Optimizing: Tag more arena allocations.
Replace GrowableArray with ArenaVector and tag arena
allocations with new allocation types.
As part of this, make the register allocator a bit more
efficient, doing bulk insert/erase. Some loops are now
O(n) instead of O(n^2).
Change-Id: Ifac0871ffb34b121cc0447801a2d07eefd308c14
diff --git a/compiler/optimizing/locations.h b/compiler/optimizing/locations.h
index 2162ab9..2eeba18 100644
--- a/compiler/optimizing/locations.h
+++ b/compiler/optimizing/locations.h
@@ -17,6 +17,7 @@
#ifndef ART_COMPILER_OPTIMIZING_LOCATIONS_H_
#define ART_COMPILER_OPTIMIZING_LOCATIONS_H_
+#include "base/arena_containers.h"
#include "base/arena_object.h"
#include "base/bit_field.h"
#include "base/bit_vector.h"
@@ -481,15 +482,17 @@
bool intrinsified = false);
void SetInAt(uint32_t at, Location location) {
- inputs_.Put(at, location);
+ DCHECK_LT(at, GetInputCount());
+ inputs_[at] = location;
}
Location InAt(uint32_t at) const {
- return inputs_.Get(at);
+ DCHECK_LT(at, GetInputCount());
+ return inputs_[at];
}
size_t GetInputCount() const {
- return inputs_.Size();
+ return inputs_.size();
}
void SetOut(Location location, Location::OutputOverlap overlaps = Location::kOutputOverlap) {
@@ -508,23 +511,25 @@
}
void AddTemp(Location location) {
- temps_.Add(location);
+ temps_.push_back(location);
}
Location GetTemp(uint32_t at) const {
- return temps_.Get(at);
+ DCHECK_LT(at, GetTempCount());
+ return temps_[at];
}
void SetTempAt(uint32_t at, Location location) {
- DCHECK(temps_.Get(at).IsUnallocated() || temps_.Get(at).IsInvalid());
- temps_.Put(at, location);
+ DCHECK_LT(at, GetTempCount());
+ DCHECK(temps_[at].IsUnallocated() || temps_[at].IsInvalid());
+ temps_[at] = location;
}
size_t GetTempCount() const {
- return temps_.Size();
+ return temps_.size();
}
- bool HasTemps() const { return !temps_.IsEmpty(); }
+ bool HasTemps() const { return !temps_.empty(); }
Location Out() const { return output_; }
@@ -576,7 +581,7 @@
}
bool IsFixedInput(uint32_t input_index) const {
- Location input = inputs_.Get(input_index);
+ Location input = inputs_[input_index];
return input.IsRegister()
|| input.IsFpuRegister()
|| input.IsPair()
@@ -593,8 +598,8 @@
}
private:
- GrowableArray<Location> inputs_;
- GrowableArray<Location> temps_;
+ ArenaVector<Location> inputs_;
+ ArenaVector<Location> temps_;
// Whether the output overlaps with any of the inputs. If it overlaps, then it cannot
// share the same register as the inputs.
Location::OutputOverlap output_overlaps_;