   RecentPositive.clear();
338 
339   // Since the last iteration, the todolist have been augmented by calls
340   // to addConstraints, addLinks, and co.
341   // Update the network energy starting at this new frontier.
342   // The call to ::update will add the nodes that changed into the todolist.
343   unsigned Limit = bundles->getNumBundles() * 10;
344   while(Limit-- > 0 && !TodoList.empty()) {
345     unsigned n = TodoList.pop_back_val();
346     if (!update(n))
347       continue;
348     if (nodes[n].preferReg())
349       RecentPositive.push_back(n);
350   }
351 }
352 
353 void SpillPlacement::prepare(BitVector &RegBundles) {
354   RecentPositive.clear();
355   TodoList.clear();
356   // Reuse RegBundles as our ActiveNodes vector.
357   ActiveNodes = &RegBundles;
358   ActiveNodes->clear();
359   ActiveNodes->resize(bundles->getNumBundles());
360 }
361 
362 bool
363 SpillPlacement::finish() {
364   assert(ActiveNodes && "Call prepare() first");
365 
366   // Write preferences back to ActiveNodes.
367   bool Perfect = true;
368   for (unsigned n : ActiveNodes->set_bits())
369     if (!nodes[n].preferReg()) {
370       ActiveNodes->reset(n);
371       Perfect = false;
372     }
373   ActiveNodes = nullptr;
374   return Perfect;
375 }
376 
377 void SpillPlacement::BlockConstraint::print(raw_ostream &OS) const {
378   auto toString = [](BorderConstraint C) -> StringRef {
379     switch(C) {
380     case DontCare: return "DontCare";
381     case PrefReg: return "PrefReg";
382     case PrefSpill: return "PrefSpill";
383     case PrefBoth: return "PrefBoth";
384     case MustSpill: return "MustSpill";
385     };
386     llvm_unreachable("uncovered switch");
387   };
388 
389   dbgs() << "{" << Number << ", "
390          << toString(Entry) << ", "
391          << toString(Exit) << ", "
392          << (ChangesValue ? "changes" : "no change") << "}";
393 }
394 
395 void SpillPlacement::BlockConstraint::dump() const {
396   print(dbgs());
397   dbgs() << "\n";
398 }
399