xref: /aosp_15_r20/art/compiler/optimizing/parallel_move_resolver.cc (revision 795d594fd825385562da6b089ea9b2033f3abf5a)
1*795d594fSAndroid Build Coastguard Worker /*
2*795d594fSAndroid Build Coastguard Worker  * Copyright (C) 2014 The Android Open Source Project
3*795d594fSAndroid Build Coastguard Worker  *
4*795d594fSAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License");
5*795d594fSAndroid Build Coastguard Worker  * you may not use this file except in compliance with the License.
6*795d594fSAndroid Build Coastguard Worker  * You may obtain a copy of the License at
7*795d594fSAndroid Build Coastguard Worker  *
8*795d594fSAndroid Build Coastguard Worker  *      http://www.apache.org/licenses/LICENSE-2.0
9*795d594fSAndroid Build Coastguard Worker  *
10*795d594fSAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software
11*795d594fSAndroid Build Coastguard Worker  * distributed under the License is distributed on an "AS IS" BASIS,
12*795d594fSAndroid Build Coastguard Worker  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*795d594fSAndroid Build Coastguard Worker  * See the License for the specific language governing permissions and
14*795d594fSAndroid Build Coastguard Worker  * limitations under the License.
15*795d594fSAndroid Build Coastguard Worker  */
16*795d594fSAndroid Build Coastguard Worker 
17*795d594fSAndroid Build Coastguard Worker #include "parallel_move_resolver.h"
18*795d594fSAndroid Build Coastguard Worker 
19*795d594fSAndroid Build Coastguard Worker #include "base/stl_util.h"
20*795d594fSAndroid Build Coastguard Worker #include "nodes.h"
21*795d594fSAndroid Build Coastguard Worker 
22*795d594fSAndroid Build Coastguard Worker namespace art HIDDEN {
23*795d594fSAndroid Build Coastguard Worker 
BuildInitialMoveList(HParallelMove * parallel_move)24*795d594fSAndroid Build Coastguard Worker void ParallelMoveResolver::BuildInitialMoveList(HParallelMove* parallel_move) {
25*795d594fSAndroid Build Coastguard Worker   // Perform a linear sweep of the moves to add them to the initial list of
26*795d594fSAndroid Build Coastguard Worker   // moves to perform, ignoring any move that is redundant (the source is
27*795d594fSAndroid Build Coastguard Worker   // the same as the destination, the destination is ignored and
28*795d594fSAndroid Build Coastguard Worker   // unallocated, or the move was already eliminated).
29*795d594fSAndroid Build Coastguard Worker   for (size_t i = 0; i < parallel_move->NumMoves(); ++i) {
30*795d594fSAndroid Build Coastguard Worker     MoveOperands* move = parallel_move->MoveOperandsAt(i);
31*795d594fSAndroid Build Coastguard Worker     if (!move->IsRedundant()) {
32*795d594fSAndroid Build Coastguard Worker       moves_.push_back(move);
33*795d594fSAndroid Build Coastguard Worker     }
34*795d594fSAndroid Build Coastguard Worker   }
35*795d594fSAndroid Build Coastguard Worker }
36*795d594fSAndroid Build Coastguard Worker 
EmitNativeCode(HParallelMove * parallel_move)37*795d594fSAndroid Build Coastguard Worker void ParallelMoveResolverWithSwap::EmitNativeCode(HParallelMove* parallel_move) {
38*795d594fSAndroid Build Coastguard Worker   DCHECK(moves_.empty());
39*795d594fSAndroid Build Coastguard Worker   // Build up a worklist of moves.
40*795d594fSAndroid Build Coastguard Worker   BuildInitialMoveList(parallel_move);
41*795d594fSAndroid Build Coastguard Worker 
42*795d594fSAndroid Build Coastguard Worker   // Move stack/stack slot to take advantage of a free register on constrained machines.
43*795d594fSAndroid Build Coastguard Worker   for (size_t i = 0; i < moves_.size(); ++i) {
44*795d594fSAndroid Build Coastguard Worker     const MoveOperands& move = *moves_[i];
45*795d594fSAndroid Build Coastguard Worker     // Ignore constants and moves already eliminated.
46*795d594fSAndroid Build Coastguard Worker     if (move.IsEliminated() || move.GetSource().IsConstant()) {
47*795d594fSAndroid Build Coastguard Worker       continue;
48*795d594fSAndroid Build Coastguard Worker     }
49*795d594fSAndroid Build Coastguard Worker 
50*795d594fSAndroid Build Coastguard Worker     if ((move.GetSource().IsStackSlot() || move.GetSource().IsDoubleStackSlot()) &&
51*795d594fSAndroid Build Coastguard Worker         (move.GetDestination().IsStackSlot() || move.GetDestination().IsDoubleStackSlot())) {
52*795d594fSAndroid Build Coastguard Worker       PerformMove(i);
53*795d594fSAndroid Build Coastguard Worker     }
54*795d594fSAndroid Build Coastguard Worker   }
55*795d594fSAndroid Build Coastguard Worker 
56*795d594fSAndroid Build Coastguard Worker   for (size_t i = 0; i < moves_.size(); ++i) {
57*795d594fSAndroid Build Coastguard Worker     const MoveOperands& move = *moves_[i];
58*795d594fSAndroid Build Coastguard Worker     // Skip constants to perform them last.  They don't block other moves
59*795d594fSAndroid Build Coastguard Worker     // and skipping such moves with register destinations keeps those
60*795d594fSAndroid Build Coastguard Worker     // registers free for the whole algorithm.
61*795d594fSAndroid Build Coastguard Worker     if (!move.IsEliminated() && !move.GetSource().IsConstant()) {
62*795d594fSAndroid Build Coastguard Worker       PerformMove(i);
63*795d594fSAndroid Build Coastguard Worker     }
64*795d594fSAndroid Build Coastguard Worker   }
65*795d594fSAndroid Build Coastguard Worker 
66*795d594fSAndroid Build Coastguard Worker   // Perform the moves with constant sources.
67*795d594fSAndroid Build Coastguard Worker   for (size_t i = 0; i < moves_.size(); ++i) {
68*795d594fSAndroid Build Coastguard Worker     MoveOperands* move = moves_[i];
69*795d594fSAndroid Build Coastguard Worker     if (!move->IsEliminated()) {
70*795d594fSAndroid Build Coastguard Worker       DCHECK(move->GetSource().IsConstant());
71*795d594fSAndroid Build Coastguard Worker       EmitMove(i);
72*795d594fSAndroid Build Coastguard Worker       // Eliminate the move, in case following moves need a scratch register.
