void ParallelMoveResolver::BuildInitialMoveList(HParallelMove* parallel_move) { // Perform a linear sweep of the moves to add them to the initial list of // moves to perform, ignoring any move that is redundant (the source is // the same as the destination, the destination is ignored and // unallocated, or the move was already eliminated). for (size_t i = 0; i < parallel_move->NumMoves(); ++i) {
MoveOperands* move = parallel_move->MoveOperandsAt(i); if (!move->IsRedundant()) {
moves_.push_back(move);
}
}
}
void ParallelMoveResolverWithSwap::EmitNativeCode(HParallelMove* parallel_move) {
DCHECK(moves_.empty()); // Build up a worklist of moves.
BuildInitialMoveList(parallel_move);
// Move stack/stack slot to take advantage of a free register on constrained machines. for (size_t i = 0; i < moves_.size(); ++i) { const MoveOperands& move = *moves_[i]; // Ignore constants and moves already eliminated. if (move.IsEliminated() || move.GetSource().IsConstant()) { continue;
}
for (size_t i = 0; i < moves_.size(); ++i) { const MoveOperands& move = *moves_[i]; // Skip constants to perform them last. They don't block other moves // and skipping such moves with register destinations keeps those // registers free for the whole algorithm. if (!move.IsEliminated() && !move.GetSource().IsConstant()) {
PerformMove(i);
}
}
// Perform the moves with constant sources. for (size_t i = 0; i < moves_.size(); ++i) {
MoveOperands* move = moves_[i]; if (!move->IsEliminated()) {
DCHECK(move->GetSource().IsConstant());
EmitMove(i); // Eliminate the move, in case following moves need a scratch register.
move->Eliminate();
}
}
// Update the source of `move`, knowing that `updated_location` has been swapped // with `new_source`. Note that `updated_location` can be a pair, therefore if // `move` is non-pair, we need to extract which register to use. staticvoid UpdateSourceOf(MoveOperands* move, Location updated_location, Location new_source) {
Location source = move->GetSource(); if (LowOf(updated_location).Equals(source)) {
move->SetSource(LowOf(new_source));
} elseif (HighOf(updated_location).Equals(source)) {
move->SetSource(HighOf(new_source));
} else {
DCHECK(updated_location.Equals(source)) << updated_location << " " << source;
move->SetSource(new_source);
}
}
MoveOperands* ParallelMoveResolverWithSwap::PerformMove(size_t index) { // Each call to this function performs a move and deletes it from the move // graph. We first recursively perform any move blocking this one. We // mark a move as "pending" on entry to PerformMove in order to detect // cycles in the move graph. We use operand swaps to resolve cycles, // which means that a call to PerformMove could change any source operand // in the move graph.
MoveOperands* move = moves_[index];
DCHECK(!move->IsPending()); if (move->IsRedundant()) { // Because we swap register pairs first, following, un-pending // moves may become redundant.
move->Eliminate(); return nullptr;
}
// Clear this move's destination to indicate a pending move. The actual // destination is saved in a stack-allocated local. Recursion may allow // multiple moves to be pending.
DCHECK(!move->GetSource().IsInvalid());
Location destination = move->MarkPending();
// Perform a depth-first traversal of the move graph to resolve // dependencies. Any unperformed, unpending move with a source the same // as this one's destination blocks this one so recursively perform all // such moves.
MoveOperands* required_swap = nullptr; for (size_t i = 0; i < moves_.size(); ++i) { const MoveOperands& other_move = *moves_[i]; if (other_move.Blocks(destination) && !other_move.IsPending()) { // Though PerformMove can change any source operand in the move graph, // calling `PerformMove` cannot create a blocking move via a swap // (this loop does not miss any). // For example, assume there is a non-blocking move with source A // and this move is blocked on source B and there is a swap of A and // B. Then A and B must be involved in the same cycle (or they would // not be swapped). Since this move's destination is B and there is // only a single incoming edge to an operand, this move must also be // involved in the same cycle. In that case, the blocking move will // be created but will be "pending" when we return from PerformMove.
