[SLP] Refactoring of the operand reordering code.

This is a refactoring patch which should have all the functionality of the current code. Its goal is twofold:
i. Cleanup and simplify the reordering code, and
ii. Generalize reordering so that it will work for an arbitrary number of operands, not just 2.

This is the second patch in a series of patches that will enable operand reordering across chains of operations. An example of this was presented in EuroLLVM'18 https://www.youtube.com/watch?v=gIEn34LvyNo .

Committed on behalf of @vporpo (Vasileios Porpodas)

Differential Revision: https://reviews.llvm.org/D59973

llvm-svn: 358519
This commit is contained in:
Simon Pilgrim 2019-04-16 19:27:00 +00:00
parent 3084db3bb1
commit 82ffa88a04
4 changed files with 507 additions and 226 deletions

View File

@ -634,6 +634,449 @@ public:
#endif
};
/// A helper data structure to hold the operands of a vector of instructions.
/// This supports a fixed vector length for all operand vectors.
class VLOperands {
/// For each operand we need (i) the value, and (ii) the opcode that it
/// would be attached to if the expression was in a left-linearized form.
/// This is required to avoid illegal operand reordering.
/// For example:
/// \verbatim
/// 0 Op1
/// |/
/// Op1 Op2 Linearized + Op2
/// \ / ----------> |/
/// - -
///
/// Op1 - Op2 (0 + Op1) - Op2
/// \endverbatim
///
/// Value Op1 is attached to a '+' operation, and Op2 to a '-'.
///
/// Another way to think of this is to track all the operations across the
/// path from the operand all the way to the root of the tree and to
/// calculate the operation that corresponds to this path. For example, the
/// path from Op2 to the root crosses the RHS of the '-', therefore the
/// corresponding operation is a '-' (which matches the one in the
/// linearized tree, as shown above).
///
/// For lack of a better term, we refer to this operation as Accumulated
/// Path Operation (APO).
struct OperandData {
OperandData() = default;
OperandData(Value *V, bool APO, bool IsUsed)
: V(V), APO(APO), IsUsed(IsUsed) {}
/// The operand value.
Value *V = nullptr;
/// TreeEntries only allow a single opcode, or an alternate sequence of
/// them (e.g, +, -). Therefore, we can safely use a boolean value for the
/// APO. It is set to 'true' if 'V' is attached to an inverse operation
/// in the left-linearized form (e.g., Sub/Div), and 'false' otherwise
/// (e.g., Add/Mul)
bool APO = false;
/// Helper data for the reordering function.
bool IsUsed = false;
};
/// During operand reordering, we are trying to select the operand at lane
/// that matches best with the operand at the neighboring lane. Our
/// selection is based on the type of value we are looking for. For example,
/// if the neighboring lane has a load, we need to look for a load that is
/// accessing a consecutive address. These strategies are summarized in the
/// 'ReorderingMode' enumerator.
enum class ReorderingMode {
Load, ///< Matching loads to consecutive memory addresses
Opcode, ///< Matching instructions based on opcode (same or alternate)
Constant, ///< Matching constants
Splat, ///< Matching the same instruction multiple times (broadcast)
Failed, ///< We failed to create a vectorizable group
};
using OperandDataVec = SmallVector<OperandData, 2>;
/// A vector of operand vectors.
SmallVector<OperandDataVec, 4> OpsVec;
const DataLayout &DL;
ScalarEvolution &SE;
/// \returns the operand data at \p OpIdx and \p Lane.
OperandData &getData(unsigned OpIdx, unsigned Lane) {
return OpsVec[OpIdx][Lane];
}
/// \returns the operand data at \p OpIdx and \p Lane. Const version.
const OperandData &getData(unsigned OpIdx, unsigned Lane) const {
return OpsVec[OpIdx][Lane];
}
/// Clears the used flag for all entries.
void clearUsed() {
for (unsigned OpIdx = 0, NumOperands = getNumOperands();
OpIdx != NumOperands; ++OpIdx)
for (unsigned Lane = 0, NumLanes = getNumLanes(); Lane != NumLanes;
++Lane)
OpsVec[OpIdx][Lane].IsUsed = false;
}
/// Swap the operand at \p OpIdx1 with that one at \p OpIdx2.
void swap(unsigned OpIdx1, unsigned OpIdx2, unsigned Lane) {
std::swap(OpsVec[OpIdx1][Lane], OpsVec[OpIdx2][Lane]);
}
// Search all operands in Ops[*][Lane] for the one that matches best
// Ops[OpIdx][LastLane] and return its opreand index.
// If no good match can be found, return None.
Optional<unsigned>
getBestOperand(unsigned OpIdx, int Lane, int LastLane,
ArrayRef<ReorderingMode> ReorderingModes) {
unsigned NumOperands = getNumOperands();
// The operand of the previous lane at OpIdx.
Value *OpLastLane = getData(OpIdx, LastLane).V;
// Our strategy mode for OpIdx.
ReorderingMode RMode = ReorderingModes[OpIdx];
// The linearized opcode of the operand at OpIdx, Lane.
bool OpIdxAPO = getData(OpIdx, Lane).APO;
const unsigned BestScore = 2;
const unsigned GoodScore = 1;
// The best operand index and its score.
// Sometimes we have more than one option (e.g., Opcode and Undefs), so we
// are using the score to differentiate between the two.
struct BestOpData {
Optional<unsigned> Idx = None;
unsigned Score = 0;
} BestOp;
// Iterate through all unused operands and look for the best.
for (unsigned Idx = 0; Idx != NumOperands; ++Idx) {
// Get the operand at Idx and Lane.
