summaryrefslogtreecommitdiff
path: root/deps/v8/src/compiler/loop-analysis.h
blob: 07d30b8cda3c83dd0de3fa4ab6e539a9ce27464d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
// Copyright 2014 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.

#ifndef V8_COMPILER_LOOP_ANALYSIS_H_
#define V8_COMPILER_LOOP_ANALYSIS_H_

#include "src/base/iterator.h"
#include "src/common/globals.h"
#include "src/compiler/compiler-source-position-table.h"
#include "src/compiler/graph.h"
#include "src/compiler/node-marker.h"
#include "src/compiler/node-origin-table.h"
#include "src/compiler/node-properties.h"
#include "src/compiler/node.h"
#include "src/zone/zone-containers.h"

namespace v8 {
namespace internal {

class TickCounter;

namespace compiler {

// TODO(titzer): don't assume entry edges have a particular index.
static const int kAssumedLoopEntryIndex = 0;  // assume loops are entered here.

class LoopFinderImpl;
class AllNodes;

using NodeRange = base::iterator_range<Node**>;

// Represents a tree of loops in a graph.
class LoopTree : public ZoneObject {
 public:
  LoopTree(size_t num_nodes, Zone* zone)
      : zone_(zone),
        outer_loops_(zone),
        all_loops_(zone),
        node_to_loop_num_(static_cast<int>(num_nodes), -1, zone),
        loop_nodes_(zone) {}

  // Represents a loop in the tree of loops, including the header nodes,
  // the body, and any nested loops.
  class Loop {
   public:
    Loop* parent() const { return parent_; }
    const ZoneVector<Loop*>& children() const { return children_; }
    uint32_t HeaderSize() const { return body_start_ - header_start_; }
    uint32_t BodySize() const { return exits_start_ - body_start_; }
    uint32_t ExitsSize() const { return exits_end_ - exits_start_; }
    uint32_t TotalSize() const { return exits_end_ - header_start_; }
    uint32_t depth() const { return depth_; }

   private:
    friend class LoopTree;
    friend class LoopFinderImpl;

    explicit Loop(Zone* zone)
        : parent_(nullptr),
          depth_(0),
          children_(zone),
          header_start_(-1),
          body_start_(-1),
          exits_start_(-1),
          exits_end_(-1) {}
    Loop* parent_;
    int depth_;
    ZoneVector<Loop*> children_;
    int header_start_;
    int body_start_;
    int exits_start_;
    int exits_end_;
  };

  // Return the innermost nested loop, if any, that contains {node}.
  Loop* ContainingLoop(Node* node) {
    if (node->id() >= node_to_loop_num_.size()) return nullptr;
    int num = node_to_loop_num_[node->id()];
    return num > 0 ? &all_loops_[num - 1] : nullptr;
  }

  // Check if the {loop} contains the {node}, either directly or by containing
  // a nested loop that contains {node}.
  bool Contains(const Loop* loop, Node* node) {
    for (Loop* c = ContainingLoop(node); c != nullptr; c = c->parent_) {
      if (c == loop) return true;
    }
    return false;
  }

  // Return the list of outer loops.
  const ZoneVector<Loop*>& outer_loops() const { return outer_loops_; }

  // Return a new vector containing the inner loops.
  ZoneVector<const Loop*> inner_loops() const {
    ZoneVector<const Loop*> inner_loops(zone_);
    for (const Loop& loop : all_loops_) {
      if (loop.children().empty()) {
        inner_loops.push_back(&loop);
      }
    }
    return inner_loops;
  }

  // Return the unique loop number for a given loop. Loop numbers start at {1}.
  int LoopNum(const Loop* loop) const {
    return 1 + static_cast<int>(loop - &all_loops_[0]);
  }

  // Return a range which can iterate over the header nodes of {loop}.
  NodeRange HeaderNodes(const Loop* loop) {
    return NodeRange(&loop_nodes_[0] + loop->header_start_,
                     &loop_nodes_[0] + loop->body_start_);
  }

  // Return the header control node for a loop.
  Node* HeaderNode(const Loop* loop);

  // Return a range which can iterate over the body nodes of {loop}.
  NodeRange BodyNodes(const Loop* loop) {
    return NodeRange(&loop_nodes_[0] + loop->body_start_,
                     &loop_nodes_[0] + loop->exits_start_);
  }

  // Return a range which can iterate over the body nodes of {loop}.
  NodeRange ExitNodes(const Loop* loop) {
    return NodeRange(&loop_nodes_[0] + loop->exits_start_,
                     &loop_nodes_[0] + loop->exits_end_);
  }

  // Return a range which can iterate over the nodes of {loop}.
  NodeRange LoopNodes(const Loop* loop) {
    return NodeRange(&loop_nodes_[0] + loop->header_start_,
                     &loop_nodes_[0] + loop->exits_end_);
  }

