//===- LowerTypeTests.h - type metadata lowering pass -----------*- C++ -*-===// // // Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions. // See https://llvm.org/LICENSE.txt for license information. // SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception // //===----------------------------------------------------------------------===// // // This file defines parts of the type test lowering pass implementation that // may be usefully unit tested. // //===----------------------------------------------------------------------===// #ifndef LLVM_TRANSFORMS_IPO_LOWERTYPETESTS_H #define LLVM_TRANSFORMS_IPO_LOWERTYPETESTS_H #include "llvm/ADT/SmallVector.h" #include "llvm/IR/PassManager.h" #include <cstdint> #include <cstring> #include <limits> #include <set> #include <vector> namespace llvm { class Module; class ModuleSummaryIndex; class raw_ostream; namespace lowertypetests { struct BitSetInfo { … }; struct BitSetBuilder { … }; /// This class implements a layout algorithm for globals referenced by bit sets /// that tries to keep members of small bit sets together. This can /// significantly reduce bit set sizes in many cases. /// /// It works by assembling fragments of layout from sets of referenced globals. /// Each set of referenced globals causes the algorithm to create a new /// fragment, which is assembled by appending each referenced global in the set /// into the fragment. If a referenced global has already been referenced by an /// fragment created earlier, we instead delete that fragment and append its /// contents into the fragment we are assembling. /// /// By starting with the smallest fragments, we minimize the size of the /// fragments that are copied into larger fragments. This is most intuitively /// thought about when considering the case where the globals are virtual tables /// and the bit sets represent their derived classes: in a single inheritance /// hierarchy, the optimum layout would involve a depth-first search of the /// class hierarchy (and in fact the computed layout ends up looking a lot like /// a DFS), but a naive DFS would not work well in the presence of multiple /// inheritance. This aspect of the algorithm ends up fitting smaller /// hierarchies inside larger ones where that would be beneficial. /// /// For example, consider this class hierarchy: /// /// A B /// \ / | \ /// C D E /// /// We have five bit sets: bsA (A, C), bsB (B, C, D, E), bsC (C), bsD (D) and /// bsE (E). If we laid out our objects by DFS traversing B followed by A, our /// layout would be {B, C, D, E, A}. This is optimal for bsB as it needs to /// cover the only 4 objects in its hierarchy, but not for bsA as it needs to /// cover 5 objects, i.e. the entire layout. Our algorithm proceeds as follows: /// /// Add bsC, fragments {{C}} /// Add bsD, fragments {{C}, {D}} /// Add bsE, fragments {{C}, {D}, {E}} /// Add bsA, fragments {{A, C}, {D}, {E}} /// Add bsB, fragments {{B, A, C, D, E}} /// /// This layout is optimal for bsA, as it now only needs to cover two (i.e. 3 /// fewer) objects, at the cost of bsB needing to cover 1 more object. /// /// The bit set lowering pass assigns an object index to each object that needs /// to be laid out, and calls addFragment for each bit set passing the object /// indices of its referenced globals. It then assembles a layout from the /// computed layout in the Fragments field. struct GlobalLayoutBuilder { … }; /// This class is used to build a byte array containing overlapping bit sets. By /// loading from indexed offsets into the byte array and applying a mask, a /// program can test bits from the bit set with a relatively short instruction /// sequence. For example, suppose we have 15 bit sets to lay out: /// /// A (16 bits), B (15 bits), C (14 bits), D (13 bits), E (12 bits), /// F (11 bits), G (10 bits), H (9 bits), I (7 bits), J (6 bits), K (5 bits), /// L (4 bits), M (3 bits), N (2 bits), O (1 bit) /// /// These bits can be laid out in a 16-byte array like this: /// /// Byte Offset /// 0123456789ABCDEF /// Bit /// 7 HHHHHHHHHIIIIIII /// 6 GGGGGGGGGGJJJJJJ /// 5 FFFFFFFFFFFKKKKK /// 4 EEEEEEEEEEEELLLL /// 3 DDDDDDDDDDDDDMMM /// 2 CCCCCCCCCCCCCCNN /// 1 BBBBBBBBBBBBBBBO /// 0 AAAAAAAAAAAAAAAA /// /// For example, to test bit X of A, we evaluate ((bits[X] & 1) != 0), or to /// test bit X of I, we evaluate ((bits[9 + X] & 0x80) != 0). This can be done /// in 1-2 machine instructions on x86, or 4-6 instructions on ARM. /// /// This is a byte array, rather than (say) a 2-byte array or a 4-byte array, /// because for one thing it gives us better packing (the more bins there are, /// the less evenly they will be filled), and for another, the instruction /// sequences can be slightly shorter, both on x86 and ARM. struct ByteArrayBuilder { … }; bool isJumpTableCanonical(Function *F); } // end namespace lowertypetests class LowerTypeTestsPass : public PassInfoMixin<LowerTypeTestsPass> { … }; } // end namespace llvm #endif // LLVM_TRANSFORMS_IPO_LOWERTYPETESTS_H