required_swap = PerformMove(i);
if (required_swap == move) { // If this move is required to swap, we do so without looking // at the next moves. Swapping is not blocked by anything, it just // updates other moves's source. break;
} elseif (required_swap == moves_[i]) { // If `other_move` was swapped, we iterate again to find a new // potential cycle.
required_swap = nullptr;
i = -1;
} elseif (required_swap != nullptr) { // A move is required to swap. We walk back the cycle to find the // move by just returning from this `PerformMove`.
moves_[index]->ClearPending(destination); return required_swap;
}
}
}
// We are about to resolve this move and don't need it marked as // pending, so restore its destination.
move->ClearPending(destination);
// This move's source may have changed due to swaps to resolve cycles and // so it may now be the last move in the cycle. If so remove it. if (move->GetSource().Equals(destination)) {
move->Eliminate();
DCHECK(required_swap == nullptr); return nullptr;
}
// The move may be blocked on a (at most one) pending move, in which case // we have a cycle. Search for such a blocking move and perform a swap to // resolve it. bool do_swap = false; if (required_swap != nullptr) {
DCHECK_EQ(required_swap, move);
do_swap = true;
} else { for (MoveOperands* other_move : moves_) { if (other_move->Blocks(destination)) {
DCHECK(other_move->IsPending()) << "move=" << *move << " other_move=" << *other_move; if (!move->Is64BitMove() && other_move->Is64BitMove()) { // We swap 64bits moves before swapping 32bits moves. Go back from the // cycle by returning the move that must be swapped. return other_move;
}
do_swap = true; break;
}
}
}
if (do_swap) {
EmitSwap(index); // Any unperformed (including pending) move with a source of either // this move's source or destination needs to have their source // changed to reflect the state of affairs after the swap.
Location source = move->GetSource();
Location swap_destination = move->GetDestination();
move->Eliminate(); for (MoveOperands* other_move : moves_) { if (other_move->Blocks(source)) {
UpdateSourceOf(other_move, source, swap_destination);
} elseif (other_move->Blocks(swap_destination)) {
UpdateSourceOf(other_move, swap_destination, source);
}
} // If the swap was required because of a 64bits move in the middle of a cycle, // we return the swapped move, so that the caller knows it needs to re-iterate // its dependency loop. return required_swap;
} else { // This move is not blocked.
EmitMove(index);
move->Eliminate();
DCHECK(required_swap == nullptr); return nullptr;
}
}
bool ParallelMoveResolverWithSwap::IsScratchLocation(Location loc) { for (MoveOperands* move : moves_) { if (move->Blocks(loc)) { returnfalse;
}
}
for (MoveOperands* move : moves_) { if (move->GetDestination().Equals(loc)) { returntrue;
}
}
returnfalse;
}
int ParallelMoveResolverWithSwap::AllocateScratchRegister(int blocked, int register_count, int if_scratch, bool* spilled) {
DCHECK_NE(blocked, if_scratch); int scratch = -1; for (int reg = 0; reg < register_count; ++reg) { if ((blocked != reg) && IsScratchLocation(Location::CoreRegister(reg))) {
scratch = reg; break;
}
}
// Build up a worklist of moves.
