1 //===- SpillPlacement.cpp - Optimal Spill Code Placement ------------------===//
2 //
3 // Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
4 // See https://llvm.org/LICENSE.txt for license information.
5 // SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
6 //
7 //===----------------------------------------------------------------------===//
8 //
9 // This file implements the spill code placement analysis.
10 //
11 // Each edge bundle corresponds to a node in a Hopfield network. Constraints on
12 // basic blocks are weighted by the block frequency and added to become the node
13 // bias.
14 //
15 // Transparent basic blocks have the variable live through, but don't care if it
16 // is spilled or in a register. These blocks become connections in the Hopfield
17 // network, again weighted by block frequency.
18 //
19 // The Hopfield network minimizes (possibly locally) its energy function:
20 //
21 //   E = -sum_n V_n * ( B_n + sum_{n, m linked by b} V_m * F_b )
22 //
23 // The energy function represents the expected spill code execution frequency,
24 // or the cost of spilling. This is a Lyapunov function which never increases
25 // when a node is updated. It is guaranteed to converge to a local minimum.
26 //
27 //===----------------------------------------------------------------------===//
28 
29 #include "SpillPlacement.h"
30 #include "llvm/ADT/BitVector.h"
31 #include "llvm/CodeGen/EdgeBundles.h"
32 #include "llvm/CodeGen/MachineBasicBlock.h"
33 #include "llvm/CodeGen/MachineBlockFrequencyInfo.h"
34 #include "llvm/CodeGen/MachineFunction.h"
35 #include "llvm/CodeGen/MachineLoopInfo.h"
36 #include "llvm/CodeGen/Passes.h"
37 #include "llvm/InitializePasses.h"
38 #include "llvm/Pass.h"
39 #include <algorithm>
40 #include <cassert>
41 #include <cstdint>
42 #include <utility>
43 
44 using namespace llvm;
45 
46 #define DEBUG_TYPE "spill-code-placement"
47 
48 char SpillPlacement::ID = 0;
49 
50 char &llvm::SpillPlacementID = SpillPlacement::ID;
51 
52 INITIALIZE_PASS_BEGIN(SpillPlacement, DEBUG_TYPE,
53                       "Spill Code Placement Analysis", true, true)
54 INITIALIZE_PASS_DEPENDENCY(EdgeBundles)
55 INITIALIZE_PASS_DEPENDENCY(MachineLoopInfo)
56 INITIALIZE_PASS_END(SpillPlacement, DEBUG_TYPE,
57                     "Spill Code Placement Analysis", true, true)
58 
59 void SpillPlacement::getAnalysisUsage(AnalysisUsage &AU) const {
60   AU.setPreservesAll();
61   AU.addRequired<MachineBlockFrequencyInfo>();
62   AU.addRequiredTransitive<EdgeBundles>();
63   AU.addRequiredTransitive<MachineLoopInfo>();
64   MachineFunctionPass::getAnalysisUsage(AU);
65 }
66 
67 /// Node - Each edge bundle corresponds to a Hopfield node.
68 ///
69 /// The node contains precomputed frequency data that only depends on the CFG,
70 /// but Bias and Links are computed each time placeSpills is called.
71 ///
72 /// The node Value is positive when the variable should be in a register. The
73 /// value can change when linked nodes change, but convergence is very fast
74 /// because all weights are positive.
75 struct SpillPlacement::Node {
76   /// BiasN - Sum of blocks that prefer a spill.
77   BlockFrequency BiasN;
78 
79   /// BiasP - Sum of blocks that prefer a register.
80   BlockFrequency BiasP;
81 
82   /// Value - Output value of this node computed from the Bias and links.
83   /// This is always on of the values {-1, 0, 1}. A positive number means the
84   /// variable should go in a register through this bundle.
85   int Value;
86 
87   using LinkVector = SmallVector<std::pair<BlockFrequency, unsigned>, 4>;
88 
89   /// Links - (Weight, BundleNo) for all transparent blocks connecting to other
90   /// bundles. The weights are all positive block frequencies.
91   LinkVector Links;
92 
93   /// SumLinkWeights - Cached sum of the weights of all links + ThresHold.
94   BlockFrequency SumLinkWeights;
95 
96   /// preferReg - Return true when this node prefers to be in a register.
97   bool preferReg() const {
98     // Undecided nodes (Value==0) go on the stack.
99     return Value > 0;
100   }
101 
102   /// mustSpill - Return True if this node is so biased that it must spill.
103   bool mustSpill() const {
104     // We must spill if Bias < -sum(weights) or the MustSpill flag was set.
105     // BiasN is saturated when MustSpill is set, make sure this still returns
106     // true when the RHS saturates. Note that SumLinkWeights includes Threshold.
107     return BiasN >= BiasP + SumLinkWeights;
108   }
109 
110   /// clear - Reset per-query data, but preserve frequencies that only depend on
111   /// the CFG.
112   void clear(const BlockFrequency &Threshold) {
113     BiasN = BiasP = Value = 0;
114     SumLinkWeights = Threshold;
115     Links.clear();
116   }
117 
118   /// addLink - Add a link to bundle b with weight w.
