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// Copyright 2015 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/branch-elimination.h"
#include "src/compiler/js-graph.h"
#include "src/compiler/node-properties.h"
#include "src/compiler/simplified-operator.h"
namespace v8 {
namespace internal {
namespace compiler {
BranchElimination::BranchElimination(Editor* editor, JSGraph* js_graph,
Zone* zone)
: AdvancedReducer(editor),
jsgraph_(js_graph),
node_conditions_(zone, js_graph->graph()->NodeCount()),
zone_(zone),
dead_(js_graph->graph()->NewNode(js_graph->common()->Dead())) {}
BranchElimination::~BranchElimination() {}
Reduction BranchElimination::Reduce(Node* node) {
switch (node->opcode()) {
case IrOpcode::kDead:
return NoChange();
case IrOpcode::kDeoptimizeIf:
case IrOpcode::kDeoptimizeUnless:
return ReduceDeoptimizeConditional(node);
case IrOpcode::kMerge:
return ReduceMerge(node);
case IrOpcode::kLoop:
return ReduceLoop(node);
case IrOpcode::kBranch:
return ReduceBranch(node);
case IrOpcode::kIfFalse:
return ReduceIf(node, false);
case IrOpcode::kIfTrue:
return ReduceIf(node, true);
case IrOpcode::kStart:
return ReduceStart(node);
default:
if (node->op()->ControlOutputCount() > 0) {
return ReduceOtherControl(node);
}
break;
}
return NoChange();
}
Reduction BranchElimination::ReduceBranch(Node* node) {
Node* condition = node->InputAt(0);
Node* control_input = NodeProperties::GetControlInput(node, 0);
const ControlPathConditions* from_input = node_conditions_.Get(control_input);
if (from_input != nullptr) {
Maybe<bool> condition_value = from_input->LookupCondition(condition);
// If we know the condition we can discard the branch.
if (condition_value.IsJust()) {
bool known_value = condition_value.FromJust();
for (Node* const use : node->uses()) {
switch (use->opcode()) {
case IrOpcode::kIfTrue:
Replace(use, known_value ? control_input : dead());
break;
case IrOpcode::kIfFalse:
Replace(use, known_value ? dead() : control_input);
break;
default:
UNREACHABLE();
}
}
return Replace(dead());
}
}
return TakeConditionsFromFirstControl(node);
}
Reduction BranchElimination::ReduceDeoptimizeConditional(Node* node) {
DCHECK(node->opcode() == IrOpcode::kDeoptimizeIf ||
node->opcode() == IrOpcode::kDeoptimizeUnless);
bool condition_is_true = node->opcode() == IrOpcode::kDeoptimizeUnless;
Node* condition = NodeProperties::GetValueInput(node, 0);
Node* frame_state = NodeProperties::GetValueInput(node, 1);
Node* effect = NodeProperties::GetEffectInput(node);
Node* control = NodeProperties::GetControlInput(node);
ControlPathConditions const* conditions = node_conditions_.Get(control);
// 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 (conditions == nullptr) {
DCHECK_NULL(node_conditions_.Get(node));
return NoChange();
}
Maybe<bool> condition_value = conditions->LookupCondition(condition);
if (condition_value.IsJust()) {
// If we know the condition we can discard the branch.
if (condition_is_true == condition_value.FromJust()) {
// We don't update the conditions here, because we're replacing {node}
// with the {control} node that already contains the right information.
ReplaceWithValue(node, dead(), effect, control);
} else {
control = graph()->NewNode(common()->Deoptimize(DeoptimizeKind::kEager),
frame_state, effect, control);
// TODO(bmeurer): This should be on the AdvancedReducer somehow.
NodeProperties::MergeControlToEnd(graph(), common(), control);
Revisit(graph()->end());
}
return Replace(dead());
}
return UpdateConditions(
node, conditions->AddCondition(zone_, condition, condition_is_true));
}
Reduction BranchElimination::ReduceIf(Node* node, bool is_true_branch) {
// Add the condition to the list arriving from the input branch.
Node* branch = NodeProperties::GetControlInput(node, 0);
const ControlPathConditions* from_branch = node_conditions_.Get(branch);
// 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 (from_branch == nullptr) {
DCHECK(node_conditions_.Get(node) == nullptr);
return NoChange();
}
Node* condition = branch->InputAt(0);
return UpdateConditions(
node, from_branch->AddCondition(zone_, condition, is_true_branch));
}
Reduction BranchElimination::ReduceLoop(Node* node) {
// 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 TakeConditionsFromFirstControl(node);
}
Reduction BranchElimination::ReduceMerge(Node* node) {
// Shortcut for the case when we do not know anything about some
// input.
for (int i = 0; i < node->InputCount(); i++) {
if (node_conditions_.Get(node->InputAt(i)) == nullptr) {
DCHECK(node_conditions_.Get(node) == nullptr);
return NoChange();
}
}
const ControlPathConditions* first = node_conditions_.Get(node->InputAt(0));
// Make a copy of the first input's conditions and merge with the conditions
// from other inputs.