73*795d594fSAndroid Build Coastguard Worker       move->Eliminate();
74*795d594fSAndroid Build Coastguard Worker     }
75*795d594fSAndroid Build Coastguard Worker   }
76*795d594fSAndroid Build Coastguard Worker 
77*795d594fSAndroid Build Coastguard Worker   moves_.clear();
78*795d594fSAndroid Build Coastguard Worker }
79*795d594fSAndroid Build Coastguard Worker 
LowOf(Location location)80*795d594fSAndroid Build Coastguard Worker Location LowOf(Location location) {
81*795d594fSAndroid Build Coastguard Worker   if (location.IsRegisterPair()) {
82*795d594fSAndroid Build Coastguard Worker     return Location::RegisterLocation(location.low());
83*795d594fSAndroid Build Coastguard Worker   } else if (location.IsFpuRegisterPair()) {
84*795d594fSAndroid Build Coastguard Worker     return Location::FpuRegisterLocation(location.low());
85*795d594fSAndroid Build Coastguard Worker   } else if (location.IsDoubleStackSlot()) {
86*795d594fSAndroid Build Coastguard Worker     return Location::StackSlot(location.GetStackIndex());
87*795d594fSAndroid Build Coastguard Worker   } else {
88*795d594fSAndroid Build Coastguard Worker     return Location::NoLocation();
89*795d594fSAndroid Build Coastguard Worker   }
90*795d594fSAndroid Build Coastguard Worker }
91*795d594fSAndroid Build Coastguard Worker 
HighOf(Location location)92*795d594fSAndroid Build Coastguard Worker Location HighOf(Location location) {
93*795d594fSAndroid Build Coastguard Worker   if (location.IsRegisterPair()) {
94*795d594fSAndroid Build Coastguard Worker     return Location::RegisterLocation(location.high());
95*795d594fSAndroid Build Coastguard Worker   } else if (location.IsFpuRegisterPair()) {
96*795d594fSAndroid Build Coastguard Worker     return Location::FpuRegisterLocation(location.high());
97*795d594fSAndroid Build Coastguard Worker   } else if (location.IsDoubleStackSlot()) {
98*795d594fSAndroid Build Coastguard Worker     return Location::StackSlot(location.GetHighStackIndex(4));
99*795d594fSAndroid Build Coastguard Worker   } else {
100*795d594fSAndroid Build Coastguard Worker     return Location::NoLocation();
101*795d594fSAndroid Build Coastguard Worker   }
102*795d594fSAndroid Build Coastguard Worker }
103*795d594fSAndroid Build Coastguard Worker 
104*795d594fSAndroid Build Coastguard Worker // Update the source of `move`, knowing that `updated_location` has been swapped
105*795d594fSAndroid Build Coastguard Worker // with `new_source`. Note that `updated_location` can be a pair, therefore if
106*795d594fSAndroid Build Coastguard Worker // `move` is non-pair, we need to extract which register to use.
UpdateSourceOf(MoveOperands * move,Location updated_location,Location new_source)107*795d594fSAndroid Build Coastguard Worker static void UpdateSourceOf(MoveOperands* move, Location updated_location, Location new_source) {
108*795d594fSAndroid Build Coastguard Worker   Location source = move->GetSource();
109*795d594fSAndroid Build Coastguard Worker   if (LowOf(updated_location).Equals(source)) {
110*795d594fSAndroid Build Coastguard Worker     move->SetSource(LowOf(new_source));
111*795d594fSAndroid Build Coastguard Worker   } else if (HighOf(updated_location).Equals(source)) {
112*795d594fSAndroid Build Coastguard Worker     move->SetSource(HighOf(new_source));
113*795d594fSAndroid Build Coastguard Worker   } else {
114*795d594fSAndroid Build Coastguard Worker     DCHECK(updated_location.Equals(source)) << updated_location << " " << source;
115*795d594fSAndroid Build Coastguard Worker     move->SetSource(new_source);
116*795d594fSAndroid Build Coastguard Worker   }
117*795d594fSAndroid Build Coastguard Worker }
118*795d594fSAndroid Build Coastguard Worker 
PerformMove(size_t index)119*795d594fSAndroid Build Coastguard Worker MoveOperands* ParallelMoveResolverWithSwap::PerformMove(size_t index) {
120*795d594fSAndroid Build Coastguard Worker   // Each call to this function performs a move and deletes it from the move
121*795d594fSAndroid Build Coastguard Worker   // graph.  We first recursively perform any move blocking this one.  We
122*795d594fSAndroid Build Coastguard Worker   // mark a move as "pending" on entry to PerformMove in order to detect
123*795d594fSAndroid Build Coastguard Worker   // cycles in the move graph.  We use operand swaps to resolve cycles,
124*795d594fSAndroid Build Coastguard Worker   // which means that a call to PerformMove could change any source operand
125*795d594fSAndroid Build Coastguard Worker   // in the move graph.
126*795d594fSAndroid Build Coastguard Worker 
127*795d594fSAndroid Build Coastguard Worker   MoveOperands* move = moves_[index];
128*795d594fSAndroid Build Coastguard Worker   DCHECK(!move->IsPending());
129*795d594fSAndroid Build Coastguard Worker   if (move->IsRedundant()) {
130*795d594fSAndroid Build Coastguard Worker     // Because we swap register pairs first, following, un-pending
131*795d594fSAndroid Build Coastguard Worker     // moves may become redundant.
132*795d594fSAndroid Build Coastguard Worker     move->Eliminate();
133*795d594fSAndroid Build Coastguard Worker     return nullptr;
134*795d594fSAndroid Build Coastguard Worker   }
135*795d594fSAndroid Build Coastguard Worker 
136*795d594fSAndroid Build Coastguard Worker   // Clear this move's destination to indicate a pending move.  The actual
137*795d594fSAndroid Build Coastguard Worker   // destination is saved in a stack-allocated local.  Recursion may allow
138*795d594fSAndroid Build Coastguard Worker   // multiple moves to be pending.
