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1 //===- subzero/src/IceSwitchLowering.cpp - Switch lowering ----------------===//
2 //
3 //                        The Subzero Code Generator
4 //
5 // This file is distributed under the University of Illinois Open Source
6 // License. See LICENSE.TXT for details.
7 //
8 //===----------------------------------------------------------------------===//
9 ///
10 /// \file
11 /// \brief Implements platform independent analysis of switch cases to improve
12 /// the generated code.
13 ///
14 //===----------------------------------------------------------------------===//
15 #include "IceSwitchLowering.h"
16 
17 #include "IceCfgNode.h"
18 #include "IceTargetLowering.h"
19 
20 #include <algorithm>
21 
22 namespace Ice {
23 
clusterizeSwitch(Cfg * Func,const InstSwitch * Instr)24 CaseClusterArray CaseCluster::clusterizeSwitch(Cfg *Func,
25                                                const InstSwitch *Instr) {
26   const SizeT NumCases = Instr->getNumCases();
27   CaseClusterArray CaseClusters;
28   CaseClusters.reserve(NumCases);
29 
30   // Load the cases
31   CaseClusters.reserve(NumCases);
32   for (SizeT I = 0; I < NumCases; ++I)
33     CaseClusters.emplace_back(Instr->getValue(I), Instr->getLabel(I));
34 
35   // Sort the cases
36   std::sort(CaseClusters.begin(), CaseClusters.end(),
37             [](const CaseCluster &x, const CaseCluster &y) {
38               return x.High < y.Low;
39             });
40 
41   // Merge adjacent case ranges
42   auto Active = CaseClusters.begin();
43   std::for_each(Active + 1, CaseClusters.end(),
44                 [&Active](const CaseCluster &x) {
45                   if (!Active->tryAppend(x))
46                     *(++Active) = x;
47                 });
48   CaseClusters.erase(Active + 1, CaseClusters.end());
49 
50   // TODO(ascull): Merge in a cycle i.e. -1(=UINTXX_MAX) to 0. This depends on
51   // the types for correct wrap around behavior.
52 
53   // A small number of cases is more efficient without a jump table
54   if (CaseClusters.size() < Func->getTarget()->getMinJumpTableSize())
55     return CaseClusters;
56 
57   // Test for a single jump table. This can be done in constant time whereas
58   // finding the best set of jump table would be quadratic, too slow(?). If
59   // jump tables were included in the search tree we'd first have to traverse
60   // to them. Ideally we would have an unbalanced tree which is biased towards
61   // frequently executed code but we can't do this well without profiling data.
62   // So, this single jump table is a good starting point where you can get to
63   // the jump table quickly without figuring out how to unbalance the tree.
64   const uint64_t MaxValue = CaseClusters.back().High;
65   const uint64_t MinValue = CaseClusters.front().Low;
66   // Don't +1 yet to avoid (INT64_MAX-0)+1 overflow
67   const uint64_t Range = MaxValue - MinValue;
68 
69   // Might be too sparse for the jump table
70   if (NumCases * 2 <= Range)
71     return CaseClusters;
72   // Unlikely. Would mean can't store size of jump table.
73   if (Range == UINT64_MAX)
74     return CaseClusters;
75   const uint64_t TotalRange = Range + 1;
76 
77   // Replace everything with a jump table
78   auto *JumpTable =
79       InstJumpTable::create(Func, TotalRange, Instr->getLabelDefault());
80   for (const CaseCluster &Case : CaseClusters) {
81     // Case.High could be UINT64_MAX which makes the loop awkward. Unwrap the
82     // last iteration to avoid wrap around problems.
83     for (uint64_t I = Case.Low; I < Case.High; ++I)
84       JumpTable->addTarget(I - MinValue, Case.Target);
85     JumpTable->addTarget(Case.High - MinValue, Case.Target);
86     Case.Target->setNeedsAlignment();
87   }
88   Func->addJumpTable(JumpTable);
89 
90   CaseClusters.clear();
91   CaseClusters.emplace_back(MinValue, MaxValue, JumpTable);
92 
93   return CaseClusters;
94 }
95 
tryAppend(const CaseCluster & New)96 bool CaseCluster::tryAppend(const CaseCluster &New) {
97   // Can only append ranges with the same target and are adjacent
98   const bool CanAppend =
99       this->Target == New.Target && this->High + 1 == New.Low;
100   if (CanAppend)
101     this->High = New.High;
102   return CanAppend;
103 }
104 
105 } // end of namespace Ice
106