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1 // Copyright 2013 the V8 project authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
5 #ifndef V8_HYDROGEN_FLOW_ENGINE_H_
6 #define V8_HYDROGEN_FLOW_ENGINE_H_
7 
8 #include "src/hydrogen.h"
9 #include "src/hydrogen-instructions.h"
10 #include "src/zone.h"
11 
12 namespace v8 {
13 namespace internal {
14 
15 // An example implementation of effects that doesn't collect anything.
16 class NoEffects : public ZoneObject {
17  public:
NoEffects(Zone * zone)18   explicit NoEffects(Zone* zone) { }
19 
Disabled()20   inline bool Disabled() {
21     return true;  // Nothing to do.
22   }
23   template <class State>
Apply(State * state)24   inline void Apply(State* state) {
25     // do nothing.
26   }
Process(HInstruction * value,Zone * zone)27   inline void Process(HInstruction* value, Zone* zone) {
28     // do nothing.
29   }
Union(NoEffects * other,Zone * zone)30   inline void Union(NoEffects* other, Zone* zone) {
31     // do nothing.
32   }
33 };
34 
35 
36 // An example implementation of state that doesn't track anything.
37 class NoState {
38  public:
Copy(HBasicBlock * succ,Zone * zone)39   inline NoState* Copy(HBasicBlock* succ, Zone* zone) {
40     return this;
41   }
Process(HInstruction * value,Zone * zone)42   inline NoState* Process(HInstruction* value, Zone* zone) {
43     return this;
44   }
Merge(HBasicBlock * succ,NoState * other,Zone * zone)45   inline NoState* Merge(HBasicBlock* succ, NoState* other, Zone* zone) {
46     return this;
47   }
48 };
49 
50 
51 // This class implements an engine that can drive flow-sensitive analyses
52 // over a graph of basic blocks, either one block at a time (local analysis)
53 // or over the entire graph (global analysis). The flow engine is parameterized
54 // by the type of the state and the effects collected while walking over the
55 // graph.
56 //
57 // The "State" collects which facts are known while passing over instructions
58 // in control flow order, and the "Effects" collect summary information about
59 // which facts could be invalidated on other control flow paths. The effects
60 // are necessary to correctly handle loops in the control flow graph without
61 // doing a fixed-point iteration. Thus the flow engine is guaranteed to visit
62 // each block at most twice; once for state, and optionally once for effects.
63 //
64 // The flow engine requires the State and Effects classes to implement methods
65 // like the example NoState and NoEffects above. It's not necessary to provide
66 // an effects implementation for local analysis.
67 template <class State, class Effects>
68 class HFlowEngine {
69  public:
HFlowEngine(HGraph * graph,Zone * zone)70   HFlowEngine(HGraph* graph, Zone* zone)
71     : graph_(graph),
72       zone_(zone),
73 #if DEBUG
74       pred_counts_(graph->blocks()->length(), zone),
75 #endif
76       block_states_(graph->blocks()->length(), zone),
77       loop_effects_(graph->blocks()->length(), zone) {
78     loop_effects_.AddBlock(NULL, graph_->blocks()->length(), zone);
79   }
80 
81   // Local analysis. Iterates over the instructions in the given block.
AnalyzeOneBlock(HBasicBlock * block,State * state)82   State* AnalyzeOneBlock(HBasicBlock* block, State* state) {
83     // Go through all instructions of the current block, updating the state.
84     for (HInstructionIterator it(block); !it.Done(); it.Advance()) {
85       state = state->Process(it.Current(), zone_);
86     }
87     return state;
88   }
89 
90   // Global analysis. Iterates over all blocks that are dominated by the given
91   // block, starting with the initial state. Computes effects for nested loops.
AnalyzeDominatedBlocks(HBasicBlock * root,State * initial)92   void AnalyzeDominatedBlocks(HBasicBlock* root, State* initial) {
93     InitializeStates();
94     SetStateAt(root, initial);
95 
96     // Iterate all dominated blocks starting from the given start block.
97     for (int i = root->block_id(); i < graph_->blocks()->length(); i++) {
98       HBasicBlock* block = graph_->blocks()->at(i);
99 
100       // Skip blocks not dominated by the root node.
101       if (SkipNonDominatedBlock(root, block)) continue;
102       State* state = State::Finish(StateAt(block), block, zone_);
103 
104       if (block->IsReachable()) {
105         ASSERT(state != NULL);
106         if (block->IsLoopHeader()) {
107           // Apply loop effects before analyzing loop body.
108           ComputeLoopEffects(block)->Apply(state);
109         } else {
110           // Must have visited all predecessors before this block.