OperandData &OpData = getData(Idx, Lane);
Value *Op = OpData.V;
bool OpAPO = OpData.APO;
// Skip already selected operands.
if (OpData.IsUsed)
continue;
// Skip if we are trying to move the operand to a position with a
// different opcode in the linearized tree form. This would break the
// semantics.
if (OpAPO != OpIdxAPO)
continue;
// Look for an operand that matches the current mode.
switch (RMode) {
case ReorderingMode::Load:
if (isa<LoadInst>(Op)) {
// Figure out which is left and right, so that we can check for
// consecutive loads
bool LeftToRight = Lane > LastLane;
Value *OpLeft = (LeftToRight) ? OpLastLane : Op;
Value *OpRight = (LeftToRight) ? Op : OpLastLane;
if (isConsecutiveAccess(cast<LoadInst>(OpLeft),
cast<LoadInst>(OpRight), DL, SE))
BestOp.Idx = Idx;
}
break;
case ReorderingMode::Opcode:
// We accept both Instructions and Undefs, but with different scores.
if ((isa<Instruction>(Op) &&
cast<Instruction>(Op)->getOpcode() ==
cast<Instruction>(OpLastLane)->getOpcode()) ||
isa<UndefValue>(Op)) {
// An instruction has a higher score than an undef.
unsigned Score = (isa<UndefValue>(Op)) ? GoodScore : BestScore;
if (Score > BestOp.Score) {
BestOp.Idx = Idx;
BestOp.Score = Score;
}
}
break;
case ReorderingMode::Constant:
if (isa<Constant>(Op)) {
unsigned Score = (isa<UndefValue>(Op)) ? GoodScore : BestScore;
if (Score > BestOp.Score) {
BestOp.Idx = Idx;
BestOp.Score = Score;
}
}
break;
case ReorderingMode::Splat:
if (Op == OpLastLane)
BestOp.Idx = Idx;
break;
case ReorderingMode::Failed:
return None;
}
}
if (BestOp.Idx) {
getData(BestOp.Idx.getValue(), Lane).IsUsed = true;
return BestOp.Idx;
}
// If we could not find a good match return None.
return None;
}
/// Helper for reorderOperandVecs. \Returns the lane that we should start
/// reordering from. This is the one which has the least number of operands
/// that can freely move about.
unsigned getBestLaneToStartReordering() const {
unsigned BestLane = 0;
unsigned Min = UINT_MAX;
for (unsigned Lane = 0, NumLanes = getNumLanes(); Lane != NumLanes;
++Lane) {
unsigned NumFreeOps = getMaxNumOperandsThatCanBeReordered(Lane);
if (NumFreeOps < Min) {
Min = NumFreeOps;
BestLane = Lane;
}
}
return BestLane;
}
/// \Returns the maximum number of operands that are allowed to be reordered
/// for \p Lane. This is used as a heuristic for selecting the first lane to
/// start operand reordering.
unsigned getMaxNumOperandsThatCanBeReordered(unsigned Lane) const {
unsigned CntTrue = 0;
unsigned NumOperands = getNumOperands();
// Operands with the same APO can be reordered. We therefore need to count
// how many of them we have for each APO, like this: Cnt[APO] = x.
// Since we only have two APOs, namely true and false, we can avoid using
// a map. Instead we can simply count the number of operands that
// correspond to one of them (in this case the 'true' APO), and calculate
// the other by subtracting it from the total number of operands.
for (unsigned OpIdx = 0; OpIdx != NumOperands; ++OpIdx)
if (getData(OpIdx, Lane).APO)
++CntTrue;
unsigned CntFalse = NumOperands - CntTrue;
return std::max(CntTrue, CntFalse);
}
/// Go through the instructions in VL and append their operands.
void appendOperandsOfVL(ArrayRef<Value *> VL) {
assert(!VL.empty() && "Bad VL");
assert((empty() || VL.size() == getNumLanes()) &&
"Expected same number of lanes");
assert(isa<Instruction>(VL[0]) && "Expected instruction");
unsigned NumOperands = cast<Instruction>(VL[0])->getNumOperands();
OpsVec.resize(NumOperands);
unsigned NumLanes = VL.size();
for (unsigned OpIdx = 0; OpIdx != NumOperands; ++OpIdx) {
OpsVec[OpIdx].resize(NumLanes);
for (unsigned Lane = 0; Lane != NumLanes; ++Lane) {
assert(isa<Instruction>(VL[Lane]) && "Expected instruction");
// Our tree has just 3 nodes: the root and two operands.
// It is therefore trivial to get the APO. We only need to check the
// opcode of VL[Lane] and whether the operand at OpIdx is the LHS or
// RHS operand. The LHS operand of both add and sub is never attached
// to an inversese operation in the linearized form, therefore its APO
// is false. The RHS is ture only if VL[Lane] is an inverse operation.
// Since operand reordering is performed on groups of commutative
// operations or alternating sequences (e.g., +, -), we can safely
// tell the inverse operations by checking commutativity.
bool IsInverseOperation = !isCommutative(cast<Instruction>(VL[Lane]));
bool APO = (OpIdx == 0) ? false : IsInverseOperation;
OpsVec[OpIdx][Lane] = {cast<Instruction>(VL[Lane])->getOperand(OpIdx),
APO, false};
}
}
}
/// \returns the number of operands.
unsigned getNumOperands() const { return OpsVec.size(); }
/// \returns the number of lanes.
unsigned getNumLanes() const { return OpsVec[0].size(); }
/// \returns the operand value at \p OpIdx and \p Lane.
