blob: ae87349896921cecc4b54be79fa49ccad2cef580 [file] [log] [blame]
Ben Murdoch61f157c2016-09-16 13:49:30 +01001// Copyright 2016 the V8 project authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
4
5#include "src/compiler/redundancy-elimination.h"
6
7#include "src/compiler/node-properties.h"
8
9namespace v8 {
10namespace internal {
11namespace compiler {
12
13RedundancyElimination::RedundancyElimination(Editor* editor, Zone* zone)
14 : AdvancedReducer(editor), node_checks_(zone), zone_(zone) {}
15
16RedundancyElimination::~RedundancyElimination() {}
17
18Reduction RedundancyElimination::Reduce(Node* node) {
19 switch (node->opcode()) {
20 case IrOpcode::kCheckFloat64Hole:
21 case IrOpcode::kCheckTaggedHole:
22 case IrOpcode::kCheckTaggedPointer:
23 case IrOpcode::kCheckTaggedSigned:
24 case IrOpcode::kCheckedFloat64ToInt32:
25 case IrOpcode::kCheckedInt32Add:
26 case IrOpcode::kCheckedInt32Sub:
27 case IrOpcode::kCheckedTaggedToFloat64:
28 case IrOpcode::kCheckedTaggedToInt32:
29 case IrOpcode::kCheckedUint32ToInt32:
30 return ReduceCheckNode(node);
31 case IrOpcode::kEffectPhi:
32 return ReduceEffectPhi(node);
33 case IrOpcode::kDead:
34 break;
35 case IrOpcode::kStart:
36 return ReduceStart(node);
37 default:
38 return ReduceOtherNode(node);
39 }
40 return NoChange();
41}
42
43// static
44RedundancyElimination::EffectPathChecks*
45RedundancyElimination::EffectPathChecks::Copy(Zone* zone,
46 EffectPathChecks const* checks) {
47 return new (zone->New(sizeof(EffectPathChecks))) EffectPathChecks(*checks);
48}
49
50// static
51RedundancyElimination::EffectPathChecks const*
52RedundancyElimination::EffectPathChecks::Empty(Zone* zone) {
53 return new (zone->New(sizeof(EffectPathChecks))) EffectPathChecks(nullptr, 0);
54}
55
56void RedundancyElimination::EffectPathChecks::Merge(
57 EffectPathChecks const* that) {
58 // Change the current check list to a longest common tail of this check
59 // list and the other list.
60
61 // First, we throw away the prefix of the longer list, so that
62 // we have lists of the same length.
63 Check* that_head = that->head_;
64 size_t that_size = that->size_;
65 while (that_size > size_) {
66 that_head = that_head->next;
67 that_size--;
68 }
69 while (size_ > that_size) {
70 head_ = head_->next;
71 size_--;
72 }
73
74 // Then we go through both lists in lock-step until we find
75 // the common tail.
76 while (head_ != that_head) {
77 DCHECK_LT(0u, size_);
78 DCHECK_NOT_NULL(head_);
79 size_--;
80 head_ = head_->next;
81 that_head = that_head->next;
82 }
83}
84
85RedundancyElimination::EffectPathChecks const*
86RedundancyElimination::EffectPathChecks::AddCheck(Zone* zone,
87 Node* node) const {
88 Check* head = new (zone->New(sizeof(Check))) Check(node, head_);
89 return new (zone->New(sizeof(EffectPathChecks)))
90 EffectPathChecks(head, size_ + 1);
91}
92
93namespace {
94
95bool IsCompatibleCheck(Node const* a, Node const* b) {
96 if (a->op() != b->op()) return false;
97 for (int i = a->op()->ValueInputCount(); --i >= 0;) {
98 if (a->InputAt(i) != b->InputAt(i)) return false;
99 }
100 return true;
101}
102
103} // namespace
104
105Node* RedundancyElimination::EffectPathChecks::LookupCheck(Node* node) const {
106 for (Check const* check = head_; check != nullptr; check = check->next) {
107 if (IsCompatibleCheck(check->node, node)) {
108 DCHECK(!check->node->IsDead());
109 return check->node;
110 }
111 }
112 return nullptr;
113}
114
115RedundancyElimination::EffectPathChecks const*
116RedundancyElimination::PathChecksForEffectNodes::Get(Node* node) const {
117 size_t const id = node->id();
118 if (id < info_for_node_.size()) return info_for_node_[id];
119 return nullptr;
120}
121
122void RedundancyElimination::PathChecksForEffectNodes::Set(
123 Node* node, EffectPathChecks const* checks) {
124 size_t const id = node->id();
125 if (id >= info_for_node_.size()) info_for_node_.resize(id + 1, nullptr);
126 info_for_node_[id] = checks;
127}
128
129Reduction RedundancyElimination::ReduceCheckNode(Node* node) {
130 Node* const effect = NodeProperties::GetEffectInput(node);
131 EffectPathChecks const* checks = node_checks_.Get(effect);
132 // If we do not know anything about the predecessor, do not propagate just yet
133 // because we will have to recompute anyway once we compute the predecessor.