111           CheckPredecessorCount(block);
112         }
113 
114         // Go through all instructions of the current block, updating the state.
115         for (HInstructionIterator it(block); !it.Done(); it.Advance()) {
116           state = state->Process(it.Current(), zone_);
117         }
118       }
119 
120       // Propagate the block state forward to all successor blocks.
121       int max = block->end()->SuccessorCount();
122       for (int i = 0; i < max; i++) {
123         HBasicBlock* succ = block->end()->SuccessorAt(i);
124         IncrementPredecessorCount(succ);
125 
126         if (max == 1 && succ->predecessors()->length() == 1) {
127           // Optimization: successor can inherit this state.
128           SetStateAt(succ, state);
129         } else {
130           // Merge the current state with the state already at the successor.
131           SetStateAt(succ,
132                      State::Merge(StateAt(succ), succ, state, block, zone_));
133         }
134       }
135     }
136   }
137 
138  private:
139   // Computes and caches the loop effects for the loop which has the given
140   // block as its loop header.
ComputeLoopEffects(HBasicBlock * block)141   Effects* ComputeLoopEffects(HBasicBlock* block) {
142     ASSERT(block->IsLoopHeader());
143     Effects* effects = loop_effects_[block->block_id()];
144     if (effects != NULL) return effects;  // Already analyzed this loop.
145 
146     effects = new(zone_) Effects(zone_);
147     loop_effects_[block->block_id()] = effects;
148     if (effects->Disabled()) return effects;  // No effects for this analysis.
149 
150     HLoopInformation* loop = block->loop_information();
151     int end = loop->GetLastBackEdge()->block_id();
152     // Process the blocks between the header and the end.
153     for (int i = block->block_id(); i <= end; i++) {
154       HBasicBlock* member = graph_->blocks()->at(i);
155       if (i != block->block_id() && member->IsLoopHeader()) {
156         // Recursively compute and cache the effects of the nested loop.
157         ASSERT(member->loop_information()->parent_loop() == loop);
158         Effects* nested = ComputeLoopEffects(member);
159         effects->Union(nested, zone_);
160         // Skip the nested loop's blocks.
161         i = member->loop_information()->GetLastBackEdge()->block_id();
162       } else {
163         // Process all the effects of the block.
164         if (member->IsUnreachable()) continue;
165         ASSERT(member->current_loop() == loop);
166         for (HInstructionIterator it(member); !it.Done(); it.Advance()) {
167           effects->Process(it.Current(), zone_);
168         }
169       }
170     }
171     return effects;
172   }
173 
SkipNonDominatedBlock(HBasicBlock * root,HBasicBlock * other)174   inline bool SkipNonDominatedBlock(HBasicBlock* root, HBasicBlock* other) {
175     if (root->block_id() == 0) return false;  // Visit the whole graph.
176     if (root == other) return false;          // Always visit the root.
177     return !root->Dominates(other);           // Only visit dominated blocks.
178   }
179 
StateAt(HBasicBlock * block)180   inline State* StateAt(HBasicBlock* block) {
181     return block_states_.at(block->block_id());
182   }
183 
SetStateAt(HBasicBlock * block,State * state)184   inline void SetStateAt(HBasicBlock* block, State* state) {
185     block_states_.Set(block->block_id(), state);
186   }
187 
InitializeStates()188   inline void InitializeStates() {
189 #if DEBUG
190     pred_counts_.Rewind(0);
191     pred_counts_.AddBlock(0, graph_->blocks()->length(), zone_);
192 #endif
193     block_states_.Rewind(0);
194     block_states_.AddBlock(NULL, graph_->blocks()->length(), zone_);
195   }
196 
CheckPredecessorCount(HBasicBlock * block)197   inline void CheckPredecessorCount(HBasicBlock* block) {
198     ASSERT(block->predecessors()->length() == pred_counts_[block->block_id()]);
199   }
200 
IncrementPredecessorCount(HBasicBlock * block)201   inline void IncrementPredecessorCount(HBasicBlock* block) {
202 #if DEBUG
203     pred_counts_[block->block_id()]++;
204 #endif
205   }
206 
207   HGraph* graph_;                    // The hydrogen graph.
208   Zone* zone_;                       // Temporary zone.
209 #if DEBUG
210   ZoneList<int> pred_counts_;        // Finished predecessors (by block id).
211 #endif
212   ZoneList<State*> block_states_;    // Block states (by block id).
213   ZoneList<Effects*> loop_effects_;  // Loop effects (by block id).
214 };
215 
216 
217 } }  // namespace v8::internal
218 
219 #endif  // V8_HYDROGEN_FLOW_ENGINE_H_
220