139*795d594fSAndroid Build Coastguard Worker   DCHECK(!move->GetSource().IsInvalid());
140*795d594fSAndroid Build Coastguard Worker   Location destination = move->MarkPending();
141*795d594fSAndroid Build Coastguard Worker 
142*795d594fSAndroid Build Coastguard Worker   // Perform a depth-first traversal of the move graph to resolve
143*795d594fSAndroid Build Coastguard Worker   // dependencies.  Any unperformed, unpending move with a source the same
144*795d594fSAndroid Build Coastguard Worker   // as this one's destination blocks this one so recursively perform all
145*795d594fSAndroid Build Coastguard Worker   // such moves.
146*795d594fSAndroid Build Coastguard Worker   MoveOperands* required_swap = nullptr;
147*795d594fSAndroid Build Coastguard Worker   for (size_t i = 0; i < moves_.size(); ++i) {
148*795d594fSAndroid Build Coastguard Worker     const MoveOperands& other_move = *moves_[i];
149*795d594fSAndroid Build Coastguard Worker     if (other_move.Blocks(destination) && !other_move.IsPending()) {
150*795d594fSAndroid Build Coastguard Worker       // Though PerformMove can change any source operand in the move graph,
151*795d594fSAndroid Build Coastguard Worker       // calling `PerformMove` cannot create a blocking move via a swap
152*795d594fSAndroid Build Coastguard Worker       // (this loop does not miss any).
153*795d594fSAndroid Build Coastguard Worker       // For example, assume there is a non-blocking move with source A
154*795d594fSAndroid Build Coastguard Worker       // and this move is blocked on source B and there is a swap of A and
155*795d594fSAndroid Build Coastguard Worker       // B.  Then A and B must be involved in the same cycle (or they would
156*795d594fSAndroid Build Coastguard Worker       // not be swapped).  Since this move's destination is B and there is
157*795d594fSAndroid Build Coastguard Worker       // only a single incoming edge to an operand, this move must also be
158*795d594fSAndroid Build Coastguard Worker       // involved in the same cycle.  In that case, the blocking move will
159*795d594fSAndroid Build Coastguard Worker       // be created but will be "pending" when we return from PerformMove.
160*795d594fSAndroid Build Coastguard Worker       required_swap = PerformMove(i);
161*795d594fSAndroid Build Coastguard Worker 
162*795d594fSAndroid Build Coastguard Worker       if (required_swap == move) {
163*795d594fSAndroid Build Coastguard Worker         // If this move is required to swap, we do so without looking
164*795d594fSAndroid Build Coastguard Worker         // at the next moves. Swapping is not blocked by anything, it just
165*795d594fSAndroid Build Coastguard Worker         // updates other moves's source.
166*795d594fSAndroid Build Coastguard Worker         break;
167*795d594fSAndroid Build Coastguard Worker       } else if (required_swap == moves_[i]) {
168*795d594fSAndroid Build Coastguard Worker         // If `other_move` was swapped, we iterate again to find a new
169*795d594fSAndroid Build Coastguard Worker         // potential cycle.
170*795d594fSAndroid Build Coastguard Worker         required_swap = nullptr;
171*795d594fSAndroid Build Coastguard Worker         i = -1;
172*795d594fSAndroid Build Coastguard Worker       } else if (required_swap != nullptr) {
173*795d594fSAndroid Build Coastguard Worker         // A move is required to swap. We walk back the cycle to find the
174*795d594fSAndroid Build Coastguard Worker         // move by just returning from this `PerformMove`.
175*795d594fSAndroid Build Coastguard Worker         moves_[index]->ClearPending(destination);
176*795d594fSAndroid Build Coastguard Worker         return required_swap;
177*795d594fSAndroid Build Coastguard Worker       }
178*795d594fSAndroid Build Coastguard Worker     }
179*795d594fSAndroid Build Coastguard Worker   }
180*795d594fSAndroid Build Coastguard Worker 
181*795d594fSAndroid Build Coastguard Worker   // We are about to resolve this move and don't need it marked as
182*795d594fSAndroid Build Coastguard Worker   // pending, so restore its destination.
183*795d594fSAndroid Build Coastguard Worker   move->ClearPending(destination);
184*795d594fSAndroid Build Coastguard Worker 
185*795d594fSAndroid Build Coastguard Worker   // This move's source may have changed due to swaps to resolve cycles and
186*795d594fSAndroid Build Coastguard Worker   // so it may now be the last move in the cycle.  If so remove it.
187*795d594fSAndroid Build Coastguard Worker   if (move->GetSource().Equals(destination)) {
188*795d594fSAndroid Build Coastguard Worker     move->Eliminate();
189*795d594fSAndroid Build Coastguard Worker     DCHECK(required_swap == nullptr);
190*795d594fSAndroid Build Coastguard Worker     return nullptr;
191*795d594fSAndroid Build Coastguard Worker   }
192*795d594fSAndroid Build Coastguard Worker 
193*795d594fSAndroid Build Coastguard Worker   // The move may be blocked on a (at most one) pending move, in which case
194*795d594fSAndroid Build Coastguard Worker   // we have a cycle.  Search for such a blocking move and perform a swap to
195*795d594fSAndroid Build Coastguard Worker   // resolve it.
196*795d594fSAndroid Build Coastguard Worker   bool do_swap = false;
197*795d594fSAndroid Build Coastguard Worker   if (required_swap != nullptr) {
198*795d594fSAndroid Build Coastguard Worker     DCHECK_EQ(required_swap, move);
199*795d594fSAndroid Build Coastguard Worker     do_swap = true;
200*795d594fSAndroid Build Coastguard Worker   } else {
201*795d594fSAndroid Build Coastguard Worker     for (MoveOperands* other_move : moves_) {
202*795d594fSAndroid Build Coastguard Worker       if (other_move->Blocks(destination)) {
203*795d594fSAndroid Build Coastguard Worker         DCHECK(other_move->IsPending()) << "move=" << *move << " other_move=" << *other_move;
204*795d594fSAndroid Build Coastguard Worker         if (!move->Is64BitMove() && other_move->Is64BitMove()) {
205*795d594fSAndroid Build Coastguard Worker           // We swap 64bits moves before swapping 32bits moves. Go back from the
206*795d594fSAndroid Build Coastguard Worker           // cycle by returning the move that must be swapped.