Value *getValue(unsigned OpIdx, unsigned Lane) const {
return getData(OpIdx, Lane).V;
}
/// \returns true if the data structure is empty.
bool empty() const { return OpsVec.empty(); }
/// Clears the data.
void clear() { OpsVec.clear(); }
public:
/// Initialize with all the operands of the instruction vector \p RootVL.
VLOperands(ArrayRef<Value *> RootVL, const DataLayout &DL,
ScalarEvolution &SE)
: DL(DL), SE(SE) {
// Append all the operands of RootVL.
appendOperandsOfVL(RootVL);
}
/// \Returns a value vector with the operands across all lanes for the
/// opearnd at \p OpIdx.
ValueList getVL(unsigned OpIdx) const {
ValueList OpVL(OpsVec[OpIdx].size());
assert(OpsVec[OpIdx].size() == getNumLanes() &&
"Expected same num of lanes across all operands");
for (unsigned Lane = 0, Lanes = getNumLanes(); Lane != Lanes; ++Lane)
OpVL[Lane] = OpsVec[OpIdx][Lane].V;
return OpVL;
}
// Performs operand reordering for 2 or more operands.
// The original operands are in OrigOps[OpIdx][Lane].
// The reordered operands are returned in 'SortedOps[OpIdx][Lane]'.
void reorder() {
unsigned NumOperands = getNumOperands();
unsigned NumLanes = getNumLanes();
// Each operand has its own mode. We are using this mode to help us select
// the instructions for each lane, so that they match best with the ones
// we have selected so far.
SmallVector<ReorderingMode, 2> ReorderingModes(NumOperands);
// This is a greedy single-pass algorithm. We are going over each lane
// once and deciding on the best order right away with no back-tracking.
// However, in order to increase its effectiveness, we start with the lane
// that has operands that can move the least. For example, given the
// following lanes:
// Lane 0 : A[0] = B[0] + C[0] // Visited 3rd
// Lane 1 : A[1] = C[1] - B[1] // Visited 1st
// Lane 2 : A[2] = B[2] + C[2] // Visited 2nd
// Lane 3 : A[3] = C[3] - B[3] // Visited 4th
// we will start at Lane 1, since the operands of the subtraction cannot
// be reordered. Then we will visit the rest of the lanes in a circular
// fashion. That is, Lanes 2, then Lane 0, and finally Lane 3.
// Find the first lane that we will start our search from.
unsigned FirstLane = getBestLaneToStartReordering();
// Initialize the modes.
for (unsigned OpIdx = 0; OpIdx != NumOperands; ++OpIdx) {
Value *OpLane0 = getValue(OpIdx, FirstLane);
// Keep track if we have instructions with all the same opcode on one
// side.
if (isa<LoadInst>(OpLane0))
ReorderingModes[OpIdx] = ReorderingMode::Load;
else if (isa<Instruction>(OpLane0))
ReorderingModes[OpIdx] = ReorderingMode::Opcode;
else if (isa<Constant>(OpLane0))
ReorderingModes[OpIdx] = ReorderingMode::Constant;
else if (isa<Argument>(OpLane0))
// Our best hope is a Splat. It may save some cost in some cases.
ReorderingModes[OpIdx] = ReorderingMode::Splat;
else
// NOTE: This should be unreachable.
ReorderingModes[OpIdx] = ReorderingMode::Failed;
}
// If the initial strategy fails for any of the operand indexes, then we
// perform reordering again in a second pass. This helps avoid assigning
// high priority to the failed strategy, and should improve reordering for
// the non-failed operand indexes.
for (int Pass = 0; Pass != 2; ++Pass) {
// Skip the second pass if the first pass did not fail.
bool StrategyFailed = false;
// Mark the operand data as free to use for all but the first pass.
if (Pass > 0)
clearUsed();
// We keep the original operand order for the FirstLane, so reorder the
// rest of the lanes. We are visiting the nodes in a circular fashion,
// using FirstLane as the center point and increasing the radius
// distance.
for (unsigned Distance = 1; Distance != NumLanes; ++Distance) {
// Visit the lane on the right and then the lane on the left.
for (int Direction : {+1, -1}) {
int Lane = FirstLane + Direction * Distance;
if (Lane < 0 || Lane >= (int)NumLanes)
continue;
int LastLane = Lane - Direction;
assert(LastLane >= 0 && LastLane < (int)NumLanes &&
"Out of bounds");
// Look for a good match for each operand.
for (unsigned OpIdx = 0; OpIdx != NumOperands; ++OpIdx) {
// Search for the operand that matches SortedOps[OpIdx][Lane-1].
Optional<unsigned> BestIdx =
getBestOperand(OpIdx, Lane, LastLane, ReorderingModes);
// By not selecting a value, we allow the operands that follow to
// select a better matching value. We will get a non-null value in
// the next run of getBestOperand().
if (BestIdx) {
// Swap the current operand with the one returned by
// getBestOperand().
swap(OpIdx, BestIdx.getValue(), Lane);
} else {
// We failed to find a best operand, set mode to 'Failed'.
ReorderingModes[OpIdx] = ReorderingMode::Failed;
// Enable the second pass.
