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- //===- LowerBitSets.h - Bitset lowering pass --------------------*- C++ -*-===//
- //
- // The LLVM Compiler Infrastructure
- //
- // This file is distributed under the University of Illinois Open Source
- // License. See LICENSE.TXT for details.
- //
- //===----------------------------------------------------------------------===//
- //
- // This file defines parts of the bitset lowering pass implementation that may
- // be usefully unit tested.
- //
- //===----------------------------------------------------------------------===//
- #ifndef LLVM_TRANSFORMS_IPO_LOWERBITSETS_H
- #define LLVM_TRANSFORMS_IPO_LOWERBITSETS_H
- #include "llvm/ADT/DenseMap.h"
- #include "llvm/ADT/SmallVector.h"
- #include <stdint.h>
- #include <limits>
- #include <set>
- #include <vector>
- namespace llvm {
- class DataLayout;
- class GlobalVariable;
- class Value;
- struct BitSetInfo {
- // The indices of the set bits in the bitset.
- std::set<uint64_t> Bits;
- // The byte offset into the combined global represented by the bitset.
- uint64_t ByteOffset;
- // The size of the bitset in bits.
- uint64_t BitSize;
- // Log2 alignment of the bit set relative to the combined global.
- // For example, a log2 alignment of 3 means that bits in the bitset
- // represent addresses 8 bytes apart.
- unsigned AlignLog2;
- bool isSingleOffset() const {
- return Bits.size() == 1;
- }
- bool isAllOnes() const {
- return Bits.size() == BitSize;
- }
- bool containsGlobalOffset(uint64_t Offset) const;
- bool containsValue(const DataLayout &DL,
- const DenseMap<GlobalVariable *, uint64_t> &GlobalLayout,
- Value *V, uint64_t COffset = 0) const;
- };
- struct BitSetBuilder {
- SmallVector<uint64_t, 16> Offsets;
- uint64_t Min, Max;
- BitSetBuilder() : Min(std::numeric_limits<uint64_t>::max()), Max(0) {}
- void addOffset(uint64_t Offset) {
- if (Min > Offset)
- Min = Offset;
- if (Max < Offset)
- Max = Offset;
- Offsets.push_back(Offset);
- }
- BitSetInfo build();
- };
- /// This class implements a layout algorithm for globals referenced by bit sets
- /// that tries to keep members of small bit sets together. This can
- /// significantly reduce bit set sizes in many cases.
- ///
- /// It works by assembling fragments of layout from sets of referenced globals.
- /// Each set of referenced globals causes the algorithm to create a new
- /// fragment, which is assembled by appending each referenced global in the set
- /// into the fragment. If a referenced global has already been referenced by an
- /// fragment created earlier, we instead delete that fragment and append its
- /// contents into the fragment we are assembling.
- ///
- /// By starting with the smallest fragments, we minimize the size of the
- /// fragments that are copied into larger fragments. This is most intuitively
- /// thought about when considering the case where the globals are virtual tables
- /// and the bit sets represent their derived classes: in a single inheritance
- /// hierarchy, the optimum layout would involve a depth-first search of the
- /// class hierarchy (and in fact the computed layout ends up looking a lot like
- /// a DFS), but a naive DFS would not work well in the presence of multiple
- /// inheritance. This aspect of the algorithm ends up fitting smaller
- /// hierarchies inside larger ones where that would be beneficial.
- ///
- /// For example, consider this class hierarchy:
- ///
- /// A B
- /// \ / | \
- /// C D E
- ///
- /// We have five bit sets: bsA (A, C), bsB (B, C, D, E), bsC (C), bsD (D) and
- /// bsE (E). If we laid out our objects by DFS traversing B followed by A, our
- /// layout would be {B, C, D, E, A}. This is optimal for bsB as it needs to
- /// cover the only 4 objects in its hierarchy, but not for bsA as it needs to
- /// cover 5 objects, i.e. the entire layout. Our algorithm proceeds as follows:
- ///
- /// Add bsC, fragments {{C}}
- /// Add bsD, fragments {{C}, {D}}
- /// Add bsE, fragments {{C}, {D}, {E}}
- /// Add bsA, fragments {{A, C}, {D}, {E}}
- /// Add bsB, fragments {{B, A, C, D, E}}
- ///
- /// This layout is optimal for bsA, as it now only needs to cover two (i.e. 3
- /// fewer) objects, at the cost of bsB needing to cover 1 more object.