207*795d594fSAndroid Build Coastguard Worker           return other_move;
208*795d594fSAndroid Build Coastguard Worker         }
209*795d594fSAndroid Build Coastguard Worker         do_swap = true;
210*795d594fSAndroid Build Coastguard Worker         break;
211*795d594fSAndroid Build Coastguard Worker       }
212*795d594fSAndroid Build Coastguard Worker     }
213*795d594fSAndroid Build Coastguard Worker   }
214*795d594fSAndroid Build Coastguard Worker 
215*795d594fSAndroid Build Coastguard Worker   if (do_swap) {
216*795d594fSAndroid Build Coastguard Worker     EmitSwap(index);
217*795d594fSAndroid Build Coastguard Worker     // Any unperformed (including pending) move with a source of either
218*795d594fSAndroid Build Coastguard Worker     // this move's source or destination needs to have their source
219*795d594fSAndroid Build Coastguard Worker     // changed to reflect the state of affairs after the swap.
220*795d594fSAndroid Build Coastguard Worker     Location source = move->GetSource();
221*795d594fSAndroid Build Coastguard Worker     Location swap_destination = move->GetDestination();
222*795d594fSAndroid Build Coastguard Worker     move->Eliminate();
223*795d594fSAndroid Build Coastguard Worker     for (MoveOperands* other_move : moves_) {
224*795d594fSAndroid Build Coastguard Worker       if (other_move->Blocks(source)) {
225*795d594fSAndroid Build Coastguard Worker         UpdateSourceOf(other_move, source, swap_destination);
226*795d594fSAndroid Build Coastguard Worker       } else if (other_move->Blocks(swap_destination)) {
227*795d594fSAndroid Build Coastguard Worker         UpdateSourceOf(other_move, swap_destination, source);
228*795d594fSAndroid Build Coastguard Worker       }
229*795d594fSAndroid Build Coastguard Worker     }
230*795d594fSAndroid Build Coastguard Worker     // If the swap was required because of a 64bits move in the middle of a cycle,
231*795d594fSAndroid Build Coastguard Worker     // we return the swapped move, so that the caller knows it needs to re-iterate
232*795d594fSAndroid Build Coastguard Worker     // its dependency loop.
233*795d594fSAndroid Build Coastguard Worker     return required_swap;
234*795d594fSAndroid Build Coastguard Worker   } else {
235*795d594fSAndroid Build Coastguard Worker     // This move is not blocked.
236*795d594fSAndroid Build Coastguard Worker     EmitMove(index);
237*795d594fSAndroid Build Coastguard Worker     move->Eliminate();
238*795d594fSAndroid Build Coastguard Worker     DCHECK(required_swap == nullptr);
239*795d594fSAndroid Build Coastguard Worker     return nullptr;
240*795d594fSAndroid Build Coastguard Worker   }
241*795d594fSAndroid Build Coastguard Worker }
242*795d594fSAndroid Build Coastguard Worker 
IsScratchLocation(Location loc)243*795d594fSAndroid Build Coastguard Worker bool ParallelMoveResolverWithSwap::IsScratchLocation(Location loc) {
244*795d594fSAndroid Build Coastguard Worker   for (MoveOperands* move : moves_) {
245*795d594fSAndroid Build Coastguard Worker     if (move->Blocks(loc)) {
246*795d594fSAndroid Build Coastguard Worker       return false;
247*795d594fSAndroid Build Coastguard Worker     }
248*795d594fSAndroid Build Coastguard Worker   }
249*795d594fSAndroid Build Coastguard Worker 
250*795d594fSAndroid Build Coastguard Worker   for (MoveOperands* move : moves_) {
251*795d594fSAndroid Build Coastguard Worker     if (move->GetDestination().Equals(loc)) {
252*795d594fSAndroid Build Coastguard Worker       return true;
253*795d594fSAndroid Build Coastguard Worker     }
254*795d594fSAndroid Build Coastguard Worker   }
255*795d594fSAndroid Build Coastguard Worker 
256*795d594fSAndroid Build Coastguard Worker   return false;
257*795d594fSAndroid Build Coastguard Worker }
258*795d594fSAndroid Build Coastguard Worker 
AllocateScratchRegister(int blocked,int register_count,int if_scratch,bool * spilled)259*795d594fSAndroid Build Coastguard Worker int ParallelMoveResolverWithSwap::AllocateScratchRegister(int blocked,
260*795d594fSAndroid Build Coastguard Worker                                                           int register_count,
261*795d594fSAndroid Build Coastguard Worker                                                           int if_scratch,
262*795d594fSAndroid Build Coastguard Worker                                                           bool* spilled) {
263*795d594fSAndroid Build Coastguard Worker   DCHECK_NE(blocked, if_scratch);
264*795d594fSAndroid Build Coastguard Worker   int scratch = -1;
265*795d594fSAndroid Build Coastguard Worker   for (int reg = 0; reg < register_count; ++reg) {
266*795d594fSAndroid Build Coastguard Worker     if ((blocked != reg) && IsScratchLocation(Location::RegisterLocation(reg))) {
267*795d594fSAndroid Build Coastguard Worker       scratch = reg;
268*795d594fSAndroid Build Coastguard Worker       break;
269*795d594fSAndroid Build Coastguard Worker     }
270*795d594fSAndroid Build Coastguard Worker   }
271*795d594fSAndroid Build Coastguard Worker 
272*795d594fSAndroid Build Coastguard Worker   if (scratch == -1) {
273*795d594fSAndroid Build Coastguard Worker     *spilled = true;
274*795d594fSAndroid Build Coastguard Worker     scratch = if_scratch;
275*795d594fSAndroid Build Coastguard Worker   } else {
276*795d594fSAndroid Build Coastguard Worker     *spilled = false;
277*795d594fSAndroid Build Coastguard Worker   }
278*795d594fSAndroid Build Coastguard Worker 
279*795d594fSAndroid Build Coastguard Worker   return scratch;
280*795d594fSAndroid Build Coastguard Worker }
281*795d594fSAndroid Build Coastguard Worker 
282*795d594fSAndroid Build Coastguard Worker 
ScratchRegisterScope(ParallelMoveResolverWithSwap * resolver,int blocked,int if_scratch,int number_of_registers)283*795d594fSAndroid Build Coastguard Worker ParallelMoveResolverWithSwap::ScratchRegisterScope::ScratchRegisterScope(
284*795d594fSAndroid Build Coastguard Worker     ParallelMoveResolverWithSwap* resolver, int blocked, int if_scratch, int number_of_registers)
285*795d594fSAndroid Build Coastguard Worker     : resolver_(resolver),
286*795d594fSAndroid Build Coastguard Worker       reg_(kNoRegister),
287*795d594fSAndroid Build Coastguard Worker       spilled_(false) {
288*795d594fSAndroid Build Coastguard Worker   reg_ = resolver_->AllocateScratchRegister(blocked, number_of_registers, if_scratch, &spilled_);
289*795d594fSAndroid Build Coastguard Worker 
290*795d594fSAndroid Build Coastguard Worker   if (spilled_) {
291*795d594fSAndroid Build Coastguard Worker     resolver->SpillScratch(reg_);
292*795d594fSAndroid Build Coastguard Worker   }
293*795d594fSAndroid Build Coastguard Worker }
294*795d594fSAndroid Build Coastguard Worker 
295*795d594fSAndroid Build Coastguard Worker 
~ScratchRegisterScope()296*795d594fSAndroid Build Coastguard Worker ParallelMoveResolverWithSwap::ScratchRegisterScope::~ScratchRegisterScope() {
297*795d594fSAndroid Build Coastguard Worker   if (spilled_) {
298*795d594fSAndroid Build Coastguard Worker     resolver_->RestoreScratch(reg_);
299*795d594fSAndroid Build Coastguard Worker   }
300*795d594fSAndroid Build Coastguard Worker }
301*795d594fSAndroid Build Coastguard Worker 
EmitNativeCode(HParallelMove * parallel_move)302*795d594fSAndroid Build Coastguard Worker void ParallelMoveResolverNoSwap::EmitNativeCode(HParallelMove* parallel_move) {
303*795d594fSAndroid Build Coastguard Worker   DCHECK_EQ(GetNumberOfPendingMoves(), 0u);
304*795d594fSAndroid Build Coastguard Worker   DCHECK(moves_.empty());
305*795d594fSAndroid Build Coastguard Worker   DCHECK(scratches_.empty());
306*795d594fSAndroid Build Coastguard Worker 
307*795d594fSAndroid Build Coastguard Worker   // Backend dependent initialization.
