forked from OSchip/llvm-project
215 lines
7.2 KiB
C
215 lines
7.2 KiB
C
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//===-- Relooper.h - Top-level interface for WebAssembly ----*- C++ -*-===//
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//
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// The LLVM Compiler Infrastructure
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//
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// This file is distributed under the University of Illinois Open Source
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// License. See LICENSE.TXT for details.
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//
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//===-------------------------------------------------------------------===//
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///
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/// \file
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/// \brief This defines an optimized C++ implemention of the Relooper
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/// algorithm, originally developed as part of Emscripten, which
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/// generates a structured AST from arbitrary control flow.
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///
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//===-------------------------------------------------------------------===//
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#include <llvm/ADT/MapVector.h>
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#include <llvm/ADT/SetVector.h>
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#include <llvm/Support/Casting.h>
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#include <cassert>
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#include <cstdio>
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#include <cstdarg>
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#include <deque>
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#include <list>
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#include <map>
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#include <memory>
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#include <set>
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namespace llvm {
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namespace Relooper {
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struct Block;
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struct Shape;
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///
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/// Info about a branching from one block to another
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///
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struct Branch {
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enum FlowType {
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Direct = 0, // We will directly reach the right location through other
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// means, no need for continue or break
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Break = 1,
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Continue = 2,
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Nested = 3 // This code is directly reached, but we must be careful to
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// ensure it is nested in an if - it is not reached
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// unconditionally, other code paths exist alongside it that we need to make
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// sure do not intertwine
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};
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Shape
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*Ancestor; // If not nullptr, this shape is the relevant one for purposes
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// of getting to the target block. We break or continue on it
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Branch::FlowType
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Type; // If Ancestor is not nullptr, this says whether to break or
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// continue
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bool Labeled; // If a break or continue, whether we need to use a label
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const char *Condition; // The condition for which we branch. For example,
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// "my_var == 1". Conditions are checked one by one.
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// One of the conditions should have nullptr as the
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// condition, in which case it is the default
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// FIXME: move from char* to LLVM data structures
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const char *Code; // If provided, code that is run right before the branch is
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// taken. This is useful for phis
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// FIXME: move from char* to LLVM data structures
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Branch(const char *ConditionInit, const char *CodeInit = nullptr);
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~Branch();
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};
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typedef SetVector<Block *> BlockSet;
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typedef MapVector<Block *, Branch *> BlockBranchMap;
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typedef MapVector<Block *, std::unique_ptr<Branch>> OwningBlockBranchMap;
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///
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/// Represents a basic block of code - some instructions that end with a
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/// control flow modifier (a branch, return or throw).
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///
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struct Block {
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// Branches become processed after we finish the shape relevant to them. For
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// example, when we recreate a loop, branches to the loop start become
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// continues and are now processed. When we calculate what shape to generate
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// from a set of blocks, we ignore processed branches. Blocks own the Branch
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// objects they use, and destroy them when done.
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OwningBlockBranchMap BranchesOut;
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BlockSet BranchesIn;
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OwningBlockBranchMap ProcessedBranchesOut;
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BlockSet ProcessedBranchesIn;
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Shape *Parent; // The shape we are directly inside
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int Id; // A unique identifier, defined when added to relooper. Note that this
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// uniquely identifies a *logical* block - if we split it, the two
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// instances have the same content *and* the same Id
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const char *Code; // The string representation of the code in this block.
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// Owning pointer (we copy the input)
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// FIXME: move from char* to LLVM data structures
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const char *BranchVar; // A variable whose value determines where we go; if
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// this is not nullptr, emit a switch on that variable
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// FIXME: move from char* to LLVM data structures
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bool IsCheckedMultipleEntry; // If true, we are a multiple entry, so reaching
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// us requires setting the label variable
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Block(const char *CodeInit, const char *BranchVarInit);
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~Block();
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void AddBranchTo(Block *Target, const char *Condition,
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const char *Code = nullptr);
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};
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///
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/// Represents a structured control flow shape
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///
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struct Shape {
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int Id; // A unique identifier. Used to identify loops, labels are Lx where x
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// is the Id. Defined when added to relooper
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Shape *Next; // The shape that will appear in the code right after this one
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Shape *Natural; // The shape that control flow gets to naturally (if there is
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// Next, then this is Next)
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/// Discriminator for LLVM-style RTTI (dyn_cast<> et al.)
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enum ShapeKind { SK_Simple, SK_Multiple, SK_Loop };
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private:
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ShapeKind Kind;
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public:
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ShapeKind getKind() const { return Kind; }
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Shape(ShapeKind KindInit) : Id(-1), Next(nullptr), Kind(KindInit) {}
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};
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///
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/// Simple: No control flow at all, just instructions.
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///
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struct SimpleShape : public Shape {
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Block *Inner;
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SimpleShape() : Shape(SK_Simple), Inner(nullptr) {}
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static bool classof(const Shape *S) { return S->getKind() == SK_Simple; }
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};
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///
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/// A shape that may be implemented with a labeled loop.
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///
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struct LabeledShape : public Shape {
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bool Labeled; // If we have a loop, whether it needs to be labeled
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LabeledShape(ShapeKind KindInit) : Shape(KindInit), Labeled(false) {}
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};
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// Blocks with the same id were split and are identical, so we just care about
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// ids in Multiple entries
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typedef std::map<int, Shape *> IdShapeMap;
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///
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/// Multiple: A shape with more than one entry. If the next block to
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/// be entered is among them, we run it and continue to
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/// the next shape, otherwise we continue immediately to the
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/// next shape.
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///
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struct MultipleShape : public LabeledShape {
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IdShapeMap InnerMap; // entry block ID -> shape
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int Breaks; // If we have branches on us, we need a loop (or a switch). This
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// is a counter of requirements,
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// if we optimize it to 0, the loop is unneeded
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bool UseSwitch; // Whether to switch on label as opposed to an if-else chain
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MultipleShape() : LabeledShape(SK_Multiple), Breaks(0), UseSwitch(false) {}
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static bool classof(const Shape *S) { return S->getKind() == SK_Multiple; }
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};
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///
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/// Loop: An infinite loop.
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///
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struct LoopShape : public LabeledShape {
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Shape *Inner;
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LoopShape() : LabeledShape(SK_Loop), Inner(nullptr) {}
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static bool classof(const Shape *S) { return S->getKind() == SK_Loop; }
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};
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///
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/// Implements the relooper algorithm for a function's blocks.
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///
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/// Implementation details: The Relooper instance has
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/// ownership of the blocks and shapes, and frees them when done.
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///
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struct Relooper {
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std::deque<Block *> Blocks;
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std::deque<Shape *> Shapes;
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Shape *Root;
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bool MinSize;
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int BlockIdCounter;
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int ShapeIdCounter;
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Relooper();
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~Relooper();
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void AddBlock(Block *New, int Id = -1);
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// Calculates the shapes
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void Calculate(Block *Entry);
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// Sets us to try to minimize size
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void SetMinSize(bool MinSize_) { MinSize = MinSize_; }
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};
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typedef MapVector<Block *, BlockSet> BlockBlockSetMap;
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} // namespace Relooper
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} // namespace llvm
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