+#ifndef NDEBUG
+static raw_ostream &operator<<(raw_ostream &OS,
+ const InlineSpiller::SibValueInfo &SVI) {
+ OS << "spill " << PrintReg(SVI.SpillReg) << ':'
+ << SVI.SpillVNI->id << '@' << SVI.SpillVNI->def;
+ if (SVI.SpillMBB)
+ OS << " in BB#" << SVI.SpillMBB->getNumber();
+ if (SVI.AllDefsAreReloads)
+ OS << " all-reloads";
+ if (SVI.DefByOrigPHI)
+ OS << " orig-phi";
+ OS << " deps[";
+ for (unsigned i = 0, e = SVI.Deps.size(); i != e; ++i)
+ OS << ' ' << SVI.Deps[i]->id << '@' << SVI.Deps[i]->def;
+ OS << " ]";
+ if (SVI.DefMI)
+ OS << " def: " << *SVI.DefMI;
+ else
+ OS << '\n';
+ return OS;
+}
+#endif
+
+/// propagateSiblingValue - Propagate the value in SVI to dependents if it is
+/// known. Otherwise remember the dependency for later.
+///
+/// @param SVI SibValues entry to propagate.
+/// @param VNI Dependent value, or NULL to propagate to all saved dependents.
+void InlineSpiller::propagateSiblingValue(SibValueMap::iterator SVI,
+ VNInfo *VNI) {
+ // When VNI is non-NULL, add it to SVI's deps, and only propagate to that.
+ TinyPtrVector<VNInfo*> FirstDeps;
+ if (VNI) {
+ FirstDeps.push_back(VNI);
+ SVI->second.Deps.push_back(VNI);
+ }
+
+ // Has the value been completely determined yet? If not, defer propagation.
+ if (!SVI->second.hasDef())
+ return;
+
+ // Work list of values to propagate. It would be nice to use a SetVector
+ // here, but then we would be forced to use a SmallSet.
+ SmallVector<SibValueMap::iterator, 8> WorkList(1, SVI);
+ SmallPtrSet<VNInfo*, 8> WorkSet;
+
+ do {
+ SVI = WorkList.pop_back_val();
+ WorkSet.erase(SVI->first);
+ TinyPtrVector<VNInfo*> *Deps = VNI ? &FirstDeps : &SVI->second.Deps;
+ VNI = 0;
+
+ SibValueInfo &SV = SVI->second;
+ if (!SV.SpillMBB)
+ SV.SpillMBB = LIS.getMBBFromIndex(SV.SpillVNI->def);
+
+ DEBUG(dbgs() << " prop to " << Deps->size() << ": "
+ << SVI->first->id << '@' << SVI->first->def << ":\t" << SV);
+
+ assert(SV.hasDef() && "Propagating undefined value");
+
+ // Should this value be propagated as a preferred spill candidate? We don't
+ // propagate values of registers that are about to spill.
+ bool PropSpill = !isRegToSpill(SV.SpillReg);
+ unsigned SpillDepth = ~0u;
+
+ for (TinyPtrVector<VNInfo*>::iterator DepI = Deps->begin(),
+ DepE = Deps->end(); DepI != DepE; ++DepI) {
+ SibValueMap::iterator DepSVI = SibValues.find(*DepI);
+ assert(DepSVI != SibValues.end() && "Dependent value not in SibValues");
+ SibValueInfo &DepSV = DepSVI->second;
+ if (!DepSV.SpillMBB)
+ DepSV.SpillMBB = LIS.getMBBFromIndex(DepSV.SpillVNI->def);
+
+ bool Changed = false;
+
+ // Propagate defining instruction.
+ if (!DepSV.hasDef()) {
+ Changed = true;
+ DepSV.DefMI = SV.DefMI;
+ DepSV.DefByOrigPHI = SV.DefByOrigPHI;
+ }
+
+ // Propagate AllDefsAreReloads. For PHI values, this computes an AND of
+ // all predecessors.
+ if (!SV.AllDefsAreReloads && DepSV.AllDefsAreReloads) {
+ Changed = true;
+ DepSV.AllDefsAreReloads = false;
+ }
+
+ // Propagate best spill value.
+ if (PropSpill && SV.SpillVNI != DepSV.SpillVNI) {
+ if (SV.SpillMBB == DepSV.SpillMBB) {
+ // DepSV is in the same block. Hoist when dominated.
+ if (SV.SpillVNI->def < DepSV.SpillVNI->def) {
+ // This is an alternative def earlier in the same MBB.
+ // Hoist the spill as far as possible in SpillMBB. This can ease
+ // register pressure:
+ //
+ // x = def
+ // y = use x
+ // s = copy x
+ //
+ // Hoisting the spill of s to immediately after the def removes the
+ // interference between x and y:
+ //
+ // x = def
+ // spill x
+ // y = use x<kill>
+ //
+ Changed = true;
+ DepSV.SpillReg = SV.SpillReg;
+ DepSV.SpillVNI = SV.SpillVNI;
+ DepSV.SpillMBB = SV.SpillMBB;
+ }
+ } else {
+ // DepSV is in a different block.
+ if (SpillDepth == ~0u)
+ SpillDepth = Loops.getLoopDepth(SV.SpillMBB);
+
+ // Also hoist spills to blocks with smaller loop depth, but make sure
+ // that the new value dominates. Non-phi dependents are always
+ // dominated, phis need checking.
+ if ((Loops.getLoopDepth(DepSV.SpillMBB) > SpillDepth) &&
+ (!DepSVI->first->isPHIDef() ||
+ MDT.dominates(SV.SpillMBB, DepSV.SpillMBB))) {
+ Changed = true;
+ DepSV.SpillReg = SV.SpillReg;
+ DepSV.SpillVNI = SV.SpillVNI;
+ DepSV.SpillMBB = SV.SpillMBB;
+ }
+ }
+ }
+
+ if (!Changed)
+ continue;
+
+ // Something changed in DepSVI. Propagate to dependents.
+ if (WorkSet.insert(DepSVI->first))
+ WorkList.push_back(DepSVI);
+
+ DEBUG(dbgs() << " update " << DepSVI->first->id << '@'
+ << DepSVI->first->def << " to:\t" << DepSV);
+ }
+ } while (!WorkList.empty());
+}
+