StrategyFailed = true;
}
}
}
}
// Skip second pass if the strategy did not fail.
if (!StrategyFailed)
break;
}
}
#if !defined(NDEBUG) || defined(LLVM_ENABLE_DUMP)
LLVM_DUMP_METHOD static StringRef getModeStr(ReorderingMode RMode) {
switch (RMode) {
case ReorderingMode::Load:
return "Load";
case ReorderingMode::Opcode:
return "Opcode";
case ReorderingMode::Constant:
return "Constant";
case ReorderingMode::Splat:
return "Splat";
case ReorderingMode::Failed:
return "Failed";
}
llvm_unreachable("Unimplemented Reordering Type");
}
LLVM_DUMP_METHOD static raw_ostream &printMode(ReorderingMode RMode,
raw_ostream &OS) {
return OS << getModeStr(RMode);
}
/// Debug print.
LLVM_DUMP_METHOD static void dumpMode(ReorderingMode RMode) {
printMode(RMode, dbgs());
}
friend raw_ostream &operator<<(raw_ostream &OS, ReorderingMode RMode) {
return printMode(RMode, OS);
}
LLVM_DUMP_METHOD raw_ostream &print(raw_ostream &OS) const {
const unsigned Indent = 2;
unsigned Cnt = 0;
for (const OperandDataVec &OpDataVec : OpsVec) {
OS << "Operand " << Cnt++ << "\n";
for (const OperandData &OpData : OpDataVec) {
OS.indent(Indent) << "{";
if (Value *V = OpData.V)
OS << *V;
else
OS << "null";
OS << ", APO:" << OpData.APO << "}\n";
}
OS << "\n";
}
return OS;
}
/// Debug print.
LLVM_DUMP_METHOD void dump() const { print(dbgs()); }
#endif
};
private:
struct TreeEntry;
@ -681,12 +1124,13 @@ private:
/// be beneficial even the tree height is tiny.
bool isFullyVectorizableTinyTree() const;
/// \reorder commutative operands to get better probability of
/// Reorder commutative or alt operands to get better probability of
/// generating vectorized code.
void reorderInputsAccordingToOpcode(const InstructionsState &S,
ArrayRef<Value *> VL,
static void reorderInputsAccordingToOpcode(ArrayRef<Value *> VL,
SmallVectorImpl<Value *> &Left,
SmallVectorImpl<Value *> &Right) const;
SmallVectorImpl<Value *> &Right,
const DataLayout &DL,
ScalarEvolution &SE);
struct TreeEntry {
TreeEntry(std::vector<TreeEntry> &Container) : Container(Container) {}
@ -1866,7 +2310,7 @@ void BoUpSLP::buildTree_rec(ArrayRef<Value *> VL, unsigned Depth,
// Commutative predicate - collect + sort operands of the instructions
// so that each side is more likely to have the same opcode.
assert(P0 == SwapP0 && "Commutative Predicate mismatch");
reorderInputsAccordingToOpcode(S, VL, Left, Right);
reorderInputsAccordingToOpcode(VL, Left, Right, *DL, *SE);
} else {
// Collect operands - commute if it uses the swapped predicate.
for (Value *V : VL) {
@ -1912,7 +2356,7 @@ void BoUpSLP::buildTree_rec(ArrayRef<Value *> VL, unsigned Depth,
// have the same opcode.
if (isa<BinaryOperator>(VL0) && VL0->isCommutative()) {
ValueList Left, Right;
reorderInputsAccordingToOpcode(S, VL, Left, Right);
reorderInputsAccordingToOpcode(VL, Left, Right, *DL, *SE);
UserTreeIdx.EdgeIdx = 0;
buildTree_rec(Left, Depth + 1, UserTreeIdx);
UserTreeIdx.EdgeIdx = 1;
@ -2087,7 +2531,7 @@ void BoUpSLP::buildTree_rec(ArrayRef<Value *> VL, unsigned Depth,
// Reorder operands if reordering would enable vectorization.
if (isa<BinaryOperator>(VL0)) {
ValueList Left, Right;
reorderInputsAccordingToOpcode(S, VL, Left, Right);
reorderInputsAccordingToOpcode(VL, Left, Right, *DL, *SE);
UserTreeIdx.EdgeIdx = 0;
buildTree_rec(Left, Depth + 1, UserTreeIdx);
UserTreeIdx.EdgeIdx = 1;
@ -2802,171 +3246,19 @@ int BoUpSLP::getGatherCost(ArrayRef<Value *> VL) const {
return getGatherCost(VecTy, ShuffledElements);
}
// Return true if the i'th left and right operands can be commuted.
//
// The vectorizer is trying to either have all elements one side being
// instruction with the same opcode to enable further vectorization, or having
// a splat to lower the vectorizing cost.
static bool shouldReorderOperands(int i, ArrayRef<Value *> Left,
ArrayRef<Value *> Right,
bool AllSameOpcodeLeft,
bool AllSameOpcodeRight, bool SplatLeft,
bool SplatRight) {
Value *PrevLeft = Left[i - 1];
Value *PrevRight = Right[i - 1];
Value *CurrLeft = Left[i];
Value *CurrRight = Right[i];
// If we have "SplatRight", try to see if commuting is needed to preserve it.
if (SplatRight) {
if (CurrRight == PrevRight)
// Preserve SplatRight
return false;
if (CurrLeft == PrevRight) {
// Commuting would preserve SplatRight, but we don't want to break
// SplatLeft either, i.e. preserve the original order if possible.