134 if (checks == nullptr) return NoChange();
135 // See if we have another check that dominates us.
136 if (Node* check = checks->LookupCheck(node)) {
137 ReplaceWithValue(node, check);
138 return Replace(check);
139 }
140 // Learn from this check.
141 return UpdateChecks(node, checks->AddCheck(zone(), node));
142}
143
144Reduction RedundancyElimination::ReduceEffectPhi(Node* node) {
145 Node* const control = NodeProperties::GetControlInput(node);
146 if (control->opcode() == IrOpcode::kLoop) {
147 // Here we rely on having only reducible loops:
148 // The loop entry edge always dominates the header, so we can just use
149 // the information from the loop entry edge.
150 return TakeChecksFromFirstEffect(node);
151 }
152 DCHECK_EQ(IrOpcode::kMerge, control->opcode());
153
154 // Shortcut for the case when we do not know anything about some input.
155 int const input_count = node->op()->EffectInputCount();
156 for (int i = 0; i < input_count; ++i) {
157 Node* const effect = NodeProperties::GetEffectInput(node, i);
158 if (node_checks_.Get(effect) == nullptr) return NoChange();
159 }
160
161 // Make a copy of the first input's checks and merge with the checks
162 // from other inputs.
163 EffectPathChecks* checks = EffectPathChecks::Copy(
164 zone(), node_checks_.Get(NodeProperties::GetEffectInput(node, 0)));
165 for (int i = 1; i < input_count; ++i) {
166 Node* const input = NodeProperties::GetEffectInput(node, i);
167 checks->Merge(node_checks_.Get(input));
168 }
169 return UpdateChecks(node, checks);
170}
171
172Reduction RedundancyElimination::ReduceStart(Node* node) {
173 return UpdateChecks(node, EffectPathChecks::Empty(zone()));
174}
175
176Reduction RedundancyElimination::ReduceOtherNode(Node* node) {
177 if (node->op()->EffectInputCount() == 1) {
178 if (node->op()->EffectOutputCount() == 1) {
179 return TakeChecksFromFirstEffect(node);
180 } else {
181 // Effect terminators should be handled specially.
182 return NoChange();
183 }
184 }
185 DCHECK_EQ(0, node->op()->EffectInputCount());
186 DCHECK_EQ(0, node->op()->EffectOutputCount());
187 return NoChange();
188}
189
190Reduction RedundancyElimination::TakeChecksFromFirstEffect(Node* node) {
191 DCHECK_EQ(1, node->op()->EffectOutputCount());
192 Node* const effect = NodeProperties::GetEffectInput(node);
193 EffectPathChecks const* checks = node_checks_.Get(effect);
194 // If we do not know anything about the predecessor, do not propagate just yet
195 // because we will have to recompute anyway once we compute the predecessor.
196 if (checks == nullptr) return NoChange();
197 // We just propagate the information from the effect input (ideally,
198 // we would only revisit effect uses if there is change).
199 return UpdateChecks(node, checks);
200}
201
202Reduction RedundancyElimination::UpdateChecks(Node* node,
203 EffectPathChecks const* checks) {
204 EffectPathChecks const* original = node_checks_.Get(node);
205 // Only signal that the {node} has Changed, if the information about {checks}
206 // has changed wrt. the {original}.
207 if (checks != original) {
208 node_checks_.Set(node, checks);
209 return Changed(node);
210 }
211 return NoChange();
212}
213
214} // namespace compiler
215} // namespace internal
216} // namespace v8