//===- RegisterScavenging.h - Machine register scavenging -------*- 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 // //===----------------------------------------------------------------------===// // /// \file /// This file declares the machine register scavenger class. It can provide /// information such as unused register at any point in a machine basic block. /// It also provides a mechanism to make registers available by evicting them /// to spill slots. // //===----------------------------------------------------------------------===// #ifndef LLVM_CODEGEN_REGISTERSCAVENGING_H #define LLVM_CODEGEN_REGISTERSCAVENGING_H #include "llvm/ADT/BitVector.h" #include "llvm/ADT/SmallVector.h" #include "llvm/CodeGen/LiveRegUnits.h" #include "llvm/CodeGen/MachineBasicBlock.h" #include "llvm/CodeGen/MachineRegisterInfo.h" #include "llvm/MC/LaneBitmask.h" namespace llvm { class MachineInstr; class TargetInstrInfo; class TargetRegisterClass; class TargetRegisterInfo; class RegScavenger { const TargetRegisterInfo *TRI = nullptr; const TargetInstrInfo *TII = nullptr; MachineRegisterInfo *MRI = nullptr; MachineBasicBlock *MBB = nullptr; MachineBasicBlock::iterator MBBI; /// Information on scavenged registers (held in a spill slot). struct ScavengedInfo { ScavengedInfo(int FI = -1) : FrameIndex(FI) {} /// A spill slot used for scavenging a register post register allocation. int FrameIndex; /// If non-zero, the specific register is currently being /// scavenged. That is, it is spilled to this scavenging stack slot. Register Reg; /// The instruction that restores the scavenged register from stack. const MachineInstr *Restore = nullptr; }; /// A vector of information on scavenged registers. SmallVector Scavenged; LiveRegUnits LiveUnits; public: RegScavenger() = default; /// Record that \p Reg is in use at scavenging index \p FI. This is for /// targets which need to directly manage the spilling process, and need to /// update the scavenger's internal state. It's expected this be called a /// second time with \p Restore set to a non-null value, so that the /// externally inserted restore instruction resets the scavenged slot /// liveness when encountered. void assignRegToScavengingIndex(int FI, Register Reg, MachineInstr *Restore = nullptr) { for (ScavengedInfo &Slot : Scavenged) { if (Slot.FrameIndex == FI) { assert(!Slot.Reg || Slot.Reg == Reg); Slot.Reg = Reg; Slot.Restore = Restore; return; } } llvm_unreachable("did not find scavenging index"); } /// Start tracking liveness from the begin of basic block \p MBB. void enterBasicBlock(MachineBasicBlock &MBB); /// Start tracking liveness from the end of basic block \p MBB. /// Use backward() to move towards the beginning of the block. void enterBasicBlockEnd(MachineBasicBlock &MBB); /// Update internal register state and move MBB iterator backwards. This /// method gives precise results even in the absence of kill flags. void backward(); /// Call backward() to update internal register state to just before \p *I. void backward(MachineBasicBlock::iterator I) { while (MBBI != I) backward(); } /// Return if a specific register is currently used. bool isRegUsed(Register Reg, bool includeReserved = true) const; /// Return all available registers in the register class in Mask. BitVector getRegsAvailable(const TargetRegisterClass *RC); /// Find an unused register of the specified register class. /// Return 0 if none is found. Register FindUnusedReg(const TargetRegisterClass *RC) const; /// Add a scavenging frame index. void addScavengingFrameIndex(int FI) { Scavenged.push_back(ScavengedInfo(FI)); } /// Query whether a frame index is a scavenging frame index. bool isScavengingFrameIndex(int FI) const { for (const ScavengedInfo &SI : Scavenged) if (SI.FrameIndex == FI) return true; return false; } /// Get an array of scavenging frame indices. void getScavengingFrameIndices(SmallVectorImpl &A) const { for (const ScavengedInfo &I : Scavenged) if (I.FrameIndex >= 0) A.push_back(I.FrameIndex); } /// Make a register of the specific register class available from the current /// position backwards to the place before \p To. If \p RestoreAfter is true /// this includes the instruction following the current position. /// SPAdj is the stack adjustment due to call frame, it's passed along to /// eliminateFrameIndex(). /// Returns the scavenged register. /// /// If \p AllowSpill is false, fail if a spill is required to make the /// register available, and return NoRegister. Register scavengeRegisterBackwards(const TargetRegisterClass &RC, MachineBasicBlock::iterator To, bool RestoreAfter, int SPAdj, bool AllowSpill = true); /// Tell the scavenger a register is used. void setRegUsed(Register Reg, LaneBitmask LaneMask = LaneBitmask::getAll()); private: /// Returns true if a register is reserved. It is never "unused". bool isReserved(Register Reg) const { return MRI->isReserved(Reg); } /// Initialize RegisterScavenger. void init(MachineBasicBlock &MBB); /// Spill a register after position \p After and reload it before position /// \p UseMI. ScavengedInfo &spill(Register Reg, const TargetRegisterClass &RC, int SPAdj, MachineBasicBlock::iterator Before, MachineBasicBlock::iterator &UseMI); }; /// Replaces all frame index virtual registers with physical registers. Uses the /// register scavenger to find an appropriate register to use. void scavengeFrameVirtualRegs(MachineFunction &MF, RegScavenger &RS); } // end namespace llvm #endif // LLVM_CODEGEN_REGISTERSCAVENGING_H