// (FIXME: why do we care?)
if (SplatLeft && CurrLeft == PrevLeft)
return false;
return true;
}
}
// Symmetrically handle Right side.
if (SplatLeft) {
if (CurrLeft == PrevLeft)
// Preserve SplatLeft
return false;
if (CurrRight == PrevLeft)
return true;
}
Instruction *ILeft = dyn_cast<Instruction>(CurrLeft);
Instruction *IRight = dyn_cast<Instruction>(CurrRight);
// If we have "AllSameOpcodeRight", try to see if the left operands preserves
// it and not the right, in this case we want to commute.
if (AllSameOpcodeRight) {
unsigned RightPrevOpcode = cast<Instruction>(PrevRight)->getOpcode();
if (IRight && RightPrevOpcode == IRight->getOpcode())
// Do not commute, a match on the right preserves AllSameOpcodeRight
return false;
if (ILeft && RightPrevOpcode == ILeft->getOpcode()) {
// We have a match and may want to commute, but first check if there is
// not also a match on the existing operands on the Left to preserve
// AllSameOpcodeLeft, i.e. preserve the original order if possible.
// (FIXME: why do we care?)
if (AllSameOpcodeLeft && ILeft &&
cast<Instruction>(PrevLeft)->getOpcode() == ILeft->getOpcode())
return false;
return true;
}
}
// Symmetrically handle Left side.
if (AllSameOpcodeLeft) {
unsigned LeftPrevOpcode = cast<Instruction>(PrevLeft)->getOpcode();
if (ILeft && LeftPrevOpcode == ILeft->getOpcode())
return false;
if (IRight && LeftPrevOpcode == IRight->getOpcode())
return true;
}
return false;
}
// Perform operand reordering on the instructions in VL and return the reordered
// operands in Left and Right.
void BoUpSLP::reorderInputsAccordingToOpcode(
const InstructionsState &S, ArrayRef<Value *> VL,
SmallVectorImpl<Value *> &Left, SmallVectorImpl<Value *> &Right) const {
assert(!VL.empty() && Left.empty() && Right.empty() &&
"Unexpected instruction/operand lists");
// Push left and right operands of binary operation into Left and Right
for (Value *V : VL) {
auto *I = cast<Instruction>(V);
assert(S.isOpcodeOrAlt(I) && "Incorrect instruction in vector");
Left.push_back(I->getOperand(0));
Right.push_back(I->getOperand(1));
}
// Keep track if we have instructions with all the same opcode on one side.
bool AllSameOpcodeLeft = isa<Instruction>(Left[0]);
bool AllSameOpcodeRight = isa<Instruction>(Right[0]);
// Keep track if we have one side with all the same value (broadcast).
bool SplatLeft = true;
bool SplatRight = true;
for (unsigned i = 1, e = VL.size(); i != e; ++i) {
Instruction *I = cast<Instruction>(VL[i]);
// Commute to favor either a splat or maximizing having the same opcodes on
// one side.
if (isCommutative(I) &&
shouldReorderOperands(i, Left, Right, AllSameOpcodeLeft,
AllSameOpcodeRight, SplatLeft, SplatRight))
std::swap(Left[i], Right[i]);
// Update Splat* and AllSameOpcode* after the insertion.
SplatRight = SplatRight && (Right[i - 1] == Right[i]);
SplatLeft = SplatLeft && (Left[i - 1] == Left[i]);
AllSameOpcodeLeft = AllSameOpcodeLeft && isa<Instruction>(Left[i]) &&
(cast<Instruction>(Left[i - 1])->getOpcode() ==
cast<Instruction>(Left[i])->getOpcode());
AllSameOpcodeRight = AllSameOpcodeRight && isa<Instruction>(Right[i]) &&
(cast<Instruction>(Right[i - 1])->getOpcode() ==
cast<Instruction>(Right[i])->getOpcode());
}
// If one operand end up being broadcast, return this operand order.
if (SplatRight || SplatLeft)
ArrayRef<Value *> VL, SmallVectorImpl<Value *> &Left,
SmallVectorImpl<Value *> &Right, const DataLayout &DL,
ScalarEvolution &SE) {
if (VL.empty())
return;
// Finally check if we can get longer vectorizable chain by reordering
// without breaking the good operand order detected above.
// E.g. If we have something like-
// load a[0] - load b[0]
// load b[1] + load a[1]
// load a[2] - load b[2]
// load a[3] + load b[3]
// Reordering the second load b[1] + load a[1] would allow us to vectorize
// this code and we still retain AllSameOpcode property.
// FIXME: This load reordering might break AllSameOpcode in some rare cases
// such as-
// add a[0],c[0] load b[0]
// add a[1],c[2] load b[1]
// b[2] load b[2]
// add a[3],c[3] load b[3]
for (unsigned j = 0, e = VL.size() - 1; j < e; ++j) {
if (LoadInst *L = dyn_cast<LoadInst>(Left[j])) {
if (LoadInst *L1 = dyn_cast<LoadInst>(Right[j + 1])) {
if (isConsecutiveAccess(L, L1, *DL, *SE)) {
auto *VL1 = cast<Instruction>(VL[j]);
auto *VL2 = cast<Instruction>(VL[j + 1]);
if (isCommutative(VL2)) {
std::swap(Left[j + 1], Right[j + 1]);
continue;
}
if (isCommutative(VL1)) {
std::swap(Left[j], Right[j]);
continue;
}
}
}
}
if (LoadInst *L = dyn_cast<LoadInst>(Right[j])) {
if (LoadInst *L1 = dyn_cast<LoadInst>(Left[j + 1])) {
if (isConsecutiveAccess(L, L1, *DL, *SE)) {
auto *VL1 = cast<Instruction>(VL[j]);
auto *VL2 = cast<Instruction>(VL[j + 1]);
if (isCommutative(VL2)) {
std::swap(Left[j + 1], Right[j + 1]);
continue;
}
if (isCommutative(VL1)) {
std::swap(Left[j], Right[j]);
continue;
}
}
}
}
// else unchanged
}
VLOperands Ops(VL, DL, SE);
// Reorder the operands in place.
