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69093cf2d6
* Optimize `TryAllocateRegWithtoutSpill` a bit * Add a fast path for when all registers are live. * Do not query `GetOverlapPosition` if the register is already in use (i.e: free position is 0). * Do not allocate child split list if not parent * Turn `LiveRange` into a reference struct `LiveRange` is now a reference wrapping struct like `Operand` and `Operation`. It has also been changed into a singly linked-list. In micro-benchmarks traversing the linked-list was faster than binary search on `List<T>`. Even for quite large input sizes (e.g: 1,000,000), surprisingly. Could be because the code gen for traversing the linked-list is much much cleaner and there is no virtual dispatch happening when checking if intervals overlaps. * Turn `LiveInterval` into an iterator The LSRA allocates in forward order and never inspect previous `LiveInterval` once they are expired. Something similar can be done for the `LiveRange`s within the `LiveInterval`s themselves. The `LiveInterval` is turned into a iterator which expires `LiveRange` within it. The iterator is moved forward along with interval walking code, i.e: AllocateInterval(context, interval, cIndex). * Remove `LinearScanAllocator.Sources` Local methods are less susceptible to do allocations than lambdas. * Optimize `GetOverlapPosition(interval)` a bit Time complexity should be in O(n+m) instead of O(nm) now. * Optimize `NumberLocals` a bit Use the same idea as in `HybridAllocator` to store the visited state in the MSB of the Operand's value instead of using a `HashSet<T>`. * Optimize `InsertSplitCopies` a bit Avoid allocating a redundant `CopyResolver`. * Optimize `InsertSplitCopiesAtEdges` a bit Avoid redundant allocations of `CopyResolver`. * Use stack allocation for `freePositions` Avoid redundant computations. * Add `UseList` Replace `SortedIntegerList` with an even more specialized data structure. It allocates memory on the arena allocators and does not require copying use positions when splitting it. * Turn `LiveInterval` into a reference struct `LiveInterval` is now a reference wrapping struct like `Operand` and `Operation`. The rationale behind turning this in a reference wrapping struct is because a `LiveInterval` is associated with each local variable, and these intervals may themselves be split further. I've seen translations having up to 8000 local variables. To make the `LiveInterval` unmanaged, a new data structure called `LiveIntervalList` was added to store child splits. This differs from `SortedList<,>` because it can contain intervals with the same start position. Really wished we got some more of C++ template in C#. :^( * Optimize `GetChildSplit` a bit No need to inspect the remaining ranges if we've reached a range which starts after position, since the split list is ordered. * Optimize `CopyResolver` a bit Lazily allocate the fill, spill and parallel copy structures since most of the time only one of them is needed. * Optimize `BitMap.Enumerator` a bit Marking `MoveNext` as `AggressiveInlining` allows RyuJIT to promote the `Enumerator` struct into registers completely, reducing load/store code a lot since it does not have to store the struct on the stack for ABI purposes. * Use stack allocation for `use/blockedPositions` * Optimize `AllocateWithSpill` a bit * Address feedback * Make `LiveInterval.AddRange(,)` more conservative Produces no diff against master, but just for good measure.
84 lines
No EOL
2.2 KiB
C#
84 lines
No EOL
2.2 KiB
C#
using System;
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namespace ARMeilleure.CodeGen.RegisterAllocators
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{
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unsafe struct UseList
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{
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private int* _items;
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private int _capacity;
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private int _count;
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public int Count => _count;
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public int FirstUse => _count > 0 ? _items[_count - 1] : LiveInterval.NotFound;
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public Span<int> Span => new(_items, _count);
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public void Add(int position)
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{
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if (_count + 1 > _capacity)
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{
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var oldSpan = Span;
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_capacity = Math.Max(4, _capacity * 2);
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_items = Allocators.Default.Allocate<int>((uint)_capacity);
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var newSpan = Span;
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oldSpan.CopyTo(newSpan);
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}
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// Use positions are usually inserted in descending order, so inserting in descending order is faster,
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// since the number of half exchanges is reduced.
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int i = _count - 1;
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while (i >= 0 && _items[i] < position)
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{
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_items[i + 1] = _items[i--];
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}
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_items[i + 1] = position;
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_count++;
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}
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public int NextUse(int position)
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{
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int index = NextUseIndex(position);
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return index != LiveInterval.NotFound ? _items[index] : LiveInterval.NotFound;
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}
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public int NextUseIndex(int position)
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{
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int i = _count - 1;
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if (i == -1 || position > _items[0])
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{
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return LiveInterval.NotFound;
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}
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while (i >= 0 && _items[i] < position)
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{
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i--;
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}
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return i;
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}
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public UseList Split(int position)
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{
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int index = NextUseIndex(position);
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// Since the list is in descending order, the new split list takes the front of the list and the current
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// list takes the back of the list.
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UseList result = new();
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result._count = index + 1;
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result._capacity = result._count;
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result._items = _items;
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_count = _count - result._count;
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_capacity = _count;
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_items = _items + result._count;
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return result;
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}
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}
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} |