308*795d594fSAndroid Build Coastguard Worker   PrepareForEmitNativeCode();
309*795d594fSAndroid Build Coastguard Worker 
310*795d594fSAndroid Build Coastguard Worker   // Build up a worklist of moves.
311*795d594fSAndroid Build Coastguard Worker   BuildInitialMoveList(parallel_move);
312*795d594fSAndroid Build Coastguard Worker 
313*795d594fSAndroid Build Coastguard Worker   for (size_t i = 0; i < moves_.size(); ++i) {
314*795d594fSAndroid Build Coastguard Worker     const MoveOperands& move = *moves_[i];
315*795d594fSAndroid Build Coastguard Worker     // Skip constants to perform them last. They don't block other moves and
316*795d594fSAndroid Build Coastguard Worker     // skipping such moves with register destinations keeps those registers
317*795d594fSAndroid Build Coastguard Worker     // free for the whole algorithm.
318*795d594fSAndroid Build Coastguard Worker     if (!move.IsEliminated() && !move.GetSource().IsConstant()) {
319*795d594fSAndroid Build Coastguard Worker       PerformMove(i);
320*795d594fSAndroid Build Coastguard Worker     }
321*795d594fSAndroid Build Coastguard Worker   }
322*795d594fSAndroid Build Coastguard Worker 
323*795d594fSAndroid Build Coastguard Worker   // Perform the moves with constant sources and register destinations with UpdateMoveSource()
324*795d594fSAndroid Build Coastguard Worker   // to reduce the number of literal loads. Stack destinations are skipped since we won't be benefit
325*795d594fSAndroid Build Coastguard Worker   // from changing the constant sources to stack locations.
326*795d594fSAndroid Build Coastguard Worker   for (size_t i = 0; i < moves_.size(); ++i) {
327*795d594fSAndroid Build Coastguard Worker     MoveOperands* move = moves_[i];
328*795d594fSAndroid Build Coastguard Worker     Location destination = move->GetDestination();
329*795d594fSAndroid Build Coastguard Worker     if (!move->IsEliminated() && !destination.IsStackSlot() && !destination.IsDoubleStackSlot()) {
330*795d594fSAndroid Build Coastguard Worker       Location source = move->GetSource();
331*795d594fSAndroid Build Coastguard Worker       EmitMove(i);
332*795d594fSAndroid Build Coastguard Worker       move->Eliminate();
333*795d594fSAndroid Build Coastguard Worker       // This may introduce additional instruction dependency, but reduce number
334*795d594fSAndroid Build Coastguard Worker       // of moves and possible literal loads. For example,
335*795d594fSAndroid Build Coastguard Worker       // Original moves:
336*795d594fSAndroid Build Coastguard Worker       //   1234.5678 -> D0
337*795d594fSAndroid Build Coastguard Worker       //   1234.5678 -> D1
338*795d594fSAndroid Build Coastguard Worker       // Updated moves:
339*795d594fSAndroid Build Coastguard Worker       //   1234.5678 -> D0
340*795d594fSAndroid Build Coastguard Worker       //   D0 -> D1
341*795d594fSAndroid Build Coastguard Worker       UpdateMoveSource(source, destination);
342*795d594fSAndroid Build Coastguard Worker     }
343*795d594fSAndroid Build Coastguard Worker   }
344*795d594fSAndroid Build Coastguard Worker 
345*795d594fSAndroid Build Coastguard Worker   // Perform the rest of the moves.
346*795d594fSAndroid Build Coastguard Worker   for (size_t i = 0; i < moves_.size(); ++i) {
347*795d594fSAndroid Build Coastguard Worker     MoveOperands* move = moves_[i];
348*795d594fSAndroid Build Coastguard Worker     if (!move->IsEliminated()) {
349*795d594fSAndroid Build Coastguard Worker       EmitMove(i);
350*795d594fSAndroid Build Coastguard Worker       move->Eliminate();
351*795d594fSAndroid Build Coastguard Worker     }
352*795d594fSAndroid Build Coastguard Worker   }
353*795d594fSAndroid Build Coastguard Worker 
354*795d594fSAndroid Build Coastguard Worker   // All pending moves that we have added for resolve cycles should be performed.
355*795d594fSAndroid Build Coastguard Worker   DCHECK_EQ(GetNumberOfPendingMoves(), 0u);
356*795d594fSAndroid Build Coastguard Worker 
357*795d594fSAndroid Build Coastguard Worker   // Backend dependent cleanup.