  // Return the node that represents the control, i.e. the loop node itself.
  Node* GetLoopControl(const Loop* loop) {
    // TODO(turbofan): make the loop control node always first?
    for (Node* node : HeaderNodes(loop)) {
      if (node->opcode() == IrOpcode::kLoop) return node;
    }
    UNREACHABLE();
  }

  Zone* zone() const { return zone_; }

 private:
  friend class LoopFinderImpl;

  Loop* NewLoop() {
    all_loops_.push_back(Loop(zone_));
    Loop* result = &all_loops_.back();
    return result;
  }

  void SetParent(Loop* parent, Loop* child) {
    if (parent != nullptr) {
      parent->children_.push_back(child);
      child->parent_ = parent;
      child->depth_ = parent->depth_ + 1;
    } else {
      outer_loops_.push_back(child);
    }
  }

  Zone* zone_;
  ZoneVector<Loop*> outer_loops_;
  ZoneVector<Loop> all_loops_;
  ZoneVector<int> node_to_loop_num_;
  ZoneVector<Node*> loop_nodes_;
};

class V8_EXPORT_PRIVATE LoopFinder {
 public:
  // Build a loop tree for the entire graph.
  static LoopTree* BuildLoopTree(Graph* graph, TickCounter* tick_counter,
                                 Zone* temp_zone);

  static bool HasMarkedExits(LoopTree* loop_tree, const LoopTree::Loop* loop);

#if V8_ENABLE_WEBASSEMBLY
  enum class Purpose { kLoopPeeling, kLoopUnrolling };

  // Find all nodes in the loop headed by {loop_header} if it contains no nested
  // loops.
  // Assumption: *if* this loop has no nested loops, all exits from the loop are
  // marked with LoopExit, LoopExitEffect, LoopExitValue, or End nodes.
  // Returns {nullptr} if
  // 1) the loop size (in graph nodes) exceeds {max_size},
  // 2) {calls_are_large} and a function call is found in the loop, excluding
  //    calls to a set of wasm builtins,
  // 3) a nested loop is found in the loop.
  static ZoneUnorderedSet<Node*>* FindSmallInnermostLoopFromHeader(
      Node* loop_header, AllNodes& all_nodes, Zone* zone, size_t max_size,
      Purpose purpose);
#endif
};

// Copies a range of nodes any number of times.
class NodeCopier {
 public:
  // {max}: The maximum number of nodes that this copier will track, including
  //        the original nodes and all copies.
  // {p}: A vector that holds the original nodes and all copies.
  // {copy_count}: How many times the nodes should be copied.
  NodeCopier(Graph* graph, uint32_t max, NodeVector* p, uint32_t copy_count)
      : node_map_(graph, max), copies_(p), copy_count_(copy_count) {
    DCHECK_GT(copy_count, 0);
  }

  // Returns the mapping of {node} in the {copy_index}'th copy, or {node} itself
  // if it is not present in the mapping. The copies are 0-indexed.
  Node* map(Node* node, uint32_t copy_index);

  // Helper version of {map} for one copy.
  V8_INLINE Node* map(Node* node) { return map(node, 0); }

  // Insert a new mapping from {original} to {new_copies} into the copier.
  void Insert(Node* original, const NodeVector& new_copies);

  // Helper version of {Insert} for one copy.
  void Insert(Node* original, Node* copy);

  template <typename InputIterator>
  void CopyNodes(Graph* graph, Zone* tmp_zone_, Node* dead,
                 base::iterator_range<InputIterator> nodes,
                 SourcePositionTable* source_positions,
                 NodeOriginTable* node_origins) {
    // Copy all the nodes first.
    for (Node* original : nodes) {
      SourcePositionTable::Scope position(
          source_positions, source_positions->GetSourcePosition(original));
      NodeOriginTable::Scope origin_scope(node_origins, "copy nodes", original);
      node_map_.Set(original, copies_->size() + 1);
      copies_->push_back(original);
      for (uint32_t copy_index = 0; copy_index < copy_count_; copy_index++) {
        Node* copy = graph->CloneNode(original);
        copies_->push_back(copy);
      }
    }

    // Fix inputs of the copies.
    for (Node* original : nodes) {
      for (uint32_t copy_index = 0; copy_index < copy_count_; copy_index++) {
        Node* copy = map(original, copy_index);
        for (int i = 0; i < copy->InputCount(); i++) {
          copy->ReplaceInput(i, map(original->InputAt(i), copy_index));
        }
      }
    }
  }

  bool Marked(Node* node) { return node_map_.Get(node) > 0; }

 private:
  // Maps a node to its index in the {copies_} vector.
  NodeMarker<size_t> node_map_;
  // The vector which contains the mapped nodes.
  NodeVector* copies_;
  // How many copies of the nodes should be generated.
  const uint32_t copy_count_;
};

}  // namespace compiler
}  // namespace internal
}  // namespace v8

#endif  // V8_COMPILER_LOOP_ANALYSIS_H_