// Copyright 2020 the V8 project authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef V8_COMPILER_BACKEND_SPILL_PLACER_H_ #define V8_COMPILER_BACKEND_SPILL_PLACER_H_ #include "src/compiler/backend/instruction.h" namespace v8 { namespace internal { namespace compiler { class LiveRangeFinder; class TopLevelLiveRange; class RegisterAllocationData; // SpillPlacer is an implementation of an algorithm to find optimal spill // insertion positions, where optimal is defined as: // // 1. Spills needed by deferred code don't affect non-deferred code. // 2. No control-flow path spills the same value more than once in non-deferred // blocks. // 3. Where possible based on #2, control-flow paths through non-deferred code // that don't need the value to be on the stack don't execute any spills. // 4. The fewest number of spill instructions is written to meet these rules. // 5. Spill instructions are placed as early as possible. // // These rules are an attempt to make code paths that don't need to spill faster // while not increasing code size too much. // // Considering just one value at a time for now, the steps are: // // 1. If the value is defined in a deferred block, or needs its value to be on // the stack during the definition block, emit a move right after the // definition and exit. // 2. Build an array representing the state at each block, where the state can // be any of the following: // - unmarked (default/initial state) // - definition // - spill required // - spill required in non-deferred successor // - spill required in deferred successor // 3. Mark the block containing the definition. // 4. Mark as "spill required" all blocks that contain any part of a spilled // LiveRange, or any use that requires the value to be on the stack. // 5. Walk the block list backward, setting the "spill required in successor" // values where appropriate. If both deferred and non-deferred successors // require a spill, then the result should be "spill required in non-deferred // successor". // 6. Walk the block list forward, updating marked blocks to "spill required" if // all of their predecessors agree that a spill is required. Furthermore, if // a block is marked as "spill required in non-deferred successor" and any // non-deferred predecessor is marked as "spill required", then the current // block is updated to "spill required". We must mark these merge points as // "spill required" to obey rule #2 above: if we didn't, then there would // exist a control-flow path through two different spilled regions. // 7. Walk the block list backward again, updating blocks to "spill required" if // all of their successors agree that a spill is required, or if the current // block is deferred and any of its successors require spills. If only some // successors of a non-deferred block require spills, then insert spill moves // at the beginning of those successors. If we manage to smear the "spill // required" value all the way to the definition block, then insert a spill // move at the definition instead. (Spilling at the definition implies that // we didn't emit any other spill moves, and there is a DCHECK mechanism to // ensure that invariant.) // // Loop back-edges can be safely ignored in every step. Anything that the loop // header needs on-stack will be spilled either in the loop header itself or // sometime before entering the loop, so its back-edge predecessors don't need // to contain any data about the loop header. // // The operations described in those steps are simple Boolean logic, so we can // easily process a batch of values at the same time as an optimization. class SpillPlacer { … }; } // namespace compiler } // namespace internal } // namespace v8 #endif // V8_COMPILER_BACKEND_SPILL_PLACER_H_