Ops.reorder();
Left = Ops.getVL(0);
Right = Ops.getVL(1);
}
void BoUpSLP::setInsertPointAfterBundle(ArrayRef<Value *> VL,

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@ -536,13 +536,11 @@ define <8 x i32> @sdiv_v8i32_undefs(<8 x i32> %a) {
define <8 x i32> @add_sub_v8i32_splat(<8 x i32> %a, i32 %b) {
; CHECK-LABEL: @add_sub_v8i32_splat(
; CHECK-NEXT: [[TMP1:%.*]] = shufflevector <8 x i32> [[A:%.*]], <8 x i32> undef, <4 x i32> <i32 0, i32 1, i32 2, i32 3>
; CHECK-NEXT: [[TMP2:%.*]] = insertelement <4 x i32> undef, i32 [[B:%.*]], i32 0
; CHECK-NEXT: [[TMP3:%.*]] = shufflevector <4 x i32> [[TMP2]], <4 x i32> undef, <4 x i32> zeroinitializer
; CHECK-NEXT: [[TMP4:%.*]] = add <4 x i32> [[TMP1]], [[TMP3]]
; CHECK-NEXT: [[TMP5:%.*]] = shufflevector <8 x i32> [[A]], <8 x i32> undef, <4 x i32> <i32 4, i32 5, i32 6, i32 7>
; CHECK-NEXT: [[TMP6:%.*]] = sub <4 x i32> [[TMP3]], [[TMP5]]
; CHECK-NEXT: [[R7:%.*]] = shufflevector <4 x i32> [[TMP4]], <4 x i32> [[TMP6]], <8 x i32> <i32 0, i32 1, i32 2, i32 3, i32 4, i32 5, i32 6, i32 7>
; CHECK-NEXT: [[TMP1:%.*]] = insertelement <8 x i32> undef, i32 [[B:%.*]], i32 0
; CHECK-NEXT: [[TMP2:%.*]] = shufflevector <8 x i32> [[TMP1]], <8 x i32> undef, <8 x i32> zeroinitializer
; CHECK-NEXT: [[TMP3:%.*]] = add <8 x i32> [[TMP2]], [[A:%.*]]
; CHECK-NEXT: [[TMP4:%.*]] = sub <8 x i32> [[TMP2]], [[A]]
; CHECK-NEXT: [[R7:%.*]] = shufflevector <8 x i32> [[TMP3]], <8 x i32> [[TMP4]], <8 x i32> <i32 0, i32 1, i32 2, i32 3, i32 12, i32 13, i32 14, i32 15>
; CHECK-NEXT: ret <8 x i32> [[R7]]
;
%a0 = extractelement <8 x i32> %a, i32 0

View File

@ -126,14 +126,15 @@ entry:
define fastcc void @dct36(double* %inbuf) {
; CHECK-LABEL: @dct36(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[ARRAYIDX41:%.*]] = getelementptr inbounds double, double* [[INBUF:%.*]], i64 2
; CHECK-NEXT: [[ARRAYIDX44:%.*]] = getelementptr inbounds double, double* [[INBUF]], i64 1
; CHECK-NEXT: [[TMP0:%.*]] = load double, double* [[ARRAYIDX44]], align 8
; CHECK-NEXT: [[ADD46:%.*]] = fadd double [[TMP0]], undef
; CHECK-NEXT: store double [[ADD46]], double* [[ARRAYIDX41]], align 8
; CHECK-NEXT: [[TMP1:%.*]] = load double, double* [[INBUF]], align 8
; CHECK-NEXT: [[ADD49:%.*]] = fadd double [[TMP1]], [[TMP0]]
; CHECK-NEXT: store double [[ADD49]], double* [[ARRAYIDX44]], align 8
; CHECK-NEXT: [[ARRAYIDX44:%.*]] = getelementptr inbounds double, double* [[INBUF:%.*]], i64 1
; CHECK-NEXT: [[TMP0:%.*]] = bitcast double* [[INBUF]] to <2 x double>*
; CHECK-NEXT: [[TMP1:%.*]] = load <2 x double>, <2 x double>* [[TMP0]], align 8
; CHECK-NEXT: [[TMP2:%.*]] = extractelement <2 x double> [[TMP1]], i32 1
; CHECK-NEXT: [[TMP3:%.*]] = insertelement <2 x double> undef, double [[TMP2]], i32 0
; CHECK-NEXT: [[TMP4:%.*]] = insertelement <2 x double> [[TMP3]], double undef, i32 1
; CHECK-NEXT: [[TMP5:%.*]] = fadd <2 x double> [[TMP1]], [[TMP4]]
; CHECK-NEXT: [[TMP6:%.*]] = bitcast double* [[ARRAYIDX44]] to <2 x double>*
; CHECK-NEXT: store <2 x double> [[TMP5]], <2 x double>* [[TMP6]], align 8
; CHECK-NEXT: ret void
;
entry:

View File

@ -28,19 +28,16 @@ define void @shuffle_operands1(double * noalias %from, double * noalias %to, dou
ret void
}
define void @shuffle_preserve_broadcast(double * noalias %from, double * noalias %to, double %v1, double %v2) {
; CHECK-LABEL: @shuffle_preserve_broadcast(
define void @vecload_vs_broadcast(double * noalias %from, double * noalias %to, double %v1, double %v2) {
; CHECK-LABEL: @vecload_vs_broadcast(