ControlPathConditions* conditions =
new (zone_->New(sizeof(ControlPathConditions)))
ControlPathConditions(*first);
for (int i = 1; i < node->InputCount(); i++) {
conditions->Merge(*(node_conditions_.Get(node->InputAt(i))));
}
return UpdateConditions(node, conditions);
}
Reduction BranchElimination::ReduceStart(Node* node) {
return UpdateConditions(node, ControlPathConditions::Empty(zone_));
}
const BranchElimination::ControlPathConditions*
BranchElimination::PathConditionsForControlNodes::Get(Node* node) {
if (static_cast<size_t>(node->id()) < info_for_node_.size()) {
return info_for_node_[node->id()];
}
return nullptr;
}
void BranchElimination::PathConditionsForControlNodes::Set(
Node* node, const ControlPathConditions* conditions) {
size_t index = static_cast<size_t>(node->id());
if (index >= info_for_node_.size()) {
info_for_node_.resize(index + 1, nullptr);
}
info_for_node_[index] = conditions;
}
Reduction BranchElimination::ReduceOtherControl(Node* node) {
DCHECK_EQ(1, node->op()->ControlInputCount());
return TakeConditionsFromFirstControl(node);
}
Reduction BranchElimination::TakeConditionsFromFirstControl(Node* node) {
// We just propagate the information from the control input (ideally,
// we would only revisit control uses if there is change).
const ControlPathConditions* from_input =
node_conditions_.Get(NodeProperties::GetControlInput(node, 0));
return UpdateConditions(node, from_input);
}
Reduction BranchElimination::UpdateConditions(
Node* node, const ControlPathConditions* conditions) {
const ControlPathConditions* original = node_conditions_.Get(node);
// Only signal that the node has Changed if the condition information has
// changed.
if (conditions != original) {
if (original == nullptr || *conditions != *original) {
node_conditions_.Set(node, conditions);
return Changed(node);
}
}
return NoChange();
}
// static
const BranchElimination::ControlPathConditions*
BranchElimination::ControlPathConditions::Empty(Zone* zone) {
return new (zone->New(sizeof(ControlPathConditions)))
ControlPathConditions(nullptr, 0);
}
void BranchElimination::ControlPathConditions::Merge(
const ControlPathConditions& other) {
// Change the current condition list to a longest common tail
// of this condition list and the other list. (The common tail
// should correspond to the list from the common dominator.)
// First, we throw away the prefix of the longer list, so that
// we have lists of the same length.
size_t other_size = other.condition_count_;
BranchCondition* other_condition = other.head_;
while (other_size > condition_count_) {
other_condition = other_condition->next;
other_size--;
}
while (condition_count_ > other_size) {
head_ = head_->next;
condition_count_--;
}
// Then we go through both lists in lock-step until we find
// the common tail.
while (head_ != other_condition) {
DCHECK(condition_count_ > 0);
condition_count_--;
other_condition = other_condition->next;
head_ = head_->next;
}
}
const BranchElimination::ControlPathConditions*
BranchElimination::ControlPathConditions::AddCondition(Zone* zone,
Node* condition,
bool is_true) const {
DCHECK(LookupCondition(condition).IsNothing());
BranchCondition* new_head = new (zone->New(sizeof(BranchCondition)))
BranchCondition(condition, is_true, head_);
ControlPathConditions* conditions =
new (zone->New(sizeof(ControlPathConditions)))
ControlPathConditions(new_head, condition_count_ + 1);
return conditions;
}
Maybe<bool> BranchElimination::ControlPathConditions::LookupCondition(
Node* condition) const {
for (BranchCondition* current = head_; current != nullptr;
current = current->next) {
if (current->condition == condition) {
return Just<bool>(current->is_true);
}
}
return Nothing<bool>();
}
bool BranchElimination::ControlPathConditions::operator==(
const ControlPathConditions& other) const {
if (condition_count_ != other.condition_count_) return false;
BranchCondition* this_condition = head_;
BranchCondition* other_condition = other.head_;
while (true) {
if (this_condition == other_condition) return true;
if (this_condition->condition != other_condition->condition ||
this_condition->is_true != other_condition->is_true) {
return false;
}
this_condition = this_condition->next;
other_condition = other_condition->next;
}
UNREACHABLE();
return false;
}
Graph* BranchElimination::graph() const { return jsgraph()->graph(); }
CommonOperatorBuilder* BranchElimination::common() const {
return jsgraph()->common();
}
} // namespace compiler
} // namespace internal
} // namespace v8