// Copyright 2015 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package ssa
// flagalloc allocates the flag register among all the flag-generating
// instructions. Flag values are recomputed if they need to be
// spilled/restored.
func flagalloc(f *Func) {
// Compute the in-register flag value we want at the end of
// each block. This is basically a best-effort live variable
// analysis, so it can be much simpler than a full analysis.
end := make([]*Value, f.NumBlocks())
po := f.postorder()
for n := 0; n < 2; n++ {
for _, b := range po {
// Walk values backwards to figure out what flag
// value we want in the flag register at the start
// of the block.
flag := end[b.ID]
if b.Control != nil && b.Control.Type.IsFlags() {
flag = b.Control
}
for j := len(b.Values) - 1; j >= 0; j-- {
v := b.Values[j]
if v == flag {
flag = nil
}
if v.clobbersFlags() {
flag = nil
}
for _, a := range v.Args {
if a.Type.IsFlags() {
flag = a
}
}
}
if flag != nil {
for _, e := range b.Preds {
p := e.b
end[p.ID] = flag
}
}
}
}
// For blocks which have a flags control value, that's the only value
// we can leave in the flags register at the end of the block. (There
// is no place to put a flag regeneration instruction.)
for _, b := range f.Blocks {
v := b.Control
if v != nil && v.Type.IsFlags() && end[b.ID] != v {
end[b.ID] = nil
}
if b.Kind == BlockDefer {
// Defer blocks internally use/clobber the flags value.
end[b.ID] = nil
}
}
// Compute which flags values will need to be spilled.
spill := map[ID]bool{}
for _, b := range f.Blocks {
var flag *Value
if len(b.Preds) > 0 {
flag = end[b.Preds[0].b.ID]
}
for _, v := range b.Values {
for _, a := range v.Args {
if !a.Type.IsFlags() {
continue
}
if a == flag {
continue
}
// a will need to be restored here.
spill[a.ID] = true
flag = a
}
if v.clobbersFlags() {
flag = nil
}
if v.Type.IsFlags() {
flag = v
}
}
if v := b.Control; v != nil && v != flag && v.Type.IsFlags() {
spill[v.ID] = true
}
if v := end[b.ID]; v != nil && v != flag {
spill[v.ID] = true
}
}
// Add flag spill and recomputation where they are needed.
// TODO: Remove original instructions if they are never used.
var oldSched []*Value
for _, b := range f.Blocks {
oldSched = append(oldSched[:0], b.Values...)
b.Values = b.Values[:0]
// The current live flag value (the pre-flagalloc copy).
var flag *Value
if len(b.Preds) > 0 {
flag = end[b.Preds[0].b.ID]
// Note: the following condition depends on the lack of critical edges.
for _, e := range b.Preds[1:] {
p := e.b
if end[p.ID] != flag {
f.Fatalf("live flag in %s's predecessors not consistent", b)
}
}
}
for _, v := range oldSched {
if v.Op == OpPhi && v.Type.IsFlags() {
f.Fatalf("phi of flags not supported: %s", v.LongString())
}
// If v will be spilled, and v uses memory, then we must split it
// into a load + a flag generator.
if spill[v.ID] && v.MemoryArg() != nil {
if !f.Config.splitLoad(v) {
f.Fatalf("can't split flag generator: %s", v.LongString())
}
}
// Make sure any flag arg of v is in the flags register.
// If not, recompute it.
for i, a := range v.Args {
if !a.Type.IsFlags() {
continue
}
if a == flag {
continue
}
// Recalculate a
c := copyFlags(a, b)
// Update v.
v.SetArg(i, c)
// Remember the most-recently computed flag value.
flag = a
}
// Issue v.
b.Values = append(b.Values, v)
if v.clobbersFlags() {
flag = nil
}
if v.Type.IsFlags() {
flag = v
}
}
if v := b.Control; v != nil && v != flag && v.Type.IsFlags() {
// Recalculate control value.
c := copyFlags(v, b)
b.SetControl(c)
flag = v
}
if v := end[b.ID]; v != nil && v != flag {
// Need to reissue flag generator for use by
// subsequent blocks.
copyFlags(v, b)
// Note: this flag generator is not properly linked up
// with the flag users. This breaks the SSA representation.
// We could fix up the users with another pass, but for now
// we'll just leave it. (Regalloc has the same issue for
// standard regs, and it runs next.)
}
}
// Save live flag state for later.
for _, b := range f.Blocks {
b.FlagsLiveAtEnd = end[b.ID] != nil
}
}
func (v *Value) clobbersFlags() bool {
if opcodeTable[v.Op].clobberFlags {
return true
}
if v.Type.IsTuple() && (v.Type.FieldType(0).IsFlags() || v.Type.FieldType(1).IsFlags()) {
// This case handles the possibility where a flag value is generated but never used.
// In that case, there's no corresponding Select to overwrite the flags value,
// so we must consider flags clobbered by the tuple-generating instruction.
return true
}
return false
}
// copyFlags copies v (flag generator) into b, returns the copy.
// If v's arg is also flags, copy recursively.
func copyFlags(v *Value, b *Block) *Value {
flagsArgs := make(map[int]*Value)
for i, a := range v.Args {
if a.Type.IsFlags() || a.Type.IsTuple() {
flagsArgs[i] = copyFlags(a, b)
}
}
c := v.copyInto(b)
for i, a := range flagsArgs {
c.SetArg(i, a)
}
return c
}
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