358*795d594fSAndroid Build Coastguard Worker   FinishEmitNativeCode();
359*795d594fSAndroid Build Coastguard Worker 
360*795d594fSAndroid Build Coastguard Worker   moves_.clear();
361*795d594fSAndroid Build Coastguard Worker   scratches_.clear();
362*795d594fSAndroid Build Coastguard Worker }
363*795d594fSAndroid Build Coastguard Worker 
GetScratchLocation(Location::Kind kind)364*795d594fSAndroid Build Coastguard Worker Location ParallelMoveResolverNoSwap::GetScratchLocation(Location::Kind kind) {
365*795d594fSAndroid Build Coastguard Worker   for (Location loc : scratches_) {
366*795d594fSAndroid Build Coastguard Worker     if (loc.GetKind() == kind && !IsBlockedByMoves(loc)) {
367*795d594fSAndroid Build Coastguard Worker       return loc;
368*795d594fSAndroid Build Coastguard Worker     }
369*795d594fSAndroid Build Coastguard Worker   }
370*795d594fSAndroid Build Coastguard Worker   for (MoveOperands* move : moves_) {
371*795d594fSAndroid Build Coastguard Worker     Location loc = move->GetDestination();
372*795d594fSAndroid Build Coastguard Worker     if (loc.GetKind() == kind && !IsBlockedByMoves(loc)) {
373*795d594fSAndroid Build Coastguard Worker       return loc;
374*795d594fSAndroid Build Coastguard Worker     }
375*795d594fSAndroid Build Coastguard Worker   }
376*795d594fSAndroid Build Coastguard Worker   return Location::NoLocation();
377*795d594fSAndroid Build Coastguard Worker }
378*795d594fSAndroid Build Coastguard Worker 
AddScratchLocation(Location loc)379*795d594fSAndroid Build Coastguard Worker void ParallelMoveResolverNoSwap::AddScratchLocation(Location loc) {
380*795d594fSAndroid Build Coastguard Worker   if (kIsDebugBuild) {
381*795d594fSAndroid Build Coastguard Worker     for (Location scratch : scratches_) {
382*795d594fSAndroid Build Coastguard Worker       CHECK(!loc.Equals(scratch));
383*795d594fSAndroid Build Coastguard Worker     }
384*795d594fSAndroid Build Coastguard Worker   }
385*795d594fSAndroid Build Coastguard Worker   scratches_.push_back(loc);
386*795d594fSAndroid Build Coastguard Worker }
387*795d594fSAndroid Build Coastguard Worker 
RemoveScratchLocation(Location loc)388*795d594fSAndroid Build Coastguard Worker void ParallelMoveResolverNoSwap::RemoveScratchLocation(Location loc) {
389*795d594fSAndroid Build Coastguard Worker   DCHECK(!IsBlockedByMoves(loc));
390*795d594fSAndroid Build Coastguard Worker   for (auto it = scratches_.begin(), end = scratches_.end(); it != end; ++it) {
391*795d594fSAndroid Build Coastguard Worker     if (loc.Equals(*it)) {
392*795d594fSAndroid Build Coastguard Worker       scratches_.erase(it);
393*795d594fSAndroid Build Coastguard Worker       break;
394*795d594fSAndroid Build Coastguard Worker     }
395*795d594fSAndroid Build Coastguard Worker   }
396*795d594fSAndroid Build Coastguard Worker }
397*795d594fSAndroid Build Coastguard Worker 
PerformMove(size_t index)398*795d594fSAndroid Build Coastguard Worker void ParallelMoveResolverNoSwap::PerformMove(size_t index) {
399*795d594fSAndroid Build Coastguard Worker   // Each call to this function performs a move and deletes it from the move
400*795d594fSAndroid Build Coastguard Worker   // graph. We first recursively perform any move blocking this one. We mark
401*795d594fSAndroid Build Coastguard Worker   // a move as "pending" on entry to PerformMove in order to detect cycles
402*795d594fSAndroid Build Coastguard Worker   // in the move graph. We use scratch location to resolve cycles, also
403*795d594fSAndroid Build Coastguard Worker   // additional pending moves might be added. After move has been performed,
404*795d594fSAndroid Build Coastguard Worker   // we will update source operand in the move graph to reduce dependencies in
405*795d594fSAndroid Build Coastguard Worker   // the graph.
406*795d594fSAndroid Build Coastguard Worker 
407*795d594fSAndroid Build Coastguard Worker   MoveOperands* move = moves_[index];
408*795d594fSAndroid Build Coastguard Worker   DCHECK(!move->IsPending());
409*795d594fSAndroid Build Coastguard Worker   DCHECK(!move->IsEliminated());
410*795d594fSAndroid Build Coastguard Worker   if (move->IsRedundant()) {
411*795d594fSAndroid Build Coastguard Worker     // Previous operations on the list of moves have caused this particular move
412*795d594fSAndroid Build Coastguard Worker     // to become a no-op, so we can safely eliminate it. Consider for example
413*795d594fSAndroid Build Coastguard Worker     // (0 -> 1) (1 -> 0) (1 -> 2). There is a cycle (0 -> 1) (1 -> 0), that we will
414*795d594fSAndroid Build Coastguard Worker     // resolve as (1 -> scratch) (0 -> 1) (scratch -> 0). If, by chance, '2' is
415*795d594fSAndroid Build Coastguard Worker     // used as the scratch location, the move (1 -> 2) will occur while resolving
416*795d594fSAndroid Build Coastguard Worker     // the cycle. When that move is emitted, the code will update moves with a '1'
417*795d594fSAndroid Build Coastguard Worker     // as their source to use '2' instead (see `UpdateMoveSource()`. In our example
418*795d594fSAndroid Build Coastguard Worker     // the initial move (1 -> 2) would then become the no-op (2 -> 2) that can be
419*795d594fSAndroid Build Coastguard Worker     // eliminated here.
420*795d594fSAndroid Build Coastguard Worker     move->Eliminate();
421*795d594fSAndroid Build Coastguard Worker     return;
422*795d594fSAndroid Build Coastguard Worker   }
423*795d594fSAndroid Build Coastguard Worker 
424*795d594fSAndroid Build Coastguard Worker   // Clear this move's destination to indicate a pending move. The actual
425*795d594fSAndroid Build Coastguard Worker   // destination is saved in a stack-allocated local. Recursion may allow
426*795d594fSAndroid Build Coastguard Worker   // multiple moves to be pending.
