1 //===- LowerBitSets.h - Bitset lowering pass --------------------*- C++ -*-===// 2 // 3 // The LLVM Compiler Infrastructure 4 // 5 // This file is distributed under the University of Illinois Open Source 6 // License. See LICENSE.TXT for details. 7 // 8 //===----------------------------------------------------------------------===// 9 // 10 // This file defines parts of the bitset lowering pass implementation that may 11 // be usefully unit tested. 12 // 13 //===----------------------------------------------------------------------===// 14 15 #ifndef LLVM_TRANSFORMS_IPO_LOWERBITSETS_H 16 #define LLVM_TRANSFORMS_IPO_LOWERBITSETS_H 17 18 #include "llvm/ADT/DenseMap.h" 19 #include "llvm/ADT/SmallVector.h" 20 21 #include <stdint.h> 22 #include <limits> 23 #include <set> 24 #include <vector> 25 26 namespace llvm { 27 28 class DataLayout; 29 class GlobalVariable; 30 class Value; 31 32 struct BitSetInfo { 33 // The indices of the set bits in the bitset. 34 std::set<uint64_t> Bits; 35 36 // The byte offset into the combined global represented by the bitset. 37 uint64_t ByteOffset; 38 39 // The size of the bitset in bits. 40 uint64_t BitSize; 41 42 // Log2 alignment of the bit set relative to the combined global. 43 // For example, a log2 alignment of 3 means that bits in the bitset 44 // represent addresses 8 bytes apart. 45 unsigned AlignLog2; 46 isSingleOffsetBitSetInfo47 bool isSingleOffset() const { 48 return Bits.size() == 1; 49 } 50 isAllOnesBitSetInfo51 bool isAllOnes() const { 52 return Bits.size() == BitSize; 53 } 54 55 bool containsGlobalOffset(uint64_t Offset) const; 56 57 bool containsValue(const DataLayout &DL, 58 const DenseMap<GlobalVariable *, uint64_t> &GlobalLayout, 59 Value *V, uint64_t COffset = 0) const; 60 }; 61 62 struct BitSetBuilder { 63 SmallVector<uint64_t, 16> Offsets; 64 uint64_t Min, Max; 65 BitSetBuilderBitSetBuilder66 BitSetBuilder() : Min(std::numeric_limits<uint64_t>::max()), Max(0) {} 67 addOffsetBitSetBuilder68 void addOffset(uint64_t Offset) { 69 if (Min > Offset) 70 Min = Offset; 71 if (Max < Offset) 72 Max = Offset; 73 74 Offsets.push_back(Offset); 75 } 76 77 BitSetInfo build(); 78 }; 79 80 /// This class implements a layout algorithm for globals referenced by bit sets 81 /// that tries to keep members of small bit sets together. This can 82 /// significantly reduce bit set sizes in many cases. 83 /// 84 /// It works by assembling fragments of layout from sets of referenced globals. 85 /// Each set of referenced globals causes the algorithm to create a new 86 /// fragment, which is assembled by appending each referenced global in the set 87 /// into the fragment. If a referenced global has already been referenced by an 88 /// fragment created earlier, we instead delete that fragment and append its 89 /// contents into the fragment we are assembling. 90 /// 91 /// By starting with the smallest fragments, we minimize the size of the 92 /// fragments that are copied into larger fragments. This is most intuitively 93 /// thought about when considering the case where the globals are virtual tables 94 /// and the bit sets represent their derived classes: in a single inheritance 95 /// hierarchy, the optimum layout would involve a depth-first search of the 96 /// class hierarchy (and in fact the computed layout ends up looking a lot like 97 /// a DFS), but a naive DFS would not work well in the presence of multiple 98 /// inheritance. This aspect of the algorithm ends up fitting smaller 99 /// hierarchies inside larger ones where that would be beneficial. 