/* * Copyright (C) 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "parallel_move_resolver.h" #include "nodes.h" #include "locations.h" namespace art { void ParallelMoveResolver::EmitNativeCode(HParallelMove* parallel_move) { DCHECK(moves_.IsEmpty()); // Build up a worklist of moves. BuildInitialMoveList(parallel_move); for (size_t i = 0; i < moves_.Size(); ++i) { const MoveOperands& move = *moves_.Get(i); // Skip constants to perform them last. They don't block other moves // and skipping such moves with register destinations keeps those // registers free for the whole algorithm. if (!move.IsEliminated() && !move.GetSource().IsConstant()) { PerformMove(i); } } // Perform the moves with constant sources. for (size_t i = 0; i < moves_.Size(); ++i) { const MoveOperands& move = *moves_.Get(i); if (!move.IsEliminated()) { DCHECK(move.GetSource().IsConstant()); EmitMove(i); } } moves_.Reset(); } void ParallelMoveResolver::BuildInitialMoveList(HParallelMove* parallel_move) { // Perform a linear sweep of the moves to add them to the initial list of // moves to perform, ignoring any move that is redundant (the source is // the same as the destination, the destination is ignored and // unallocated, or the move was already eliminated). for (size_t i = 0; i < parallel_move->NumMoves(); ++i) { MoveOperands* move = parallel_move->MoveOperandsAt(i); if (!move->IsRedundant()) { moves_.Add(move); } } } void ParallelMoveResolver::PerformMove(size_t index) { // Each call to this function performs a move and deletes it from the move // graph. We first recursively perform any move blocking this one. We // mark a move as "pending" on entry to PerformMove in order to detect // cycles in the move graph. We use operand swaps to resolve cycles, // which means that a call to PerformMove could change any source operand // in the move graph. DCHECK(!moves_.Get(index)->IsPending()); DCHECK(!moves_.Get(index)->IsRedundant()); // Clear this move's destination to indicate a pending move. The actual // destination is saved in a stack-allocated local. Recursion may allow // multiple moves to be pending. DCHECK(!moves_.Get(index)->GetSource().IsInvalid()); Location destination = moves_.Get(index)->MarkPending(); // Perform a depth-first traversal of the move graph to resolve // dependencies. Any unperformed, unpending move with a source the same // as this one's destination blocks this one so recursively perform all // such moves. for (size_t i = 0; i < moves_.Size(); ++i) { const MoveOperands& other_move = *moves_.Get(i); if (other_move.Blocks(destination) && !other_move.IsPending()) { // Though PerformMove can change any source operand in the move graph, // this call cannot create a blocking move via a swap (this loop does // not miss any). Assume there is a non-blocking move with source A // and this move is blocked on source B and there is a swap of A and // B. Then A and B must be involved in the same cycle (or they would // not be swapped). Since this move's destination is B and there is // only a single incoming edge to an operand, this move must also be // involved in the same cycle. In that case, the blocking move will // be created but will be "pending" when we return from PerformMove. PerformMove(i); } } MoveOperands* move = moves_.Get(index); // We are about to resolve this move and don't need it marked as // pending, so restore its destination. move->ClearPending(destination); // This move's source may have changed due to swaps to resolve cycles and // so it may now be the last move in the cycle. If so remove it. if (move->GetSource().Equals(destination)) { move->Eliminate(); return; } // The move may be blocked on a (at most one) pending move, in which case // we have a cycle. Search for such a blocking move and perform a swap to // resolve it. bool do_swap = false; for (size_t i = 0; i < moves_.Size(); ++i) { const MoveOperands& other_move = *moves_.Get(i); if (other_move.Blocks(destination)) { DCHECK(other_move.IsPending()); do_swap = true; break; } } if (do_swap) { EmitSwap(index); // Any unperformed (including pending) move with a source of either // this move's source or destination needs to have their source // changed to reflect the state of affairs after the swap. Location source = move->GetSource(); Location destination = move->GetDestination(); move->Eliminate(); for (size_t i = 0; i < moves_.Size(); ++i) { const MoveOperands& other_move = *moves_.Get(i); if (other_move.Blocks(source)) { moves_.Get(i)->SetSource(destination); } else if (other_move.Blocks(destination)) { moves_.Get(i)->SetSource(source); } } } else { // This move is not blocked. EmitMove(index); move->Eliminate(); } } } // namespace art