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Unified Diff: src/compiler/branch-condition-elimination.cc

Issue 1376293005: [turbofan] Redundant branch elimination. (Closed) Base URL: https://chromium.googlesource.com/v8/v8.git@master
Patch Set: Loop test Created 5 years, 2 months ago
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Index: src/compiler/branch-condition-elimination.cc
diff --git a/src/compiler/branch-condition-elimination.cc b/src/compiler/branch-condition-elimination.cc
new file mode 100644
index 0000000000000000000000000000000000000000..e99a298bbc35e160c5eee233394e99bbc7235273
--- /dev/null
+++ b/src/compiler/branch-condition-elimination.cc
@@ -0,0 +1,285 @@
+// Copyright 2015 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.
+
+#include "src/compiler/branch-condition-elimination.h"
+
+#include "src/compiler/js-graph.h"
+#include "src/compiler/node-properties.h"
+#include "src/compiler/simplified-operator.h"
+
+namespace v8 {
+namespace internal {
+namespace compiler {
+
+BranchConditionElimination::BranchConditionElimination(Editor* editor,
+ JSGraph* js_graph,
+ Zone* zone)
+ : AdvancedReducer(editor),
+ node_conditions_(zone, js_graph->graph()->NodeCount()),
+ zone_(zone),
+ dead_(js_graph->graph()->NewNode(js_graph->common()->Dead())) {}
+
+
+BranchConditionElimination::~BranchConditionElimination() {}
+
+
+Reduction BranchConditionElimination::Reduce(Node* node) {
+ switch (node->opcode()) {
+ case IrOpcode::kDead:
+ return NoChange();
+ case IrOpcode::kMerge:
+ return ReduceMerge(node);
+ case IrOpcode::kLoop:
+ return ReduceLoop(node);
+ case IrOpcode::kBranch:
+ return ReduceBranch(node);
+ case IrOpcode::kIfFalse:
+ return ReduceIf(node, false);
+ case IrOpcode::kIfTrue:
+ return ReduceIf(node, true);
+ case IrOpcode::kStart:
+ return ReduceStart(node);
+ default:
+ if (node->op()->ControlOutputCount() > 0) {
+ return ReduceOtherControl(node);
+ }
+ break;
+ }
+ return NoChange();
+}
+
+
+Reduction BranchConditionElimination::ReduceBranch(Node* node) {
+ Node* condition = node->InputAt(0);
+ Node* control_input = NodeProperties::GetControlInput(node, 0);
+ const ControlPathConditions* from_input = node_conditions_.Get(control_input);
+ if (from_input != nullptr) {
+ Maybe<bool> condition_value = from_input->LookupCondition(condition);
+ // If we know the condition reduce the branch.
+ if (condition_value.IsJust()) {
+ bool known_value = condition_value.FromJust();
+ for (Node* const use : node->uses()) {
+ switch (use->opcode()) {
+ case IrOpcode::kIfTrue:
+ Replace(use, known_value ? control_input : dead());
+ break;
+ case IrOpcode::kIfFalse:
+ Replace(use, known_value ? dead() : control_input);
+ break;
+ default:
+ UNREACHABLE();
+ }
+ }
+ return Replace(dead());
+ }
+ }
+ return TakeConditionsFromFirstControl(node);
+}
+
+
+Reduction BranchConditionElimination::ReduceIf(Node* node,
+ bool is_true_branch) {
+ // Add the condition to the list arriving from the input branch.
+ Node* branch = NodeProperties::GetControlInput(node, 0);
+ const ControlPathConditions* from_branch = node_conditions_.Get(branch);
+ // If we do not know anything about the predecessor, do not propagate just
+ // yet because we will have to recompute anyway once we compute the
+ // predecessor.
+ if (from_branch == nullptr) {
+ DCHECK(node_conditions_.Get(node) == nullptr);
+ return NoChange();
+ }
+ Node* condition = branch->InputAt(0);
+ return UpdateConditions(
+ node, from_branch->AddCondition(zone_, condition, is_true_branch));
+}
+
+
+Reduction BranchConditionElimination::ReduceLoop(Node* node) {
+ // Here we rely on having only reducible loops:
+ // The loop entry edge always dominates the header, so we just use
+ // the information from the loop entry edge.
+ return TakeConditionsFromFirstControl(node);
+}
+
+
+Reduction BranchConditionElimination::ReduceMerge(Node* node) {
+ // Shortcut for the case when we do not know anything about some
+ // input.
+ for (int i = 0; i < node->InputCount(); i++) {
+ if (node_conditions_.Get(node->InputAt(i)) == nullptr) {
+ DCHECK(node_conditions_.Get(node) == nullptr);
+ return NoChange();
+ }
+ }
+
+ // Extract the information into the array.
+ ZoneVector<const ControlPathConditions*> input_conditions(zone_);
+ input_conditions.reserve(node->InputCount());
+ for (int i = 0; i < node->InputCount(); i++) {
+ input_conditions.push_back(node_conditions_.Get(node->InputAt(i)));
+ }
+
+ // Calculate the merged conditions.