- ///
- /// The bit set lowering pass assigns an object index to each object that needs
- /// to be laid out, and calls addFragment for each bit set passing the object
- /// indices of its referenced globals. It then assembles a layout from the
- /// computed layout in the Fragments field.
- struct GlobalLayoutBuilder {
- /// The computed layout. Each element of this vector contains a fragment of
- /// layout (which may be empty) consisting of object indices.
- std::vector<std::vector<uint64_t>> Fragments;
- /// Mapping from object index to fragment index.
- std::vector<uint64_t> FragmentMap;
- GlobalLayoutBuilder(uint64_t NumObjects)
- : Fragments(1), FragmentMap(NumObjects) {}
- /// Add F to the layout while trying to keep its indices contiguous.
- /// If a previously seen fragment uses any of F's indices, that
- /// fragment will be laid out inside F.
- void addFragment(const std::set<uint64_t> &F);
- };
- /// This class is used to build a byte array containing overlapping bit sets. By
- /// loading from indexed offsets into the byte array and applying a mask, a
- /// program can test bits from the bit set with a relatively short instruction
- /// sequence. For example, suppose we have 15 bit sets to lay out:
- ///
- /// A (16 bits), B (15 bits), C (14 bits), D (13 bits), E (12 bits),
- /// F (11 bits), G (10 bits), H (9 bits), I (7 bits), J (6 bits), K (5 bits),
- /// L (4 bits), M (3 bits), N (2 bits), O (1 bit)
- ///
- /// These bits can be laid out in a 16-byte array like this:
- ///
- /// Byte Offset
- /// 0123456789ABCDEF
- /// Bit
- /// 7 HHHHHHHHHIIIIIII
- /// 6 GGGGGGGGGGJJJJJJ
- /// 5 FFFFFFFFFFFKKKKK
- /// 4 EEEEEEEEEEEELLLL
- /// 3 DDDDDDDDDDDDDMMM
- /// 2 CCCCCCCCCCCCCCNN
- /// 1 BBBBBBBBBBBBBBBO
- /// 0 AAAAAAAAAAAAAAAA
- ///
- /// For example, to test bit X of A, we evaluate ((bits[X] & 1) != 0), or to
- /// test bit X of I, we evaluate ((bits[9 + X] & 0x80) != 0). This can be done
- /// in 1-2 machine instructions on x86, or 4-6 instructions on ARM.
- ///
- /// This is a byte array, rather than (say) a 2-byte array or a 4-byte array,
- /// because for one thing it gives us better packing (the more bins there are,
- /// the less evenly they will be filled), and for another, the instruction
- /// sequences can be slightly shorter, both on x86 and ARM.
- struct ByteArrayBuilder {
- /// The byte array built so far.
- std::vector<uint8_t> Bytes;
- enum { BitsPerByte = 8 };
- /// The number of bytes allocated so far for each of the bits.
- uint64_t BitAllocs[BitsPerByte];
- ByteArrayBuilder() {
- memset(BitAllocs, 0, sizeof(BitAllocs));
- }
- /// Allocate BitSize bits in the byte array where Bits contains the bits to
- /// set. AllocByteOffset is set to the offset within the byte array and
- /// AllocMask is set to the bitmask for those bits. This uses the LPT (Longest
- /// Processing Time) multiprocessor scheduling algorithm to lay out the bits
- /// efficiently; the pass allocates bit sets in decreasing size order.
- void allocate(const std::set<uint64_t> &Bits, uint64_t BitSize,
- uint64_t &AllocByteOffset, uint8_t &AllocMask);
- };
- } // namespace llvm
- #endif
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