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: 18 explicit NoEffects(Zone* zone) { } 19 20 inline bool Disabled() { 21 return true; // Nothing to do. 22 } 23 template <class State> 24 inline void Apply(State* state) { 25 // do nothing. 26 } 27 inline void Process(HInstruction* value, Zone* zone) { 28 // do nothing. 29 } 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: 39 inline NoState* Copy(HBasicBlock* succ, Zone* zone) { 40 return this; 41 } 42 inline NoState* Process(HInstruction* value, Zone* zone) { 43 return this; 44 } 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: 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. 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. 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. 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 } 173 174 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 } 179 180 inline State* StateAt(HBasicBlock* block) { 181 return block_states_.at(block->block_id()); 182 } 183 184 inline void SetStateAt(HBasicBlock* block, State* state) { 185 block_states_.Set(block->block_id(), state); 186 } 187 188 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 } 196 197 inline void CheckPredecessorCount(HBasicBlock* block) { 198 ASSERT(block->predecessors()->length() == pred_counts_[block->block_id()]); 199 } 200 201 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