+ const ControlPathConditions* conditions =
+ ControlPathConditions::Merge(zone_, input_conditions);
+
+ return UpdateConditions(node, conditions);
+}
+
+
+Reduction BranchConditionElimination::ReduceStart(Node* node) {
+ return UpdateConditions(node, ControlPathConditions::Empty(zone_));
+}
+
+
+const BranchConditionElimination::ControlPathConditions*
+BranchConditionElimination::PathConditionsForControlNodes::Get(Node* node) {
+ if (static_cast<size_t>(node->id()) < info_for_node_.size()) {
+ return info_for_node_[node->id()];
+ }
+ return nullptr;
+}
+
+
+void BranchConditionElimination::PathConditionsForControlNodes::Set(
+ Node* node, const ControlPathConditions* conditions) {
+ size_t index = static_cast<size_t>(node->id());
+ if (index >= info_for_node_.size()) {
+ info_for_node_.resize(index + 1, nullptr);
+ }
+ info_for_node_[index] = conditions;
+}
+
+
+Reduction BranchConditionElimination::ReduceOtherControl(Node* node) {
+ DCHECK_EQ(1, node->op()->ControlInputCount());
+ return TakeConditionsFromFirstControl(node);
+}
+
+
+Reduction BranchConditionElimination::TakeConditionsFromFirstControl(
+ Node* node) {
+ // We just propagate the information from the control input (ideally,
+ // we would only revisit control uses if there is change).
+ const ControlPathConditions* from_input =
+ node_conditions_.Get(NodeProperties::GetControlInput(node, 0));
+ return UpdateConditions(node, from_input);
+}
+
+
+Reduction BranchConditionElimination::UpdateConditions(
+ Node* node, const ControlPathConditions* conditions) {
+ const ControlPathConditions* original = node_conditions_.Get(node);
+ // Only signal that the node has Changed if the condition information has
+ // changed.
+ if (conditions != original) {
+ if (original == nullptr || *conditions != *original) {
+ node_conditions_.Set(node, conditions);
+ return Changed(node);
+ }
+ }
+ return NoChange();
+}
+
+
+bool BranchConditionElimination::BranchCondition::operator<(
+ const BranchCondition& other) const {
+ return condition_->id() < other.condition_->id();
+}
+
+
+bool BranchConditionElimination::BranchCondition::operator==(
+ const BranchCondition& other) const {
+ return condition_ == other.condition_ && is_true_ == other.is_true_;
+}
+
+
+// static
+const BranchConditionElimination::ControlPathConditions*
+BranchConditionElimination::ControlPathConditions::Empty(Zone* zone) {
+ return new (zone->New(sizeof(ControlPathConditions)))
+ ControlPathConditions(zone, 0);
+}
+
+
+// static
+const BranchConditionElimination::ControlPathConditions*
+BranchConditionElimination::ControlPathConditions::Merge(
+ Zone* zone, const ZoneVector<const ControlPathConditions*>& inputs) {
+ // The resulting list will not be longer than any of the input lists.
+ // We just take the size of the first list for capacity.
+ ControlPathConditions* conditions =
+ new (zone->New(sizeof(ControlPathConditions)))
+ ControlPathConditions(zone, inputs[0]->conditions_.size());
+ // We only take conditions that are known at each input. We use a naive
+ // to calculate that: take all the conditions from the first input that
+ // are present (and have the same value) in all the other inputs.
+ // Note: there are more efficient ways to do this (merge the lists or some
+ // such), but they are more complex.
+ for (auto branch_condition : inputs[0]->conditions_) {
+ bool all_same = true;
+ for (size_t j = 1; j < inputs.size(); j++) {
+ Maybe<bool> value =
+ inputs[j]->LookupCondition(branch_condition.condition_);
+ if (value.IsNothing() || value.FromJust() != branch_condition.is_true_) {
+ all_same = false;
+ break;
+ }
+ }
+ if (all_same) {
+ conditions->conditions_.push_back(branch_condition);
+ }
+ }
+ return conditions;
+}
+
+
+const BranchConditionElimination::ControlPathConditions*
+BranchConditionElimination::ControlPathConditions::AddCondition(
+ Zone* zone, Node* condition, bool is_true) const {
+ BranchCondition new_element(condition, is_true);
+ auto res =
+ std::lower_bound(conditions_.begin(), conditions_.end(), new_element);
+ if (res != conditions_.end() && res->condition_ == condition) {
+ // We found the same condition. We can just return the conditions. Note that
+ // it does not matter if the {is_true} value does not match - that just
+ // means that the current control path is not reachable.
+ return this;
+ }
+ // Build the new conditions.
+ ControlPathConditions* conditions =
+ new (zone->New(sizeof(ControlPathConditions)))
+ ControlPathConditions(zone, conditions_.size() + 1);
+ // Insert all the elements before the condition.
+ conditions->conditions_.insert(conditions->conditions_.end(),
+ conditions_.begin(), res);
+ // Insert the condition.
+ conditions->conditions_.push_back(new_element);
+ // Insert the rest.
+ conditions->conditions_.insert(conditions->conditions_.end(), res,
+ conditions_.end());
+ return conditions;
+}
+
+
+Maybe<bool> BranchConditionElimination::ControlPathConditions::LookupCondition(
+ Node* condition) const {
+ BranchCondition element(condition, false);
+ auto res = std::lower_bound(conditions_.begin(), conditions_.end(), element);
+ if (res != conditions_.end() && res->condition_ == condition) {
+ return Just<bool>(res->is_true_);
+ }
+ return Nothing<bool>();
+}
+
+
+bool BranchConditionElimination::ControlPathConditions::operator==(
+ const ControlPathConditions& other) const {
+ return conditions_ == other.conditions_;
+}
+
+} // namespace compiler
+} // namespace internal
+} // namespace v8

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