100 /// 101 /// For example, consider this class hierarchy: 102 /// 103 /// A B 104 /// \ / | \ 105 /// C D E 106 /// 107 /// We have five bit sets: bsA (A, C), bsB (B, C, D, E), bsC (C), bsD (D) and 108 /// bsE (E). If we laid out our objects by DFS traversing B followed by A, our 109 /// layout would be {B, C, D, E, A}. This is optimal for bsB as it needs to 110 /// cover the only 4 objects in its hierarchy, but not for bsA as it needs to 111 /// cover 5 objects, i.e. the entire layout. Our algorithm proceeds as follows: 112 /// 113 /// Add bsC, fragments {{C}} 114 /// Add bsD, fragments {{C}, {D}} 115 /// Add bsE, fragments {{C}, {D}, {E}} 116 /// Add bsA, fragments {{A, C}, {D}, {E}} 117 /// Add bsB, fragments {{B, A, C, D, E}} 118 /// 119 /// This layout is optimal for bsA, as it now only needs to cover two (i.e. 3 120 /// fewer) objects, at the cost of bsB needing to cover 1 more object. 121 /// 122 /// The bit set lowering pass assigns an object index to each object that needs 123 /// to be laid out, and calls addFragment for each bit set passing the object 124 /// indices of its referenced globals. It then assembles a layout from the 125 /// computed layout in the Fragments field. 126 struct GlobalLayoutBuilder { 127 /// The computed layout. Each element of this vector contains a fragment of 128 /// layout (which may be empty) consisting of object indices. 129 std::vector<std::vector<uint64_t>> Fragments; 130 131 /// Mapping from object index to fragment index. 132 std::vector<uint64_t> FragmentMap; 133 GlobalLayoutBuilderGlobalLayoutBuilder134 GlobalLayoutBuilder(uint64_t NumObjects) 135 : Fragments(1), FragmentMap(NumObjects) {} 136 137 /// Add F to the layout while trying to keep its indices contiguous. 138 /// If a previously seen fragment uses any of F's indices, that 139 /// fragment will be laid out inside F. 140 void addFragment(const std::set<uint64_t> &F); 141 }; 142 143 /// This class is used to build a byte array containing overlapping bit sets. By 144 /// loading from indexed offsets into the byte array and applying a mask, a 145 /// program can test bits from the bit set with a relatively short instruction 146 /// sequence. For example, suppose we have 15 bit sets to lay out: 147 /// 148 /// A (16 bits), B (15 bits), C (14 bits), D (13 bits), E (12 bits), 149 /// F (11 bits), G (10 bits), H (9 bits), I (7 bits), J (6 bits), K (5 bits), 150 /// L (4 bits), M (3 bits), N (2 bits), O (1 bit) 151 /// 152 /// These bits can be laid out in a 16-byte array like this: 153 /// 154 /// Byte Offset 155 /// 0123456789ABCDEF 156 /// Bit 157 /// 7 HHHHHHHHHIIIIIII 158 /// 6 GGGGGGGGGGJJJJJJ 159 /// 5 FFFFFFFFFFFKKKKK 160 /// 4 EEEEEEEEEEEELLLL 161 /// 3 DDDDDDDDDDDDDMMM 162 /// 2 CCCCCCCCCCCCCCNN 163 /// 1 BBBBBBBBBBBBBBBO 164 /// 0 AAAAAAAAAAAAAAAA 165 /// 166 /// For example, to test bit X of A, we evaluate ((bits[X] & 1) != 0), or to 167 /// test bit X of I, we evaluate ((bits[9 + X] & 0x80) != 0). This can be done 168 /// in 1-2 machine instructions on x86, or 4-6 instructions on ARM. 169 /// 170 /// This is a byte array, rather than (say) a 2-byte array or a 4-byte array, 171 /// because for one thing it gives us better packing (the more bins there are, 172 /// the less evenly they will be filled), and for another, the instruction 173 /// sequences can be slightly shorter, both on x86 and ARM. 174 struct ByteArrayBuilder { 175 /// The byte array built so far. 176 std::vector<uint8_t> Bytes; 177 178 enum { BitsPerByte = 8 }; 179 180 /// The number of bytes allocated so far for each of the bits. 181 uint64_t BitAllocs[BitsPerByte]; 182 ByteArrayBuilderByteArrayBuilder183 ByteArrayBuilder() { 184 memset(BitAllocs, 0, sizeof(BitAllocs)); 185 } 186 187 /// Allocate BitSize bits in the byte array where Bits contains the bits to 188 /// set. AllocByteOffset is set to the offset within the byte array and 189 /// AllocMask is set to the bitmask for those bits. This uses the LPT (Longest 190 /// Processing Time) multiprocessor scheduling algorithm to lay out the bits 191 /// efficiently; the pass allocates bit sets in decreasing size order. 192 void allocate(const std::set<uint64_t> &Bits, uint64_t BitSize, 193 uint64_t &AllocByteOffset, uint8_t &AllocMask); 194 }; 195 196 } // namespace llvm 197 198 #endif 199