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// Copyright 2016 the V8 project authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "src/compiler/redundancy-elimination.h"
#include "src/compiler/node-properties.h"
namespace v8 {
namespace internal {
namespace compiler {
RedundancyElimination::RedundancyElimination(Editor* editor, Zone* zone)
: AdvancedReducer(editor), node_checks_(zone), zone_(zone) {}
RedundancyElimination::~RedundancyElimination() {}
Reduction RedundancyElimination::Reduce(Node* node) {
switch (node->opcode()) {
case IrOpcode::kCheckFloat64Hole:
case IrOpcode::kCheckTaggedHole:
case IrOpcode::kCheckTaggedPointer:
case IrOpcode::kCheckTaggedSigned:
case IrOpcode::kCheckedFloat64ToInt32:
case IrOpcode::kCheckedInt32Add:
case IrOpcode::kCheckedInt32Sub:
case IrOpcode::kCheckedTaggedToFloat64:
case IrOpcode::kCheckedTaggedToInt32:
case IrOpcode::kCheckedUint32ToInt32:
return ReduceCheckNode(node);
case IrOpcode::kEffectPhi:
return ReduceEffectPhi(node);
case IrOpcode::kDead:
break;
case IrOpcode::kStart:
return ReduceStart(node);
default:
return ReduceOtherNode(node);
}
return NoChange();
}
// static
RedundancyElimination::EffectPathChecks*
RedundancyElimination::EffectPathChecks::Copy(Zone* zone,
EffectPathChecks const* checks) {
return new (zone->New(sizeof(EffectPathChecks))) EffectPathChecks(*checks);
}
// static
RedundancyElimination::EffectPathChecks const*
RedundancyElimination::EffectPathChecks::Empty(Zone* zone) {
return new (zone->New(sizeof(EffectPathChecks))) EffectPathChecks(nullptr, 0);
}
void RedundancyElimination::EffectPathChecks::Merge(
EffectPathChecks const* that) {
// Change the current check list to a longest common tail of this check
// list and the other list.
// First, we throw away the prefix of the longer list, so that
// we have lists of the same length.
Check* that_head = that->head_;
size_t that_size = that->size_;
while (that_size > size_) {
that_head = that_head->next;
that_size--;
}
while (size_ > that_size) {
head_ = head_->next;
size_--;
}
// Then we go through both lists in lock-step until we find
// the common tail.
while (head_ != that_head) {
DCHECK_LT(0u, size_);
DCHECK_NOT_NULL(head_);
size_--;
head_ = head_->next;
that_head = that_head->next;
}
}
RedundancyElimination::EffectPathChecks const*
RedundancyElimination::EffectPathChecks::AddCheck(Zone* zone,
Node* node) const {
Check* head = new (zone->New(sizeof(Check))) Check(node, head_);
return new (zone->New(sizeof(EffectPathChecks)))
EffectPathChecks(head, size_ + 1);
}
namespace {
bool IsCompatibleCheck(Node const* a, Node const* b) {
if (a->op() != b->op()) return false;
for (int i = a->op()->ValueInputCount(); --i >= 0;) {
if (a->InputAt(i) != b->InputAt(i)) return false;
}
return true;
}
} // namespace
Node* RedundancyElimination::EffectPathChecks::LookupCheck(Node* node) const {
for (Check const* check = head_; check != nullptr; check = check->next) {
if (IsCompatibleCheck(check->node, node)) {
DCHECK(!check->node->IsDead());
return check->node;
}
}
return nullptr;
}
RedundancyElimination::EffectPathChecks const*
RedundancyElimination::PathChecksForEffectNodes::Get(Node* node) const {
size_t const id = node->id();
if (id < info_for_node_.size()) return info_for_node_[id];
return nullptr;
}
void RedundancyElimination::PathChecksForEffectNodes::Set(
Node* node, EffectPathChecks const* checks) {
size_t const id = node->id();
if (id >= info_for_node_.size()) info_for_node_.resize(id + 1, nullptr);
info_for_node_[id] = checks;
}
Reduction RedundancyElimination::ReduceCheckNode(Node* node) {
Node* const effect = NodeProperties::GetEffectInput(node);
EffectPathChecks const* checks = node_checks_.Get(effect);
// If we do not know anything about the predecessor, do not propagate just yet
// because we will have to recompute anyway once we compute the predecessor.
if (checks == nullptr) return NoChange();
// See if we have another check that dominates us.
if (Node* check = checks->LookupCheck(node)) {
ReplaceWithValue(node, check);
return Replace(check);
}
// Learn from this check.
return UpdateChecks(node, checks->AddCheck(zone(), node));
}
Reduction RedundancyElimination::ReduceEffectPhi(Node* node) {
Node* const control = NodeProperties::GetControlInput(node);
if (control->opcode() == IrOpcode::kLoop) {
// Here we rely on having only reducible loops:
// The loop entry edge always dominates the header, so we can just use
// the information from the loop entry edge.
return TakeChecksFromFirstEffect(node);
}
DCHECK_EQ(IrOpcode::kMerge, control->opcode());
// Shortcut for the case when we do not know anything about some input.
int const input_count = node->op()->EffectInputCount();
for (int i = 0; i < input_count; ++i) {
Node* const effect = NodeProperties::GetEffectInput(node, i);
if (node_checks_.Get(effect) == nullptr) return NoChange();
}
// Make a copy of the first input's checks and merge with the checks
// from other inputs.
EffectPathChecks* checks = EffectPathChecks::Copy(
zone(), node_checks_.Get(NodeProperties::GetEffectInput(node, 0)));
for (int i = 1; i < input_count; ++i) {
Node* const input = NodeProperties::GetEffectInput(node, i);
checks->Merge(node_checks_.Get(input));
}
return UpdateChecks(node, checks);
}
Reduction RedundancyElimination::ReduceStart(Node* node) {
return UpdateChecks(node, EffectPathChecks::Empty(zone()));
}
Reduction RedundancyElimination::ReduceOtherNode(Node* node) {
if (node->op()->EffectInputCount() == 1) {
if (node->op()->EffectOutputCount() == 1) {
return TakeChecksFromFirstEffect(node);
} else {
// Effect terminators should be handled specially.
return NoChange();
}
}
DCHECK_EQ(0, node->op()->EffectInputCount());
DCHECK_EQ(0, node->op()->EffectOutputCount());
return NoChange();
}
Reduction RedundancyElimination::TakeChecksFromFirstEffect(Node* node) {
DCHECK_EQ(1, node->op()->EffectOutputCount());
Node* const effect = NodeProperties::GetEffectInput(node);
EffectPathChecks const* checks = node_checks_.Get(effect);
// If we do not know anything about the predecessor, do not propagate just yet
// because we will have to recompute anyway once we compute the predecessor.
if (checks == nullptr) return NoChange();
// We just propagate the information from the effect input (ideally,
// we would only revisit effect uses if there is change).
return UpdateChecks(node, checks);
}
Reduction RedundancyElimination::UpdateChecks(Node* node,
EffectPathChecks const* checks) {
EffectPathChecks const* original = node_checks_.Get(node);
// Only signal that the {node} has Changed, if the information about {checks}
// has changed wrt. the {original}.
if (checks != original) {
node_checks_.Set(node, checks);
return Changed(node);
}
return NoChange();
}
} // namespace compiler
} // namespace internal
} // namespace v8