119   void addLink(unsigned b, BlockFrequency w) {
120     // Update cached sum.
121     SumLinkWeights += w;
122 
123     // There can be multiple links to the same bundle, add them up.
124     for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I)
125       if (I->second == b) {
126         I->first += w;
127         return;
128       }
129     // This must be the first link to b.
130     Links.push_back(std::make_pair(w, b));
131   }
132 
133   /// addBias - Bias this node.
134   void addBias(BlockFrequency freq, BorderConstraint direction) {
135     switch (direction) {
136     default:
137       break;
138     case PrefReg:
139       BiasP += freq;
140       break;
141     case PrefSpill:
142       BiasN += freq;
143       break;
144     case MustSpill:
145       BiasN = BlockFrequency::getMaxFrequency();
146       break;
147     }
148   }
149 
150   /// update - Recompute Value from Bias and Links. Return true when node
151   /// preference changes.
152   bool update(const Node nodes[], const BlockFrequency &Threshold) {
153     // Compute the weighted sum of inputs.
154     BlockFrequency SumN = BiasN;
155     BlockFrequency SumP = BiasP;
156     for (LinkVector::iterator I = Links.begin(), E = Links.end(); I != E; ++I) {
157       if (nodes[I->second].Value == -1)
158         SumN += I->first;
159       else if (nodes[I->second].Value == 1)
160         SumP += I->first;
161     }
162 
163     // Each weighted sum is going to be less than the total frequency of the
164     // bundle. Ideally, we should simply set Value = sign(SumP - SumN), but we
165     // will add a dead zone around 0 for two reasons:
166     //
167     //  1. It avoids arbitrary bias when all links are 0 as is possible during
168     //     initial iterations.
169     //  2. It helps tame rounding errors when the links nominally sum to 0.
170     //
171     bool Before = preferReg();
172     if (SumN >= SumP + Threshold)
173       Value = -1;
174     else if (SumP >= SumN + Threshold)
175       Value = 1;
176     else
177       Value = 0;
178     return Before != preferReg();
179   }
180 
181   void getDissentingNeighbors(SparseSet<unsigned> &List,
182                               const Node nodes[]) const {
183     for (const auto &Elt : Links) {
184       unsigned n = Elt.second;
185       // Neighbors that already have the same value are not going to
186       // change because of this node changing.
187       if (Value != nodes[n].Value)
188         List.insert(n);
189     }
190   }
191 };
192 
193 bool SpillPlacement::runOnMachineFunction(MachineFunction &mf) {
194   MF = &mf;
195   bundles = &getAnalysis<EdgeBundles>();
196   loops = &getAnalysis<MachineLoopInfo>();
197 
198   assert(!nodes && "Leaking node array");
199   nodes = new Node[bundles->getNumBundles()];
200   TodoList.clear();
201   TodoList.setUniverse(bundles->getNumBundles());
202 
203   // Compute total ingoing and outgoing block frequencies for all bundles.
204   BlockFrequencies.resize(mf.getNumBlockIDs());
205   MBFI = &getAnalysis<MachineBlockFrequencyInfo>();
206   setThreshold(MBFI->getEntryFreq());
207   for (auto &I : mf) {
208     unsigned Num = I.getNumber();
209     BlockFrequencies[Num] = MBFI->getBlockFreq(&I);
210   }
211 
212   // We never change the function.
213   return false;
214 }
215 
216 void SpillPlacement::releaseMemory() {
217   delete[] nodes;
218   nodes = nullptr;
219   TodoList.clear();
220 }
221 
222 /// activate - mark node n as active if it wasn't already.
223 void SpillPlacement::activate(unsigned n) {
224   TodoList.insert(n);
225   if (ActiveNodes->test(n))
226     return;
227   ActiveNodes->set(n);
228   nodes[n].clear(Threshold);
229 
230   // Very large bundles usually come from big switches, indirect branches,
231   // landing pads, or loops with many 'continue' statements. It is difficult to
232   // allocate registers when so many different blocks are involved.
233   //
234   // Give a small negative bias to large bundles such that a substantial
235   // fraction of the connected blocks need to be interested before we consider
236   // expanding the region through the bundle. This helps compile time by
237   // limiting the number of blocks visited and the number of links in the
238   // Hopfield network.
239   if (bundles->getBlocks(n).size() > 100) {
240     nodes[n].BiasP = 0;
241     nodes[n].BiasN = (MBFI->getEntryFreq() / 16);
242   }
243 }
244 
245 /// Set the threshold for a given entry frequency.
246 ///
247 /// Set the threshold relative to \c Entry.  Since the threshold is used as a
248 /// bound on the open interval (-Threshold;Threshold), 1 is the minimum
249 /// threshold.
250 void SpillPlacement::setThreshold(const BlockFrequency &Entry) {
251   // Apparently 2 is a good threshold when Entry==2^14, but we need to scale
252   // it.  Divide by 2^13, rounding as appropriate.