427*795d594fSAndroid Build Coastguard Worker   DCHECK(!move->GetSource().IsInvalid());
428*795d594fSAndroid Build Coastguard Worker   Location destination = move->MarkPending();
429*795d594fSAndroid Build Coastguard Worker 
430*795d594fSAndroid Build Coastguard Worker   // Perform a depth-first traversal of the move graph to resolve
431*795d594fSAndroid Build Coastguard Worker   // dependencies. Any unperformed, unpending move with a source the same
432*795d594fSAndroid Build Coastguard Worker   // as this one's destination blocks this one so recursively perform all
433*795d594fSAndroid Build Coastguard Worker   // such moves.
434*795d594fSAndroid Build Coastguard Worker   for (size_t i = 0; i < moves_.size(); ++i) {
435*795d594fSAndroid Build Coastguard Worker     const MoveOperands& other_move = *moves_[i];
436*795d594fSAndroid Build Coastguard Worker     if (other_move.Blocks(destination) && !other_move.IsPending()) {
437*795d594fSAndroid Build Coastguard Worker       PerformMove(i);
438*795d594fSAndroid Build Coastguard Worker     }
439*795d594fSAndroid Build Coastguard Worker   }
440*795d594fSAndroid Build Coastguard Worker 
441*795d594fSAndroid Build Coastguard Worker   // We are about to resolve this move and don't need it marked as
442*795d594fSAndroid Build Coastguard Worker   // pending, so restore its destination.
443*795d594fSAndroid Build Coastguard Worker   move->ClearPending(destination);
444*795d594fSAndroid Build Coastguard Worker 
445*795d594fSAndroid Build Coastguard Worker   // No one else should write to the move destination when the it is pending.
446*795d594fSAndroid Build Coastguard Worker   DCHECK(!move->IsRedundant());
447*795d594fSAndroid Build Coastguard Worker 
448*795d594fSAndroid Build Coastguard Worker   Location source = move->GetSource();
449*795d594fSAndroid Build Coastguard Worker   // The move may be blocked on several pending moves, in case we have a cycle.
450*795d594fSAndroid Build Coastguard Worker   if (IsBlockedByMoves(destination)) {
451*795d594fSAndroid Build Coastguard Worker     // For a cycle like: (A -> B) (B -> C) (C -> A), we change it to following
452*795d594fSAndroid Build Coastguard Worker     // sequence:
453*795d594fSAndroid Build Coastguard Worker     // (C -> scratch)     # Emit right now.
454*795d594fSAndroid Build Coastguard Worker     // (A -> B) (B -> C)  # Unblocked.
455*795d594fSAndroid Build Coastguard Worker     // (scratch -> A)     # Add to pending_moves_, blocked by (A -> B).
456*795d594fSAndroid Build Coastguard Worker     Location::Kind kind = source.GetKind();
457*795d594fSAndroid Build Coastguard Worker     DCHECK_NE(kind, Location::kConstant);
458*795d594fSAndroid Build Coastguard Worker     Location scratch = AllocateScratchLocationFor(kind);
459*795d594fSAndroid Build Coastguard Worker     // We only care about the move size.
460*795d594fSAndroid Build Coastguard Worker     DataType::Type type = move->Is64BitMove() ? DataType::Type::kInt64 : DataType::Type::kInt32;
461*795d594fSAndroid Build Coastguard Worker     // Perform (C -> scratch)
462*795d594fSAndroid Build Coastguard Worker     move->SetDestination(scratch);
463*795d594fSAndroid Build Coastguard Worker     EmitMove(index);
464*795d594fSAndroid Build Coastguard Worker     move->Eliminate();
465*795d594fSAndroid Build Coastguard Worker     UpdateMoveSource(source, scratch);
466*795d594fSAndroid Build Coastguard Worker     // Add (scratch -> A).
467*795d594fSAndroid Build Coastguard Worker     AddPendingMove(scratch, destination, type);
468*795d594fSAndroid Build Coastguard Worker   } else {
469*795d594fSAndroid Build Coastguard Worker     // This move is not blocked.
470*795d594fSAndroid Build Coastguard Worker     EmitMove(index);
471*795d594fSAndroid Build Coastguard Worker     move->Eliminate();
472*795d594fSAndroid Build Coastguard Worker     UpdateMoveSource(source, destination);
473*795d594fSAndroid Build Coastguard Worker   }
474*795d594fSAndroid Build Coastguard Worker 
475*795d594fSAndroid Build Coastguard Worker   // Moves in the pending list should not block any other moves. But performing
476*795d594fSAndroid Build Coastguard Worker   // unblocked moves in the pending list can free scratch registers, so we do this
477*795d594fSAndroid Build Coastguard Worker   // as early as possible.
478*795d594fSAndroid Build Coastguard Worker   MoveOperands* pending_move;
479*795d594fSAndroid Build Coastguard Worker   while ((pending_move = GetUnblockedPendingMove(source)) != nullptr) {
480*795d594fSAndroid Build Coastguard Worker     Location pending_source = pending_move->GetSource();
481*795d594fSAndroid Build Coastguard Worker     Location pending_destination = pending_move->GetDestination();
482*795d594fSAndroid Build Coastguard Worker     // We do not depend on the pending move index. So just delete the move instead
483*795d594fSAndroid Build Coastguard Worker     // of eliminating it to make the pending list cleaner.
484*795d594fSAndroid Build Coastguard Worker     DeletePendingMove(pending_move);
485*795d594fSAndroid Build Coastguard Worker     move->SetSource(pending_source);
486*795d594fSAndroid Build Coastguard Worker     move->SetDestination(pending_destination);
487*795d594fSAndroid Build Coastguard Worker     EmitMove(index);
488*795d594fSAndroid Build Coastguard Worker     move->Eliminate();
489*795d594fSAndroid Build Coastguard Worker     UpdateMoveSource(pending_source, pending_destination);
490*795d594fSAndroid Build Coastguard Worker     // Free any unblocked locations in the scratch location list.
491*795d594fSAndroid Build Coastguard Worker     // Note: Fetch size() on each iteration because scratches_ can be modified inside the loop.
492*795d594fSAndroid Build Coastguard Worker     // FIXME: If FreeScratchLocation() removes the location from scratches_,
493*795d594fSAndroid Build Coastguard Worker     // we skip the next location. This happens for arm64.
494*795d594fSAndroid Build Coastguard Worker     for (size_t i = 0; i < scratches_.size(); ++i) {
495*795d594fSAndroid Build Coastguard Worker       Location scratch = scratches_[i];
496*795d594fSAndroid Build Coastguard Worker       // Only scratch overlapping with performed move source can be unblocked.
