namespace {
cl::opt<int>
- InlineLimit("inline-threshold", cl::Hidden, cl::init(400),
- cl::desc("Control the amount of inlining to perform (default = 400)"));
+ InlineLimit("inline-threshold", cl::Hidden, cl::init(200),
+ cl::desc("Control the amount of inlining to perform (default = 200)"));
}
Inliner::Inliner(const void *ID)
// Now that we have considered all of the factors that make the call site more
// likely to be inlined, look at factors that make us not want to inline it.
- // Don't inline into something too big, which would make it bigger. Here, we
- // count each basic block as a single unit.
+ // Don't inline into something too big, which would make it bigger.
//
InlineCost += Caller->size()/20;
- // Look at the size of the callee. Each basic block counts as 20 units, and
- // each instruction counts as 5.
- InlineCost += CalleeFI.NumInsts*5 + CalleeFI.NumBlocks*20;
+ // Look at the size of the callee. Each instruction counts as 5.
+ InlineCost += CalleeFI.NumInsts*5;
return InlineCost;
}
if (CalleeFI.NumBlocks == 0)
CalleeFI.analyzeFunction(Callee);
+ float Factor = 1.0f;
+ // Single BB functions are often written to be inlined.
+ if (CalleeFI.NumBlocks == 1)
+ Factor += 0.5f;
+
// Be more aggressive if the function contains a good chunk (if it mades up
// at least 10% of the instructions) of vector instructions.
- if (CalleeFI.NumVectorInsts > CalleeFI.NumInsts/10)
- return 1.5f;
- return 1.0f;
+ if (CalleeFI.NumVectorInsts > CalleeFI.NumInsts/2)
+ Factor += 2.0f;
+ else if (CalleeFI.NumVectorInsts > CalleeFI.NumInsts/10)
+ Factor += 1.5f;
+ return Factor;
}