253   uint64_t Freq = Entry.getFrequency();
254   uint64_t Scaled = (Freq >> 13) + bool(Freq & (1 << 12));
255   Threshold = std::max(UINT64_C(1), Scaled);
256 }
257 
258 /// addConstraints - Compute node biases and weights from a set of constraints.
259 /// Set a bit in NodeMask for each active node.
260 void SpillPlacement::addConstraints(ArrayRef<BlockConstraint> LiveBlocks) {
261   for (ArrayRef<BlockConstraint>::iterator I = LiveBlocks.begin(),
262        E = LiveBlocks.end(); I != E; ++I) {
263     BlockFrequency Freq = BlockFrequencies[I->Number];
264 
265     // Live-in to block?
266     if (I->Entry != DontCare) {
267       unsigned ib = bundles->getBundle(I->Number, false);
268       activate(ib);
269       nodes[ib].addBias(Freq, I->Entry);
270     }
271 
272     // Live-out from block?
273     if (I->Exit != DontCare) {
274       unsigned ob = bundles->getBundle(I->Number, true);
275       activate(ob);
276       nodes[ob].addBias(Freq, I->Exit);
277     }
278   }
279 }
280 
281 /// addPrefSpill - Same as addConstraints(PrefSpill)
282 void SpillPlacement::addPrefSpill(ArrayRef<unsigned> Blocks, bool Strong) {
283   for (ArrayRef<unsigned>::iterator I = Blocks.begin(), E = Blocks.end();
284        I != E; ++I) {
285     BlockFrequency Freq = BlockFrequencies[*I];
286     if (Strong)
287       Freq += Freq;
288     unsigned ib = bundles->getBundle(*I, false);
289     unsigned ob = bundles->getBundle(*I, true);
290     activate(ib);
291     activate(ob);
292     nodes[ib].addBias(Freq, PrefSpill);
293     nodes[ob].addBias(Freq, PrefSpill);
294   }
295 }
296 
297 void SpillPlacement::addLinks(ArrayRef<unsigned> Links) {
298   for (ArrayRef<unsigned>::iterator I = Links.begin(), E = Links.end(); I != E;
299        ++I) {
300     unsigned Number = *I;
301     unsigned ib = bundles->getBundle(Number, false);
302     unsigned ob = bundles->getBundle(Number, true);
303 
304     // Ignore self-loops.
305     if (ib == ob)
306       continue;
307     activate(ib);
308     activate(ob);
309     BlockFrequency Freq = BlockFrequencies[Number];
310     nodes[ib].addLink(ob, Freq);
311     nodes[ob].addLink(ib, Freq);
312   }
313 }
314 
315 bool SpillPlacement::scanActiveBundles() {
316   RecentPositive.clear();
317   for (unsigned n : ActiveNodes->set_bits()) {
318     update(n);
319     // A node that must spill, or a node without any links is not going to
320     // change its value ever again, so exclude it from iterations.
321     if (nodes[n].mustSpill())
322       continue;
323     if (nodes[n].preferReg())
324       RecentPositive.push_back(n);
325   }
326   return !RecentPositive.empty();
327 }
328 
329 bool SpillPlacement::update(unsigned n) {
330   if (!nodes[n].update(nodes, Threshold))
331     return false;
332   nodes[n].getDissentingNeighbors(TodoList, nodes);
333   return true;
334 }
335 
336 /// iterate - Repeatedly update the Hopfield nodes until stability or the
337 /// maximum number of iterations is reached.
338 void SpillPlacement::iterate() {
339   // We do not need to push those node in the todolist.
340   // They are already been proceeded as part of the previous iteration.
341   RecentPositive.clear();
342 
343   // Since the last iteration, the todolist have been augmented by calls
344   // to addConstraints, addLinks, and co.
345   // Update the network energy starting at this new frontier.
346   // The call to ::update will add the nodes that changed into the todolist.
347   unsigned Limit = bundles->getNumBundles() * 10;
348   while(Limit-- > 0 && !TodoList.empty()) {
349     unsigned n = TodoList.pop_back_val();
350     if (!update(n))
351       continue;
352     if (nodes[n].preferReg())
353       RecentPositive.push_back(n);
354   }
355 }
356 
357 void SpillPlacement::prepare(BitVector &RegBundles) {
358   RecentPositive.clear();
359   TodoList.clear();
360   // Reuse RegBundles as our ActiveNodes vector.
361   ActiveNodes = &RegBundles;
362   ActiveNodes->clear();
363   ActiveNodes->resize(bundles->getNumBundles());
364 }
365 
366 bool
367 SpillPlacement::finish() {
368   assert(ActiveNodes && "Call prepare() first");
369 
370   // Write preferences back to ActiveNodes.
371   bool Perfect = true;
372   for (unsigned n : ActiveNodes->set_bits())
373     if (!nodes[n].preferReg()) {
374       ActiveNodes->reset(n);
375       Perfect = false;
376     }
377   ActiveNodes = nullptr;
378   return Perfect;
379 }
380