BuildInitialMoveList(parallel_move);
for (size_t i = 0; i < moves_.size(); ++i) { const MoveOperands& move = *moves_[i]; // Skip constants to perform them last. They don't block other moves and // skipping such moves with register destinations keeps those registers // free for the whole algorithm. if (!move.IsEliminated() && !move.GetSource().IsConstant()) {
PerformMove(i);
}
}
// Perform the moves with constant sources and register destinations with UpdateMoveSource() // to reduce the number of literal loads. Stack destinations are skipped since we won't be benefit // from changing the constant sources to stack locations. for (size_t i = 0; i < moves_.size(); ++i) {
MoveOperands* move = moves_[i];
Location destination = move->GetDestination(); if (!move->IsEliminated() && !destination.IsStackSlot() && !destination.IsDoubleStackSlot()) {
Location source = move->GetSource();
EmitMove(i);
move->Eliminate(); // This may introduce additional instruction dependency, but reduce number // of moves and possible literal loads. For example, // Original moves: // 1234.5678 -> D0 // 1234.5678 -> D1 // Updated moves: // 1234.5678 -> D0 // D0 -> D1
UpdateMoveSource(source, destination);
}
}
// Perform the rest of the moves. for (size_t i = 0; i < moves_.size(); ++i) {
MoveOperands* move = moves_[i]; if (!move->IsEliminated()) {
EmitMove(i);
move->Eliminate();
}
}
// All pending moves that we have added for resolve cycles should be performed.
DCHECK_EQ(GetNumberOfPendingMoves(), 0u);
Location ParallelMoveResolverNoSwap::GetScratchLocation(Location::Kind kind) { for (Location loc : scratches_) { if (loc.GetKind() == kind && !IsBlockedByMoves(loc)) { return loc;
}
} for (MoveOperands* move : moves_) {
Location loc = move->GetDestination(); if (loc.GetKind() == kind && !IsBlockedByMoves(loc)) { return loc;
}
} return Location::NoLocation();
}
void ParallelMoveResolverNoSwap::AddScratchLocation(Location loc) { if (kIsDebugBuild) { for (Location scratch : scratches_) {
CHECK(!loc.Equals(scratch));
}
}
scratches_.push_back(loc);
}
void ParallelMoveResolverNoSwap::RemoveScratchLocation(Location loc) {
DCHECK(!IsBlockedByMoves(loc)); for (auto it = scratches_.begin(), end = scratches_.end(); it != end; ++it) { if (loc.Equals(*it)) {
scratches_.erase(it); break;
}
}
}
void ParallelMoveResolverNoSwap::PerformMove(size_t index) { // Each call to this function performs a move and deletes it from the move // graph. We first recursively perform any move blocking this one. We mark // a move as "pending" on entry to PerformMove in order to detect cycles // in the move graph. We use scratch location to resolve cycles, also // additional pending moves might be added. After move has been performed, // we will update source operand in the move graph to reduce dependencies in // the graph.
MoveOperands* move = moves_[index];
DCHECK(!move->IsPending());
DCHECK(!move->IsEliminated()); if (move->IsRedundant()) { // Previous operations on the list of moves have caused this particular move // to become a no-op, so we can safely eliminate it. Consider for example // (0 -> 1) (1 -> 0) (1 -> 2). There is a cycle (0 -> 1) (1 -> 0), that we will // resolve as (1 -> scratch) (0 -> 1) (scratch -> 0). If, by chance, '2' is // used as the scratch location, the move (1 -> 2) will occur while resolving // the cycle. When that move is emitted, the code will update moves with a '1' // as their source to use '2' instead (see `UpdateMoveSource()`. In our example // the initial move (1 -> 2) would then become the no-op (2 -> 2) that can be // eliminated here.
move->Eliminate(); return;
}
// Clear this move's destination to indicate a pending move. The actual // destination is saved in a stack-allocated local. Recursion may allow // multiple moves to be pending.
DCHECK(!move->GetSource().IsInvalid());
Location destination = move->MarkPending();
// Perform a depth-first traversal of the move graph to resolve // dependencies. Any unperformed, unpending move with a source the same // as this one's destination blocks this one so recursively perform all // such moves. for (size_t i = 0; i < moves_.size(); ++i) { const MoveOperands& other_move = *moves_[i]; if (other_move.Blocks(destination) && !other_move.IsPending()) {
PerformMove(i);
}
}
// We are about to resolve this move and don't need it marked as // pending, so restore its destination.
move->ClearPending(destination);
// No one else should write to the move destination when the it is pending.
