#define DEBUG_TYPE "spillplacement"
#include "SpillPlacement.h"
+#include "llvm/ADT/BitVector.h"
#include "llvm/CodeGen/EdgeBundles.h"
-#include "llvm/CodeGen/LiveIntervalAnalysis.h"
#include "llvm/CodeGen/MachineBasicBlock.h"
+#include "llvm/CodeGen/MachineBlockFrequencyInfo.h"
#include "llvm/CodeGen/MachineFunction.h"
#include "llvm/CodeGen/MachineLoopInfo.h"
#include "llvm/CodeGen/Passes.h"
void SpillPlacement::getAnalysisUsage(AnalysisUsage &AU) const {
AU.setPreservesAll();
+ AU.addRequired<MachineBlockFrequencyInfo>();
AU.addRequiredTransitive<EdgeBundles>();
AU.addRequiredTransitive<MachineLoopInfo>();
MachineFunctionPass::getAnalysisUsage(AU);
// Compute total ingoing and outgoing block frequencies for all bundles.
BlockFrequency.resize(mf.getNumBlockIDs());
+ MachineBlockFrequencyInfo &MBFI = getAnalysis<MachineBlockFrequencyInfo>();
+ float EntryFreq = BlockFrequency::getEntryFrequency();
for (MachineFunction::iterator I = mf.begin(), E = mf.end(); I != E; ++I) {
- float Freq = LiveIntervals::getSpillWeight(true, false,
- loops->getLoopDepth(I));
+ float Freq = MBFI.getBlockFreq(I).getFrequency() / EntryFreq;
unsigned Num = I->getNumber();
BlockFrequency[Num] = Freq;
nodes[bundles->getBundle(Num, 1)].Scale[0] += Freq;
return;
ActiveNodes->set(n);
nodes[n].clear();
+
+ // Very large bundles usually come from big switches, indirect branches,
+ // landing pads, or loops with many 'continue' statements. It is difficult to
+ // allocate registers when so many different blocks are involved.
+ //
+ // Give a small negative bias to large bundles such that 1/32 of the
+ // connected blocks need to be interested before we consider expanding the
+ // region through the bundle. This helps compile time by limiting the number
+ // of blocks visited and the number of links in the Hopfield network.
+ if (bundles->getBlocks(n).size() > 100)
+ nodes[n].Bias = -0.0625f;
}
0, // DontCare,
1, // PrefReg,
-1, // PrefSpill
+ 0, // PrefBoth
-HUGE_VALF // MustSpill
};
}
/// addPrefSpill - Same as addConstraints(PrefSpill)
-void SpillPlacement::addPrefSpill(ArrayRef<unsigned> Blocks) {
+void SpillPlacement::addPrefSpill(ArrayRef<unsigned> Blocks, bool Strong) {
for (ArrayRef<unsigned>::iterator I = Blocks.begin(), E = Blocks.end();
I != E; ++I) {
float Freq = getBlockFrequency(*I);
+ if (Strong)
+ Freq += Freq;
unsigned ib = bundles->getBundle(*I, 0);
unsigned ob = bundles->getBundle(*I, 1);
activate(ib);