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/*
* 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.
*/
#ifndef ART_COMPILER_OPTIMIZING_GVN_H_
#define ART_COMPILER_OPTIMIZING_GVN_H_
#include "nodes.h"
namespace art {
/**
* A node in the collision list of a ValueSet. Encodes the instruction,
* the hash code, and the next node in the collision list.
*/
class ValueSetNode : public ArenaObject {
public:
ValueSetNode(HInstruction* instruction, size_t hash_code, ValueSetNode* next)
: instruction_(instruction), hash_code_(hash_code), next_(next) {}
size_t GetHashCode() const { return hash_code_; }
HInstruction* GetInstruction() const { return instruction_; }
ValueSetNode* GetNext() const { return next_; }
void SetNext(ValueSetNode* node) { next_ = node; }
private:
HInstruction* const instruction_;
const size_t hash_code_;
ValueSetNode* next_;
DISALLOW_COPY_AND_ASSIGN(ValueSetNode);
};
/**
* A ValueSet holds instructions that can replace other instructions. It is updated
* through the `Add` method, and the `Kill` method. The `Kill` method removes
* instructions that are affected by the given side effect.
*
* The `Lookup` method returns an equivalent instruction to the given instruction
* if there is one in the set. In GVN, we would say those instructions have the
* same "number".
*/
class ValueSet : public ArenaObject {
public:
explicit ValueSet(ArenaAllocator* allocator)
: allocator_(allocator), number_of_entries_(0), collisions_(nullptr) {
for (size_t i = 0; i < kDefaultNumberOfEntries; ++i) {
table_[i] = nullptr;
}
}
// Adds an instruction in the set.
void Add(HInstruction* instruction) {
DCHECK(Lookup(instruction) == nullptr);
size_t hash_code = instruction->ComputeHashCode();
size_t index = hash_code % kDefaultNumberOfEntries;
if (table_[index] == nullptr) {
table_[index] = instruction;
} else {
collisions_ = new (allocator_) ValueSetNode(instruction, hash_code, collisions_);
}
++number_of_entries_;
}
// If in the set, returns an equivalent instruction to the given instruction. Returns
// null otherwise.
HInstruction* Lookup(HInstruction* instruction) const {
size_t hash_code = instruction->ComputeHashCode();
size_t index = hash_code % kDefaultNumberOfEntries;
HInstruction* existing = table_[index];
if (existing != nullptr && existing->Equals(instruction)) {
return existing;
}
for (ValueSetNode* node = collisions_; node != nullptr; node = node->GetNext()) {
if (node->GetHashCode() == hash_code) {
existing = node->GetInstruction();
if (existing->Equals(instruction)) {
return existing;
}
}
}
return nullptr;
}
// Removes all instructions in the set that are affected by the given side effects.
void Kill(SideEffects side_effects) {
for (size_t i = 0; i < kDefaultNumberOfEntries; ++i) {
HInstruction* instruction = table_[i];
if (instruction != nullptr && instruction->GetSideEffects().DependsOn(side_effects)) {
table_[i] = nullptr;
--number_of_entries_;
}
}
ValueSetNode* current = collisions_;
ValueSetNode* previous = nullptr;
while (current != nullptr) {
HInstruction* instruction = current->GetInstruction();
if (instruction->GetSideEffects().DependsOn(side_effects)) {
if (previous == nullptr) {
collisions_ = current->GetNext();
} else {
previous->SetNext(current->GetNext());
}
--number_of_entries_;
} else {
previous = current;
}
current = current->GetNext();
}
}
// Returns a copy of this set.
ValueSet* Copy() const {
ValueSet* copy = new (allocator_) ValueSet(allocator_);
for (size_t i = 0; i < kDefaultNumberOfEntries; ++i) {
copy->table_[i] = table_[i];
}
// Note that the order will be inverted in the copy. This is fine, as the order is not
// relevant for a ValueSet.
for (ValueSetNode* node = collisions_; node != nullptr; node = node->GetNext()) {
copy->collisions_ = new (allocator_) ValueSetNode(
node->GetInstruction(), node->GetHashCode(), copy->collisions_);
}
copy->number_of_entries_ = number_of_entries_;
return copy;
}
bool IsEmpty() const { return number_of_entries_ == 0; }
size_t GetNumberOfEntries() const { return number_of_entries_; }
private:
static constexpr size_t kDefaultNumberOfEntries = 8;
ArenaAllocator* const allocator_;
// The number of entries in the set.
size_t number_of_entries_;
// The internal implementation of the set. It uses a combination of a hash code based
// fixed-size list, and a linked list to handle hash code collisions.
// TODO: Tune the fixed size list original size, and support growing it.
ValueSetNode* collisions_;
HInstruction* table_[kDefaultNumberOfEntries];
DISALLOW_COPY_AND_ASSIGN(ValueSet);
};
/**
* Optimization phase that removes redundant instruction.
*/
class GlobalValueNumberer : public ValueObject {
public:
GlobalValueNumberer(ArenaAllocator* allocator, HGraph* graph)
: allocator_(allocator),
graph_(graph),
block_effects_(allocator, graph->GetBlocks().Size()),
loop_effects_(allocator, graph->GetBlocks().Size()),
sets_(allocator, graph->GetBlocks().Size()),
visited_(allocator, graph->GetBlocks().Size()) {
size_t number_of_blocks = graph->GetBlocks().Size();
block_effects_.SetSize(number_of_blocks);
loop_effects_.SetSize(number_of_blocks);
sets_.SetSize(number_of_blocks);
visited_.SetSize(number_of_blocks);
for (size_t i = 0; i < number_of_blocks; ++i) {
block_effects_.Put(i, SideEffects::None());
loop_effects_.Put(i, SideEffects::None());
}
}
void Run();
private:
// Per-block GVN. Will also update the ValueSet of the dominated and
// successor blocks.
void VisitBasicBlock(HBasicBlock* block);
// Compute side effects of individual blocks and loops. The GVN algorithm
// will use these side effects to update the ValueSet of individual blocks.
void ComputeSideEffects();
void UpdateLoopEffects(HLoopInformation* info, SideEffects effects);
SideEffects GetLoopEffects(HBasicBlock* block) const;
SideEffects GetBlockEffects(HBasicBlock* block) const;
ArenaAllocator* const allocator_;
HGraph* const graph_;
// Side effects of individual blocks, that is the union of the side effects
// of the instructions in the block.
GrowableArray<SideEffects> block_effects_;
// Side effects of loops, that is the union of the side effects of the
// blocks contained in that loop.
GrowableArray<SideEffects> loop_effects_;
// ValueSet for blocks. Initially null, but for an individual block they
// are allocated and populated by the dominator, and updated by all blocks
// in the path from the dominator to the block.
GrowableArray<ValueSet*> sets_;
// Mark visisted blocks. Only used for debugging.
GrowableArray<bool> visited_;
ART_FRIEND_TEST(GVNTest, LoopSideEffects);
DISALLOW_COPY_AND_ASSIGN(GlobalValueNumberer);
};
} // namespace art
#endif // ART_COMPILER_OPTIMIZING_GVN_H_