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Code Editor : flagalloc.go
// 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. var flag *Value for _, c := range b.ControlValues() { if c.Type.IsFlags() { if flag != nil { panic("cannot have multiple controls using flags") } flag = c } } if flag == nil { flag = end[b.ID] } 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 { if b.Kind == BlockDefer { // Defer blocks internally use/clobber the flags value. end[b.ID] = nil continue } for _, v := range b.ControlValues() { if v.Type.IsFlags() && end[b.ID] != v { 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 } } for _, v := range b.ControlValues() { if 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 } } for i, v := range b.ControlValues() { if v != flag && v.Type.IsFlags() { // Recalculate control value. c := copyFlags(v, b) b.ReplaceControl(i, 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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