; CHECK-NEXT: entry:
; CHECK-NEXT: br label [[LP:%.*]]
; CHECK: lp:
; CHECK-NEXT: [[P:%.*]] = phi double [ 1.000000e+00, [[LP]] ], [ 0.000000e+00, [[ENTRY:%.*]] ]
; CHECK-NEXT: [[FROM_1:%.*]] = getelementptr double, double* [[FROM:%.*]], i32 1
; CHECK-NEXT: [[V0_1:%.*]] = load double, double* [[FROM]], align 4
; CHECK-NEXT: [[V0_2:%.*]] = load double, double* [[FROM_1]], align 4
; CHECK-NEXT: [[TMP0:%.*]] = insertelement <2 x double> undef, double [[V0_1]], i32 0
; CHECK-NEXT: [[TMP1:%.*]] = shufflevector <2 x double> [[TMP0]], <2 x double> undef, <2 x i32> zeroinitializer
; CHECK-NEXT: [[TMP0:%.*]] = bitcast double* [[FROM:%.*]] to <2 x double>*
; CHECK-NEXT: [[TMP1:%.*]] = load <2 x double>, <2 x double>* [[TMP0]], align 4
; CHECK-NEXT: [[TMP2:%.*]] = insertelement <2 x double> undef, double [[P]], i32 0
; CHECK-NEXT: [[TMP3:%.*]] = insertelement <2 x double> [[TMP2]], double [[V0_2]], i32 1
; CHECK-NEXT: [[TMP3:%.*]] = shufflevector <2 x double> [[TMP2]], <2 x double> [[TMP1]], <2 x i32> <i32 0, i32 2>
; CHECK-NEXT: [[TMP4:%.*]] = fadd <2 x double> [[TMP1]], [[TMP3]]
; CHECK-NEXT: [[TMP5:%.*]] = bitcast double* [[TO:%.*]] to <2 x double>*
; CHECK-NEXT: store <2 x double> [[TMP4]], <2 x double>* [[TMP5]], align 4
@ -67,20 +64,17 @@ ext:
ret void
}
define void @shuffle_preserve_broadcast2(double * noalias %from, double * noalias %to, double %v1, double %v2) {
; CHECK-LABEL: @shuffle_preserve_broadcast2(
define void @vecload_vs_broadcast2(double * noalias %from, double * noalias %to, double %v1, double %v2) {
; CHECK-LABEL: @vecload_vs_broadcast2(
; CHECK-NEXT: entry:
; CHECK-NEXT: br label [[LP:%.*]]
; CHECK: lp:
; CHECK-NEXT: [[P:%.*]] = phi double [ 1.000000e+00, [[LP]] ], [ 0.000000e+00, [[ENTRY:%.*]] ]
; CHECK-NEXT: [[FROM_1:%.*]] = getelementptr double, double* [[FROM:%.*]], i32 1
; CHECK-NEXT: [[V0_1:%.*]] = load double, double* [[FROM]], align 4
; CHECK-NEXT: [[V0_2:%.*]] = load double, double* [[FROM_1]], align 4
; CHECK-NEXT: [[TMP0:%.*]] = insertelement <2 x double> undef, double [[P]], i32 0
; CHECK-NEXT: [[TMP1:%.*]] = insertelement <2 x double> [[TMP0]], double [[V0_2]], i32 1
; CHECK-NEXT: [[TMP2:%.*]] = insertelement <2 x double> undef, double [[V0_1]], i32 0
; CHECK-NEXT: [[TMP3:%.*]] = shufflevector <2 x double> [[TMP2]], <2 x double> undef, <2 x i32> zeroinitializer
; CHECK-NEXT: [[TMP4:%.*]] = fadd <2 x double> [[TMP1]], [[TMP3]]
; CHECK-NEXT: [[TMP0:%.*]] = bitcast double* [[FROM:%.*]] to <2 x double>*
; CHECK-NEXT: [[TMP1:%.*]] = load <2 x double>, <2 x double>* [[TMP0]], align 4
; CHECK-NEXT: [[TMP2:%.*]] = insertelement <2 x double> undef, double [[P]], i32 0
; CHECK-NEXT: [[TMP3:%.*]] = shufflevector <2 x double> [[TMP2]], <2 x double> [[TMP1]], <2 x i32> <i32 0, i32 2>
; CHECK-NEXT: [[TMP4:%.*]] = fadd <2 x double> [[TMP3]], [[TMP1]]
; CHECK-NEXT: [[TMP5:%.*]] = bitcast double* [[TO:%.*]] to <2 x double>*
; CHECK-NEXT: store <2 x double> [[TMP4]], <2 x double>* [[TMP5]], align 4
; CHECK-NEXT: br i1 undef, label [[LP]], label [[EXT:%.*]]
@ -106,20 +100,17 @@ ext:
ret void
}
define void @shuffle_preserve_broadcast3(double * noalias %from, double * noalias %to, double %v1, double %v2) {
; CHECK-LABEL: @shuffle_preserve_broadcast3(
define void @vecload_vs_broadcast3(double * noalias %from, double * noalias %to, double %v1, double %v2) {
; CHECK-LABEL: @vecload_vs_broadcast3(
; CHECK-NEXT: entry:
; CHECK-NEXT: br label [[LP:%.*]]
; CHECK: lp:
