//===- subzero/src/IceSwitchLowering.cpp - Switch lowering ----------------===// // // The Subzero Code Generator // // This file is distributed under the University of Illinois Open Source // License. See LICENSE.TXT for details. // //===----------------------------------------------------------------------===// /// /// \file /// \brief Implements platform independent analysis of switch cases to improve /// the generated code. /// //===----------------------------------------------------------------------===// #include "IceSwitchLowering.h" #include "IceCfgNode.h" #include "IceTargetLowering.h" #include namespace Ice { CaseClusterArray CaseCluster::clusterizeSwitch(Cfg *Func, const InstSwitch *Instr) { const SizeT NumCases = Instr->getNumCases(); CaseClusterArray CaseClusters; CaseClusters.reserve(NumCases); // Load the cases CaseClusters.reserve(NumCases); for (SizeT I = 0; I < NumCases; ++I) CaseClusters.emplace_back(Instr->getValue(I), Instr->getLabel(I)); // Sort the cases std::sort(CaseClusters.begin(), CaseClusters.end(), [](const CaseCluster &x, const CaseCluster &y) { return x.High < y.Low; }); // Merge adjacent case ranges auto Active = CaseClusters.begin(); std::for_each(Active + 1, CaseClusters.end(), [&Active](const CaseCluster &x) { if (!Active->tryAppend(x)) *(++Active) = x; }); CaseClusters.erase(Active + 1, CaseClusters.end()); // TODO(ascull): Merge in a cycle i.e. -1(=UINTXX_MAX) to 0. This depends on // the types for correct wrap around behavior. // A small number of cases is more efficient without a jump table if (CaseClusters.size() < Func->getTarget()->getMinJumpTableSize()) return CaseClusters; // Test for a single jump table. This can be done in constant time whereas // finding the best set of jump table would be quadratic, too slow(?). If // jump tables were included in the search tree we'd first have to traverse // to them. Ideally we would have an unbalanced tree which is biased towards // frequently executed code but we can't do this well without profiling data. // So, this single jump table is a good starting point where you can get to // the jump table quickly without figuring out how to unbalance the tree. const uint64_t MaxValue = CaseClusters.back().High; const uint64_t MinValue = CaseClusters.front().Low; // Don't +1 yet to avoid (INT64_MAX-0)+1 overflow const uint64_t Range = MaxValue - MinValue; // Might be too sparse for the jump table if (NumCases * 2 <= Range) return CaseClusters; // Unlikely. Would mean can't store size of jump table. if (Range == UINT64_MAX) return CaseClusters; const uint64_t TotalRange = Range + 1; // Replace everything with a jump table auto *JumpTable = InstJumpTable::create(Func, TotalRange, Instr->getLabelDefault()); for (const CaseCluster &Case : CaseClusters) { // Case.High could be UINT64_MAX which makes the loop awkward. Unwrap the // last iteration to avoid wrap around problems. for (uint64_t I = Case.Low; I < Case.High; ++I) JumpTable->addTarget(I - MinValue, Case.Target); JumpTable->addTarget(Case.High - MinValue, Case.Target); Case.Target->setNeedsAlignment(); } Func->addJumpTable(JumpTable); CaseClusters.clear(); CaseClusters.emplace_back(MinValue, MaxValue, JumpTable); return CaseClusters; } bool CaseCluster::tryAppend(const CaseCluster &New) { // Can only append ranges with the same target and are adjacent const bool CanAppend = this->Target == New.Target && this->High + 1 == New.Low; if (CanAppend) this->High = New.High; return CanAppend; } } // end of namespace Ice