// 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 import ( "cmd/internal/src" "fmt" ) // fuseEarly runs fuse(f, fuseTypePlain|fuseTypeIntInRange). func fuseEarly(f *Func) { fuse(f, fuseTypePlain|fuseTypeIntInRange) } // fuseLate runs fuse(f, fuseTypePlain|fuseTypeIf|fuseTypeBranchRedirect). func fuseLate(f *Func) { fuse(f, fuseTypePlain|fuseTypeIf|fuseTypeBranchRedirect) } type fuseType uint8 const ( fuseTypePlain fuseType = 1 << iota fuseTypeIf fuseTypeIntInRange fuseTypeBranchRedirect fuseTypeShortCircuit ) // fuse simplifies control flow by joining basic blocks. func fuse(f *Func, typ fuseType) { for changed := true; changed; { changed = false // Be sure to avoid quadratic behavior in fuseBlockPlain. See issue 13554. // Previously this was dealt with using backwards iteration, now fuseBlockPlain // handles large runs of blocks. for i := len(f.Blocks) - 1; i >= 0; i-- { b := f.Blocks[i] if typ&fuseTypeIf != 0 { changed = fuseBlockIf(b) || changed } if typ&fuseTypeIntInRange != 0 { changed = fuseIntegerComparisons(b) || changed } if typ&fuseTypePlain != 0 { changed = fuseBlockPlain(b) || changed } if typ&fuseTypeShortCircuit != 0 { changed = shortcircuitBlock(b) || changed } } if typ&fuseTypeBranchRedirect != 0 { changed = fuseBranchRedirect(f) || changed } if changed { f.invalidateCFG() } } } // fuseBlockIf handles the following cases where s0 and s1 are empty blocks. // // b b b b // \ / \ / | \ / \ / | | | // s0 s1 | s1 s0 | | | // \ / | / \ | | | // ss ss ss ss // // If all Phi ops in ss have identical variables for slots corresponding to // s0, s1 and b then the branch can be dropped. // This optimization often comes up in switch statements with multiple // expressions in a case clause: // // switch n { // case 1,2,3: return 4 // } // // TODO: If ss doesn't contain any OpPhis, are s0 and s1 dead code anyway. func fuseBlockIf(b *Block) bool { if b.Kind != BlockIf { return false } // It doesn't matter how much Preds does s0 or s1 have. var ss0, ss1 *Block s0 := b.Succs[0].b i0 := b.Succs[0].i if s0.Kind != BlockPlain || !isEmpty(s0) { s0, ss0 = b, s0 } else { ss0 = s0.Succs[0].b i0 = s0.Succs[0].i } s1 := b.Succs[1].b i1 := b.Succs[1].i if s1.Kind != BlockPlain || !isEmpty(s1) { s1, ss1 = b, s1 } else { ss1 = s1.Succs[0].b i1 = s1.Succs[0].i } if ss0 != ss1 { if s0.Kind == BlockPlain && isEmpty(s0) && s1.Kind == BlockPlain && isEmpty(s1) { // Two special cases where both s0, s1 and ss are empty blocks. if s0 == ss1 { s0, ss0 = b, ss1 } else if ss0 == s1 { s1, ss1 = b, ss0 } else { return false } } else { return false } } ss := ss0 // s0 and s1 are equal with b if the corresponding block is missing // (2nd, 3rd and 4th case in the figure). for _, v := range ss.Values { if v.Op == OpPhi && v.Uses > 0 && v.Args[i0] != v.Args[i1] { return false } } // We do not need to redirect the Preds of s0 and s1 to ss, // the following optimization will do this. b.removeEdge(0) if s0 != b && len(s0.Preds) == 0 { s0.removeEdge(0) // Move any (dead) values in s0 to b, // where they will be eliminated by the next deadcode pass. for _, v := range s0.Values { v.Block = b } b.Values = append(b.Values, s0.Values...) // Clear s0. s0.Kind = BlockInvalid s0.Values = nil s0.Succs = nil s0.Preds = nil } b.Kind = BlockPlain b.Likely = BranchUnknown b.ResetControls() // The values in b may be dead codes, and clearing them in time may // obtain new optimization opportunities. // First put dead values that can be deleted into a slice walkValues. // Then put their arguments in walkValues before resetting the dead values // in walkValues, because the arguments may also become dead values. walkValues := []*Value{} for _, v := range b.Values { if v.Uses == 0 && v.removeable() { walkValues = append(walkValues, v) } } for len(walkValues) != 0 { v := walkValues[len(walkValues)-1] walkValues = walkValues[:len(walkValues)-1] if v.Uses == 0 && v.removeable() { walkValues = append(walkValues, v.Args...) v.reset(OpInvalid) } } return true } // isEmpty reports whether b contains any live values. // There may be false positives. func isEmpty(b *Block) bool { for _, v := range b.Values { if v.Uses > 0 || v.Op.IsCall() || v.Op.HasSideEffects() || v.Type.IsVoid() || opcodeTable[v.Op].nilCheck { return false } } return true } // fuseBlockPlain handles a run of blocks with length >= 2, // whose interior has single predecessors and successors, // b must be BlockPlain, allowing it to be any node except the // last (multiple successors means not BlockPlain). // Cycles are handled and merged into b's successor. func fuseBlockPlain(b *Block) bool { if b.Kind != BlockPlain { return false } c := b.Succs[0].b if len(c.Preds) != 1 || c == b { // At least 2 distinct blocks. return false } // find earliest block in run. Avoid simple cycles. for len(b.Preds) == 1 && b.Preds[0].b != c && b.Preds[0].b.Kind == BlockPlain { b = b.Preds[0].b } // find latest block in run. Still beware of simple cycles. for { if c.Kind != BlockPlain { break } // Has exactly 1 successor cNext := c.Succs[0].b if cNext == b { break } // not a cycle if len(cNext.Preds) != 1 { break } // no other incoming edge c = cNext } // Try to preserve any statement marks on the ends of blocks; move values to C var b_next *Block for bx := b; bx != c; bx = b_next { // For each bx with an end-of-block statement marker, // try to move it to a value in the next block, // or to the next block's end, if possible. b_next = bx.Succs[0].b if bx.Pos.IsStmt() == src.PosIsStmt { l := bx.Pos.Line() // looking for another place to mark for line l outOfOrder := false for _, v := range b_next.Values { if v.Pos.IsStmt() == src.PosNotStmt { continue } if l == v.Pos.Line() { // Found a Value with same line, therefore done. v.Pos = v.Pos.WithIsStmt() l = 0 break } if l < v.Pos.Line() { // The order of values in a block is not specified so OOO in a block is not interesting, // but they do all come before the end of the block, so this disqualifies attaching to end of b_next. outOfOrder = true } } if l != 0 && !outOfOrder && (b_next.Pos.Line() == l || b_next.Pos.IsStmt() != src.PosIsStmt) { b_next.Pos = bx.Pos.WithIsStmt() } } // move all of bx's values to c (note containing loop excludes c) for _, v := range bx.Values { v.Block = c } } // Compute the total number of values and find the largest value slice in the run, to maximize chance of storage reuse. total := 0 totalBeforeMax := 0 // number of elements preceding the maximum block (i.e. its position in the result). max_b := b // block with maximum capacity for bx := b; ; bx = bx.Succs[0].b { if cap(bx.Values) > cap(max_b.Values) { totalBeforeMax = total max_b = bx } total += len(bx.Values) if bx == c { break } } // Use c's storage if fused blocks will fit, else use the max if that will fit, else allocate new storage. // Take care to avoid c.Values pointing to b.valstorage. // See golang.org/issue/18602. // It's important to keep the elements in the same order; maintenance of // debugging information depends on the order of *Values in Blocks. // This can also cause changes in the order (which may affect other // optimizations and possibly compiler output) for 32-vs-64 bit compilation // platforms (word size affects allocation bucket size affects slice capacity). // figure out what slice will hold the values, // preposition the destination elements if not allocating new storage var t []*Value if total <= len(c.valstorage) { t = c.valstorage[:total] max_b = c totalBeforeMax = total - len(c.Values) copy(t[totalBeforeMax:], c.Values) } else if total <= cap(max_b.Values) { // in place, somewhere t = max_b.Values[0:total] copy(t[totalBeforeMax:], max_b.Values) } else { t = make([]*Value, total) max_b = nil } // copy the values copyTo := 0 for bx := b; ; bx = bx.Succs[0].b { if bx != max_b { copy(t[copyTo:], bx.Values) } else if copyTo != totalBeforeMax { // trust but verify. panic(fmt.Errorf("totalBeforeMax (%d) != copyTo (%d), max_b=%v, b=%v, c=%v", totalBeforeMax, copyTo, max_b, b, c)) } if bx == c { break } copyTo += len(bx.Values) } c.Values = t // replace b->c edge with preds(b) -> c c.predstorage[0] = Edge{} if len(b.Preds) > len(b.predstorage) { c.Preds = b.Preds } else { c.Preds = append(c.predstorage[:0], b.Preds...) } for i, e := range c.Preds { p := e.b p.Succs[e.i] = Edge{c, i} } f := b.Func if f.Entry == b { f.Entry = c } // trash b's fields, just in case for bx := b; bx != c; bx = b_next { b_next = bx.Succs[0].b bx.Kind = BlockInvalid bx.Values = nil bx.Preds = nil bx.Succs = nil } return true }