summaryrefslogtreecommitdiff
path: root/compiler/optimizing/linear_order.cc
diff options
context:
space:
mode:
author Aart Bik <ajcbik@google.com> 2016-10-04 17:33:56 -0700
committer Aart Bik <ajcbik@google.com> 2016-10-05 11:50:42 -0700
commit9620230700d4b451097c2163faa70627c9d8088a (patch)
tree695b96b9efeaa4c2cb3816e51904e19540fe3883 /compiler/optimizing/linear_order.cc
parent4aa6a93c46a959df1ab71ee7a68ad345338046ef (diff)
Refactoring of graph linearization and linear order.
Rationale: Ownership of graph's linear order and iterators was a bit unclear now that other phases are using it. New approach allows phases to compute their own order, while ssa_liveness is sole owner for graph (since it is not mutated afterwards). Also shortens lifetime of loop's arena. Test: test-art-host Change-Id: Ib7137d1203a1e0a12db49868f4117d48a4277f30
Diffstat (limited to 'compiler/optimizing/linear_order.cc')
-rw-r--r--compiler/optimizing/linear_order.cc129
1 files changed, 129 insertions, 0 deletions
diff --git a/compiler/optimizing/linear_order.cc b/compiler/optimizing/linear_order.cc
new file mode 100644
index 0000000000..3af212fa48
--- /dev/null
+++ b/compiler/optimizing/linear_order.cc
@@ -0,0 +1,129 @@
+/*
+ * Copyright (C) 2016 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 "linear_order.h"
+
+namespace art {
+
+static bool InSameLoop(HLoopInformation* first_loop, HLoopInformation* second_loop) {
+ return first_loop == second_loop;
+}
+
+static bool IsLoop(HLoopInformation* info) {
+ return info != nullptr;
+}
+
+static bool IsInnerLoop(HLoopInformation* outer, HLoopInformation* inner) {
+ return (inner != outer)
+ && (inner != nullptr)
+ && (outer != nullptr)
+ && inner->IsIn(*outer);
+}
+
+// Helper method to update work list for linear order.
+static void AddToListForLinearization(ArenaVector<HBasicBlock*>* worklist, HBasicBlock* block) {
+ HLoopInformation* block_loop = block->GetLoopInformation();
+ auto insert_pos = worklist->rbegin(); // insert_pos.base() will be the actual position.
+ for (auto end = worklist->rend(); insert_pos != end; ++insert_pos) {
+ HBasicBlock* current = *insert_pos;
+ HLoopInformation* current_loop = current->GetLoopInformation();
+ if (InSameLoop(block_loop, current_loop)
+ || !IsLoop(current_loop)
+ || IsInnerLoop(current_loop, block_loop)) {
+ // The block can be processed immediately.
+ break;
+ }
+ }
+ worklist->insert(insert_pos.base(), block);
+}
+
+// Helper method to validate linear order.
+static bool IsLinearOrderWellFormed(const HGraph* graph, ArenaVector<HBasicBlock*>* linear_order) {
+ for (HBasicBlock* header : graph->GetBlocks()) {
+ if (header == nullptr || !header->IsLoopHeader()) {
+ continue;
+ }
+ HLoopInformation* loop = header->GetLoopInformation();
+ size_t num_blocks = loop->GetBlocks().NumSetBits();
+ size_t found_blocks = 0u;
+ for (HBasicBlock* block : *linear_order) {
+ if (loop->Contains(*block)) {
+ found_blocks++;
+ if (found_blocks == 1u && block != header) {
+ // First block is not the header.
+ return false;
+ } else if (found_blocks == num_blocks && !loop->IsBackEdge(*block)) {
+ // Last block is not a back edge.
+ return false;
+ }
+ } else if (found_blocks != 0u && found_blocks != num_blocks) {
+ // Blocks are not adjacent.
+ return false;
+ }
+ }
+ DCHECK_EQ(found_blocks, num_blocks);
+ }
+ return true;
+}
+
+void LinearizeGraph(const HGraph* graph,
+ ArenaAllocator* allocator,
+ ArenaVector<HBasicBlock*>* linear_order) {
+ DCHECK(linear_order->empty());
+ // Create a reverse post ordering with the following properties:
+ // - Blocks in a loop are consecutive,
+ // - Back-edge is the last block before loop exits.
+ //
+ // (1): Record the number of forward predecessors for each block. This is to
+ // ensure the resulting order is reverse post order. We could use the
+ // current reverse post order in the graph, but it would require making
+ // order queries to a GrowableArray, which is not the best data structure
+ // for it.
+ ArenaVector<uint32_t> forward_predecessors(graph->GetBlocks().size(),
+ allocator->Adapter(kArenaAllocLinearOrder));
+ for (HReversePostOrderIterator it(*graph); !it.Done(); it.Advance()) {
+ HBasicBlock* block = it.Current();
+ size_t number_of_forward_predecessors = block->GetPredecessors().size();
+ if (block->IsLoopHeader()) {
+ number_of_forward_predecessors -= block->GetLoopInformation()->NumberOfBackEdges();
+ }
+ forward_predecessors[block->GetBlockId()] = number_of_forward_predecessors;
+ }
+ // (2): Following a worklist approach, first start with the entry block, and
+ // iterate over the successors. When all non-back edge predecessors of a
+ // successor block are visited, the successor block is added in the worklist
+ // following an order that satisfies the requirements to build our linear graph.
+ linear_order->reserve(graph->GetReversePostOrder().size());
+ ArenaVector<HBasicBlock*> worklist(allocator->Adapter(kArenaAllocLinearOrder));
+ worklist.push_back(graph->GetEntryBlock());
+ do {
+ HBasicBlock* current = worklist.back();
+ worklist.pop_back();
+ linear_order->push_back(current);
+ for (HBasicBlock* successor : current->GetSuccessors()) {
+ int block_id = successor->GetBlockId();
+ size_t number_of_remaining_predecessors = forward_predecessors[block_id];
+ if (number_of_remaining_predecessors == 1) {
+ AddToListForLinearization(&worklist, successor);
+ }
+ forward_predecessors[block_id] = number_of_remaining_predecessors - 1;
+ }
+ } while (!worklist.empty());
+
+ DCHECK(graph->HasIrreducibleLoops() || IsLinearOrderWellFormed(graph, linear_order));
+}
+
+} // namespace art