497*795d594fSAndroid Build Coastguard Worker       if (scratch.OverlapsWith(pending_source) && !IsBlockedByMoves(scratch)) {
498*795d594fSAndroid Build Coastguard Worker         FreeScratchLocation(pending_source);
499*795d594fSAndroid Build Coastguard Worker       }
500*795d594fSAndroid Build Coastguard Worker     }
501*795d594fSAndroid Build Coastguard Worker   }
502*795d594fSAndroid Build Coastguard Worker }
503*795d594fSAndroid Build Coastguard Worker 
UpdateMoveSource(Location from,Location to)504*795d594fSAndroid Build Coastguard Worker void ParallelMoveResolverNoSwap::UpdateMoveSource(Location from, Location to) {
505*795d594fSAndroid Build Coastguard Worker   // This function is used to reduce the dependencies in the graph after
506*795d594fSAndroid Build Coastguard Worker   // (from -> to) has been performed. Since we ensure there is no move with the same
507*795d594fSAndroid Build Coastguard Worker   // destination, (to -> X) cannot be blocked while (from -> X) might still be
508*795d594fSAndroid Build Coastguard Worker   // blocked. Consider for example the moves (0 -> 1) (1 -> 2) (1 -> 3). After
509*795d594fSAndroid Build Coastguard Worker   // (1 -> 2) has been performed, the moves left are (0 -> 1) and (1 -> 3). There is
510*795d594fSAndroid Build Coastguard Worker   // a dependency between the two. If we update the source location from 1 to 2, we
511*795d594fSAndroid Build Coastguard Worker   // will get (0 -> 1) and (2 -> 3). There is no dependency between the two.
512*795d594fSAndroid Build Coastguard Worker   //
513*795d594fSAndroid Build Coastguard Worker   // This is not something we must do, but we can use fewer scratch locations with
514*795d594fSAndroid Build Coastguard Worker   // this trick. For example, we can avoid using additional scratch locations for
515*795d594fSAndroid Build Coastguard Worker   // moves (0 -> 1), (1 -> 2), (1 -> 0).
516*795d594fSAndroid Build Coastguard Worker   for (MoveOperands* move : moves_) {
517*795d594fSAndroid Build Coastguard Worker     if (move->GetSource().Equals(from)) {
518*795d594fSAndroid Build Coastguard Worker       move->SetSource(to);
519*795d594fSAndroid Build Coastguard Worker     }
520*795d594fSAndroid Build Coastguard Worker   }
521*795d594fSAndroid Build Coastguard Worker }
522*795d594fSAndroid Build Coastguard Worker 
AddPendingMove(Location source,Location destination,DataType::Type type)523*795d594fSAndroid Build Coastguard Worker void ParallelMoveResolverNoSwap::AddPendingMove(Location source,
524*795d594fSAndroid Build Coastguard Worker                                                 Location destination,
525*795d594fSAndroid Build Coastguard Worker                                                 DataType::Type type) {
526*795d594fSAndroid Build Coastguard Worker   pending_moves_.push_back(new (allocator_) MoveOperands(source, destination, type, nullptr));
527*795d594fSAndroid Build Coastguard Worker }
528*795d594fSAndroid Build Coastguard Worker 
DeletePendingMove(MoveOperands * move)529*795d594fSAndroid Build Coastguard Worker void ParallelMoveResolverNoSwap::DeletePendingMove(MoveOperands* move) {
530*795d594fSAndroid Build Coastguard Worker   RemoveElement(pending_moves_, move);
531*795d594fSAndroid Build Coastguard Worker }
532*795d594fSAndroid Build Coastguard Worker 
GetUnblockedPendingMove(Location loc)533*795d594fSAndroid Build Coastguard Worker MoveOperands* ParallelMoveResolverNoSwap::GetUnblockedPendingMove(Location loc) {
534*795d594fSAndroid Build Coastguard Worker   for (MoveOperands* move : pending_moves_) {
535*795d594fSAndroid Build Coastguard Worker     Location destination = move->GetDestination();
536*795d594fSAndroid Build Coastguard Worker     // Only moves with destination overlapping with input loc can be unblocked.
537*795d594fSAndroid Build Coastguard Worker     if (destination.OverlapsWith(loc) && !IsBlockedByMoves(destination)) {
538*795d594fSAndroid Build Coastguard Worker       return move;
539*795d594fSAndroid Build Coastguard Worker     }
540*795d594fSAndroid Build Coastguard Worker   }
541*795d594fSAndroid Build Coastguard Worker   return nullptr;
542*795d594fSAndroid Build Coastguard Worker }
543*795d594fSAndroid Build Coastguard Worker 
IsBlockedByMoves(Location loc)544*795d594fSAndroid Build Coastguard Worker bool ParallelMoveResolverNoSwap::IsBlockedByMoves(Location loc) {
545*795d594fSAndroid Build Coastguard Worker   for (MoveOperands* move : pending_moves_) {
546*795d594fSAndroid Build Coastguard Worker     if (move->Blocks(loc)) {
547*795d594fSAndroid Build Coastguard Worker       return true;
548*795d594fSAndroid Build Coastguard Worker     }
549*795d594fSAndroid Build Coastguard Worker   }
550*795d594fSAndroid Build Coastguard Worker   for (MoveOperands* move : moves_) {
551*795d594fSAndroid Build Coastguard Worker     if (move->Blocks(loc)) {
552*795d594fSAndroid Build Coastguard Worker       return true;
553*795d594fSAndroid Build Coastguard Worker     }
554*795d594fSAndroid Build Coastguard Worker   }
555*795d594fSAndroid Build Coastguard Worker   return false;
556*795d594fSAndroid Build Coastguard Worker }
557*795d594fSAndroid Build Coastguard Worker 
558*795d594fSAndroid Build Coastguard Worker // So far it is only used for debugging purposes to make sure all pending moves
559*795d594fSAndroid Build Coastguard Worker // have been performed.
GetNumberOfPendingMoves()560*795d594fSAndroid Build Coastguard Worker size_t ParallelMoveResolverNoSwap::GetNumberOfPendingMoves() {
561*795d594fSAndroid Build Coastguard Worker   return pending_moves_.size();
562*795d594fSAndroid Build Coastguard Worker }
563*795d594fSAndroid Build Coastguard Worker 
564*795d594fSAndroid Build Coastguard Worker }  // namespace art
565