DCHECK(!move->IsRedundant());
Location source = move->GetSource(); // The move may be blocked on several pending moves, in case we have a cycle. if (IsBlockedByMoves(destination)) { // For a cycle like: (A -> B) (B -> C) (C -> A), we change it to following // sequence: // (C -> scratch) # Emit right now. // (A -> B) (B -> C) # Unblocked. // (scratch -> A) # Add to pending_moves_, blocked by (A -> B).
Location::Kind kind = source.GetKind();
DCHECK_NE(kind, Location::kConstant);
Location scratch = AllocateScratchLocationFor(kind); // We only care about the move size.
DataType::Type type = move->Is64BitMove() ? DataType::Type::kInt64 : DataType::Type::kInt32; // Perform (C -> scratch)
move->SetDestination(scratch);
EmitMove(index);
move->Eliminate();
UpdateMoveSource(source, scratch); // Add (scratch -> A).
AddPendingMove(scratch, destination, type);
} else { // This move is not blocked.
EmitMove(index);
move->Eliminate();
UpdateMoveSource(source, destination);
}
// Moves in the pending list should not block any other moves. But performing // unblocked moves in the pending list can free scratch registers, so we do this // as early as possible.
MoveOperands* pending_move; while ((pending_move = GetUnblockedPendingMove(source)) != nullptr) {
Location pending_source = pending_move->GetSource();
Location pending_destination = pending_move->GetDestination(); // We do not depend on the pending move index. So just delete the move instead // of eliminating it to make the pending list cleaner.
DeletePendingMove(pending_move);
move->SetSource(pending_source);
move->SetDestination(pending_destination);
EmitMove(index);
move->Eliminate();
UpdateMoveSource(pending_source, pending_destination); // Free any unblocked locations in the scratch location list. // Note: Fetch size() on each iteration because scratches_ can be modified inside the loop. // FIXME: If FreeScratchLocation() removes the location from scratches_, // we skip the next location. This happens for arm64. for (size_t i = 0; i < scratches_.size(); ++i) {
Location scratch = scratches_[i]; // Only scratch overlapping with performed move source can be unblocked. if (scratch.OverlapsWith(pending_source) && !IsBlockedByMoves(scratch)) {
FreeScratchLocation(pending_source);
}
}
}
}
void ParallelMoveResolverNoSwap::UpdateMoveSource(Location from, Location to) { // This function is used to reduce the dependencies in the graph after // (from -> to) has been performed. Since we ensure there is no move with the same // destination, (to -> X) cannot be blocked while (from -> X) might still be // blocked. Consider for example the moves (0 -> 1) (1 -> 2) (1 -> 3). After // (1 -> 2) has been performed, the moves left are (0 -> 1) and (1 -> 3). There is // a dependency between the two. If we update the source location from 1 to 2, we // will get (0 -> 1) and (2 -> 3). There is no dependency between the two. // // This is not something we must do, but we can use fewer scratch locations with // this trick. For example, we can avoid using additional scratch locations for // moves (0 -> 1), (1 -> 2), (1 -> 0). for (MoveOperands* move : moves_) { if (move->GetSource().Equals(from)) {
move->SetSource(to);
}
}
}
MoveOperands* ParallelMoveResolverNoSwap::GetUnblockedPendingMove(Location loc) { for (MoveOperands* move : pending_moves_) {
Location destination = move->GetDestination(); // Only moves with destination overlapping with input loc can be unblocked. if (destination.OverlapsWith(loc) && !IsBlockedByMoves(destination)) { return move;
}
} return nullptr;
}
bool ParallelMoveResolverNoSwap::IsBlockedByMoves(Location loc) { for (MoveOperands* move : pending_moves_) { if (move->Blocks(loc)) { returntrue;
}
} for (MoveOperands* move : moves_) { if (move->Blocks(loc)) { returntrue;
}
} returnfalse;
}
// So far it is only used for debugging purposes to make sure all pending moves // have been performed.
size_t ParallelMoveResolverNoSwap::GetNumberOfPendingMoves() { return pending_moves_.size();
}
} // namespace art
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