Import Dart's parallel move resolver.

And write a few tests while at it.

A parallel move resolver will be needed for performing multiple moves
that are conceptually parallel, for example moves at a block
exit that branches to a block with phi nodes.

Change-Id: Ib95b247b4fc3f2c2fcab3b8c8d032abbd6104cd7
diff --git a/compiler/optimizing/parallel_move_resolver.cc b/compiler/optimizing/parallel_move_resolver.cc
new file mode 100644
index 0000000..3d2d136
--- /dev/null
+++ b/compiler/optimizing/parallel_move_resolver.cc
@@ -0,0 +1,150 @@
+/*
+ * Copyright (C) 2014 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "parallel_move_resolver.h"
+#include "nodes.h"
+#include "locations.h"
+
+namespace art {
+
+void ParallelMoveResolver::EmitNativeCode(HParallelMove* parallel_move) {
+  DCHECK(moves_.IsEmpty());
+  // Build up a worklist of moves.
+  BuildInitialMoveList(parallel_move);
+
+  for (size_t i = 0; i < moves_.Size(); ++i) {
+    const MoveOperands& move = *moves_.Get(i);
+    // Skip constants to perform them last.  They don't block other moves
+    // and skipping such moves with register destinations keeps those
+    // registers free for the whole algorithm.
+    if (!move.IsEliminated() && !move.GetSource().IsConstant()) {
+      PerformMove(i);
+    }
+  }
+
+  // Perform the moves with constant sources.
+  for (size_t i = 0; i < moves_.Size(); ++i) {
+    const MoveOperands& move = *moves_.Get(i);
+    if (!move.IsEliminated()) {
+      DCHECK(move.GetSource().IsConstant());
+      EmitMove(i);
+    }
+  }
+
+  moves_.Reset();
+}
+
+
+void ParallelMoveResolver::BuildInitialMoveList(HParallelMove* parallel_move) {
+  // Perform a linear sweep of the moves to add them to the initial list of
+  // moves to perform, ignoring any move that is redundant (the source is
+  // the same as the destination, the destination is ignored and
+  // unallocated, or the move was already eliminated).
+  for (size_t i = 0; i < parallel_move->NumMoves(); ++i) {
+    MoveOperands* move = parallel_move->MoveOperandsAt(i);
+    if (!move->IsRedundant()) {
+      moves_.Add(move);
+    }
+  }
+}
+
+
+void ParallelMoveResolver::PerformMove(size_t index) {
+  // Each call to this function performs a move and deletes it from the move
+  // graph.  We first recursively perform any move blocking this one.  We
+  // mark a move as "pending" on entry to PerformMove in order to detect
+  // cycles in the move graph.  We use operand swaps to resolve cycles,
+  // which means that a call to PerformMove could change any source operand
+  // in the move graph.
+
+  DCHECK(!moves_.Get(index)->IsPending());
+  DCHECK(!moves_.Get(index)->IsRedundant());
+
+  // Clear this move's destination to indicate a pending move.  The actual
+  // destination is saved in a stack-allocated local.  Recursion may allow
+  // multiple moves to be pending.
+  DCHECK(!moves_.Get(index)->GetSource().IsInvalid());
+  Location destination = moves_.Get(index)->MarkPending();
+
+  // Perform a depth-first traversal of the move graph to resolve
+  // dependencies.  Any unperformed, unpending move with a source the same
+  // as this one's destination blocks this one so recursively perform all
+  // such moves.
+  for (size_t i = 0; i < moves_.Size(); ++i) {
+    const MoveOperands& other_move = *moves_.Get(i);
+    if (other_move.Blocks(destination) && !other_move.IsPending()) {
+      // Though PerformMove can change any source operand in the move graph,
+      // this call cannot create a blocking move via a swap (this loop does
+      // not miss any).  Assume there is a non-blocking move with source A
+      // and this move is blocked on source B and there is a swap of A and
+      // B.  Then A and B must be involved in the same cycle (or they would
+      // not be swapped).  Since this move's destination is B and there is
+      // only a single incoming edge to an operand, this move must also be
+      // involved in the same cycle.  In that case, the blocking move will
+      // be created but will be "pending" when we return from PerformMove.
+      PerformMove(i);
+    }
+  }
+  MoveOperands* move = moves_.Get(index);
+
+  // We are about to resolve this move and don't need it marked as
+  // pending, so restore its destination.
+  move->ClearPending(destination);
+
+  // This move's source may have changed due to swaps to resolve cycles and
+  // so it may now be the last move in the cycle.  If so remove it.
+  if (move->GetSource().Equals(destination)) {
+    move->Eliminate();
+    return;
+  }
+
+  // The move may be blocked on a (at most one) pending move, in which case
+  // we have a cycle.  Search for such a blocking move and perform a swap to
+  // resolve it.
+  bool do_swap = false;
+  for (size_t i = 0; i < moves_.Size(); ++i) {
+    const MoveOperands& other_move = *moves_.Get(i);
+    if (other_move.Blocks(destination)) {
+      DCHECK(other_move.IsPending());
+      do_swap = true;
+      break;
+    }
+  }
+
+  if (do_swap) {
+    EmitSwap(index);
+    // Any unperformed (including pending) move with a source of either
+    // this move's source or destination needs to have their source
+    // changed to reflect the state of affairs after the swap.
+    Location source = move->GetSource();
+    Location destination = move->GetDestination();
+    move->Eliminate();
+    for (size_t i = 0; i < moves_.Size(); ++i) {
+      const MoveOperands& other_move = *moves_.Get(i);
+      if (other_move.Blocks(source)) {
+        moves_.Get(i)->SetSource(destination);
+      } else if (other_move.Blocks(destination)) {
+        moves_.Get(i)->SetSource(source);
+      }
+    }
+  } else {
+    // This move is not blocked.
+    EmitMove(index);
+    move->Eliminate();
+  }
+}
+
+}  // namespace art