; CHECK-NEXT: [[P:%.*]] = phi double [ 1.000000e+00, [[LP]] ], [ 0.000000e+00, [[ENTRY:%.*]] ]
; CHECK-NEXT: [[FROM_1:%.*]] = getelementptr double, double* [[FROM:%.*]], i32 1
; CHECK-NEXT: [[V0_1:%.*]] = load double, double* [[FROM]], align 4
; CHECK-NEXT: [[V0_2:%.*]] = load double, double* [[FROM_1]], align 4
; CHECK-NEXT: [[TMP0:%.*]] = insertelement <2 x double> undef, double [[P]], i32 0
; CHECK-NEXT: [[TMP1:%.*]] = insertelement <2 x double> [[TMP0]], double [[V0_2]], i32 1
; CHECK-NEXT: [[TMP2:%.*]] = insertelement <2 x double> undef, double [[V0_1]], i32 0
; CHECK-NEXT: [[TMP3:%.*]] = shufflevector <2 x double> [[TMP2]], <2 x double> undef, <2 x i32> zeroinitializer
; CHECK-NEXT: [[TMP4:%.*]] = fadd <2 x double> [[TMP1]], [[TMP3]]
; CHECK-NEXT: [[TMP0:%.*]] = bitcast double* [[FROM:%.*]] to <2 x double>*
; CHECK-NEXT: [[TMP1:%.*]] = load <2 x double>, <2 x double>* [[TMP0]], align 4
; CHECK-NEXT: [[TMP2:%.*]] = insertelement <2 x double> undef, double [[P]], i32 0
; CHECK-NEXT: [[TMP3:%.*]] = shufflevector <2 x double> [[TMP2]], <2 x double> [[TMP1]], <2 x i32> <i32 0, i32 2>
; CHECK-NEXT: [[TMP4:%.*]] = fadd <2 x double> [[TMP3]], [[TMP1]]
; CHECK-NEXT: [[TMP5:%.*]] = bitcast double* [[TO:%.*]] to <2 x double>*
; CHECK-NEXT: store <2 x double> [[TMP4]], <2 x double>* [[TMP5]], align 4
; CHECK-NEXT: br i1 undef, label [[LP]], label [[EXT:%.*]]
@ -184,22 +175,21 @@ ext:
ret void
}
define void @shuffle_preserve_broadcast5(double * noalias %from, double * noalias %to, double %v1, double %v2) {
; CHECK-LABEL: @shuffle_preserve_broadcast5(
define void @vecload_vs_broadcast5(double * noalias %from, double * noalias %to, double %v1, double %v2) {
; CHECK-LABEL: @vecload_vs_broadcast5(
; CHECK-NEXT: entry:
; CHECK-NEXT: br label [[LP:%.*]]
; CHECK: lp:
; CHECK-NEXT: [[P:%.*]] = phi double [ 1.000000e+00, [[LP]] ], [ 0.000000e+00, [[ENTRY:%.*]] ]
; CHECK-NEXT: [[FROM_1:%.*]] = getelementptr double, double* [[FROM:%.*]], i32 1
; CHECK-NEXT: [[V0_1:%.*]] = load double, double* [[FROM]], align 4
; CHECK-NEXT: [[V0_2:%.*]] = load double, double* [[FROM_1]], align 4
; CHECK-NEXT: [[TMP0:%.*]] = insertelement <2 x double> undef, double [[V0_1]], i32 0
; CHECK-NEXT: [[TMP1:%.*]] = shufflevector <2 x double> [[TMP0]], <2 x double> undef, <2 x i32> zeroinitializer
; CHECK-NEXT: [[TMP2:%.*]] = insertelement <2 x double> undef, double [[V0_2]], i32 0
; CHECK-NEXT: [[TMP3:%.*]] = insertelement <2 x double> [[TMP2]], double [[P]], i32 1
; CHECK-NEXT: [[TMP4:%.*]] = fadd <2 x double> [[TMP1]], [[TMP3]]
; CHECK-NEXT: [[TMP5:%.*]] = bitcast double* [[TO:%.*]] to <2 x double>*
; CHECK-NEXT: store <2 x double> [[TMP4]], <2 x double>* [[TMP5]], align 4
; CHECK-NEXT: [[TMP0:%.*]] = bitcast double* [[FROM:%.*]] to <2 x double>*
; CHECK-NEXT: [[TMP1:%.*]] = load <2 x double>, <2 x double>* [[TMP0]], align 4
; CHECK-NEXT: [[TMP2:%.*]] = extractelement <2 x double> [[TMP1]], i32 0
; CHECK-NEXT: [[TMP3:%.*]] = insertelement <2 x double> undef, double [[TMP2]], i32 0
; CHECK-NEXT: [[TMP4:%.*]] = insertelement <2 x double> [[TMP3]], double [[P]], i32 1
; CHECK-NEXT: [[TMP5:%.*]] = shufflevector <2 x double> [[TMP1]], <2 x double> undef, <2 x i32> <i32 1, i32 0>
; CHECK-NEXT: [[TMP6:%.*]] = fadd <2 x double> [[TMP4]], [[TMP5]]
; CHECK-NEXT: [[TMP7:%.*]] = bitcast double* [[TO:%.*]] to <2 x double>*
; CHECK-NEXT: store <2 x double> [[TMP6]], <2 x double>* [[TMP7]], align 4
; CHECK-NEXT: br i1 undef, label [[LP]], label [[EXT:%.*]]
; CHECK: ext:
; CHECK-NEXT: ret void