AllocatedSize > InlineConstants::TotalAllocaSizeRecursiveCaller)
return false;
- if (NumVectorInstructions > NumInstructions/2)
- VectorBonus = FiftyPercentVectorBonus;
- else if (NumVectorInstructions > NumInstructions/10)
- VectorBonus = TenPercentVectorBonus;
- else
- VectorBonus = 0;
-
- // Check if we've past the threshold so we don't spin in huge basic
- // blocks that will never inline.
- if (Cost > (Threshold + VectorBonus))
+ // Check if we've past the maximum possible threshold so we don't spin in
+ // huge basic blocks that will never inline.
+ if (Cost > Threshold)
return false;
}
bool CallAnalyzer::analyzeCall(CallSite CS) {
++NumCallsAnalyzed;
- // Track whether the post-inlining function would have more than one basic
- // block. A single basic block is often intended for inlining. Balloon the
- // threshold by 50% until we pass the single-BB phase.
- bool SingleBB = true;
- int SingleBBBonus = Threshold / 2;
- Threshold += SingleBBBonus;
-
// Perform some tweaks to the cost and threshold based on the direct
// callsite information.
// We want to more aggressively inline vector-dense kernels, so up the
// threshold, and we'll lower it if the % of vector instructions gets too
- // low.
+ // low. Note that these bonuses are some what arbitrary and evolved over time
+ // by accident as much as because they are principled bonuses.
+ //
+ // FIXME: It would be nice to remove all such bonuses. At least it would be
+ // nice to base the bonus values on something more scientific.
assert(NumInstructions == 0);
assert(NumVectorInstructions == 0);
- FiftyPercentVectorBonus = Threshold;
- TenPercentVectorBonus = Threshold / 2;
+ FiftyPercentVectorBonus = 3 * Threshold / 2;
+ TenPercentVectorBonus = 3 * Threshold / 4;
const DataLayout &DL = F.getParent()->getDataLayout();
+ // Track whether the post-inlining function would have more than one basic
+ // block. A single basic block is often intended for inlining. Balloon the
+ // threshold by 50% until we pass the single-BB phase.
+ bool SingleBB = true;
+ int SingleBBBonus = Threshold / 2;
+
+ // Speculatively apply all possible bonuses to Threshold. If cost exceeds
+ // this Threshold any time, and cost cannot decrease, we can stop processing
+ // the rest of the function body.
+ Threshold += (SingleBBBonus + FiftyPercentVectorBonus);
+
// Give out bonuses per argument, as the instructions setting them up will
// be gone after inlining.
for (unsigned I = 0, E = CS.arg_size(); I != E; ++I) {
Instruction *Instr = CS.getInstruction();
if (InvokeInst *II = dyn_cast<InvokeInst>(Instr)) {
if (isa<UnreachableInst>(II->getNormalDest()->begin()))
- Threshold = 1;
+ Threshold = 0;
} else if (isa<UnreachableInst>(++BasicBlock::iterator(Instr)))
- Threshold = 1;
+ Threshold = 0;
// If this function uses the coldcc calling convention, prefer not to inline
// it.
for (unsigned Idx = 0; Idx != BBWorklist.size(); ++Idx) {
// Bail out the moment we cross the threshold. This means we'll under-count
// the cost, but only when undercounting doesn't matter.
- if (Cost > (Threshold + VectorBonus))
+ if (Cost > Threshold)
break;
BasicBlock *BB = BBWorklist[Idx];
if (!OnlyOneCallAndLocalLinkage && ContainsNoDuplicateCall)
return false;
- Threshold += VectorBonus;
+ // We applied the maximum possible vector bonus at the beginning. Now,
+ // subtract the excess bonus, if any, from the Threshold before
+ // comparing against Cost.
+ if (NumVectorInstructions <= NumInstructions / 10)
+ Threshold -= FiftyPercentVectorBonus;
+ else if (NumVectorInstructions <= NumInstructions / 2)
+ Threshold -= (FiftyPercentVectorBonus - TenPercentVectorBonus);
return Cost < Threshold;
}
DEBUG_PRINT_STAT(NumConstantPtrCmps);
DEBUG_PRINT_STAT(NumConstantPtrDiffs);
DEBUG_PRINT_STAT(NumInstructionsSimplified);
+ DEBUG_PRINT_STAT(NumInstructions);
DEBUG_PRINT_STAT(SROACostSavings);
DEBUG_PRINT_STAT(SROACostSavingsLost);
DEBUG_PRINT_STAT(ContainsNoDuplicateCall);
DEBUG_PRINT_STAT(Cost);
DEBUG_PRINT_STAT(Threshold);
- DEBUG_PRINT_STAT(VectorBonus);
#undef DEBUG_PRINT_STAT
}
#endif