aboutsummaryrefslogtreecommitdiff
path: root/lib/Target/JSBackend/Relooper.h
blob: 85adf359c2589736004005c3ca0cfe552aeb52b5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
/*
This is an optimized C++ implemention of the Relooper algorithm originally
developed as part of Emscripten. This implementation includes optimizations
added since the original academic paper [1] was published about it, and is
written in an LLVM-friendly way with the goal of inclusion in upstream
LLVM.

[1] Alon Zakai. 2011. Emscripten: an LLVM-to-JavaScript compiler. In Proceedings of the ACM international conference companion on Object oriented programming systems languages and applications companion (SPLASH '11). ACM, New York, NY, USA, 301-312. DOI=10.1145/2048147.2048224 http://doi.acm.org/10.1145/2048147.2048224
*/

#include <assert.h>
#include <stdio.h>
#include <stdarg.h>

#ifdef __cplusplus

#include <map>
#include <deque>
#include <set>

struct Block;
struct Shape;

// Info about a branching from one block to another
struct Branch {
  enum FlowType {
    Direct = 0, // We will directly reach the right location through other means, no need for continue or break
    Break = 1,
    Continue = 2
  };
  Shape *Ancestor; // If not NULL, this shape is the relevant one for purposes of getting to the target block. We break or continue on it
  Branch::FlowType Type; // If Ancestor is not NULL, this says whether to break or continue
  bool Labeled; // If a break or continue, whether we need to use a label
  const char *Condition; // The condition for which we branch. For example, "my_var == 1". Conditions are checked one by one. One of the conditions should have NULL as the condition, in which case it is the default
  const char *Code; // If provided, code that is run right before the branch is taken. This is useful for phis

  Branch(const char *ConditionInit, const char *CodeInit=NULL);
  ~Branch();

  // Prints out the branch
  void Render(Block *Target, bool SetLabel);
};

typedef std::set<Block*> BlockSet;
typedef std::map<Block*, Branch*> BlockBranchMap;

// Represents a basic block of code - some instructions that end with a
// control flow modifier (a branch, return or throw).
struct Block {
  // Branches become processed after we finish the shape relevant to them. For example,
  // when we recreate a loop, branches to the loop start become continues and are now
  // processed. When we calculate what shape to generate from a set of blocks, we ignore
  // processed branches.
  // Blocks own the Branch objects they use, and destroy them when done.
  BlockBranchMap BranchesOut;
  BlockSet BranchesIn;
  BlockBranchMap ProcessedBranchesOut;
  BlockSet ProcessedBranchesIn;
  Shape *Parent; // The shape we are directly inside
  int Id; // A unique identifier, defined when added to relooper. Note that this uniquely identifies a *logical* block - if we split it, the two instances have the same content *and* the same Id
  const char *Code; // The string representation of the code in this block. Owning pointer (we copy the input)
  const char *BranchVar; // If we have more than one branch out, the variable whose value determines where we go
  bool IsCheckedMultipleEntry; // If true, we are a multiple entry, so reaching us requires setting the label variable

  Block(const char *CodeInit, const char *BranchVarInit);
  ~Block();

  void AddBranchTo(Block *Target, const char *Condition, const char *Code=NULL);

  // Prints out the instructions code and branchings
  void Render(bool InLoop);
};

// Represents a structured control flow shape, one of
//
//  Simple: No control flow at all, just instructions. If several
//          blocks, then 
//
//  Multiple: A shape with more than one entry. If the next block to
//            be entered is among them, we run it and continue to
//            the next shape, otherwise we continue immediately to the
//            next shape.
//
//  Loop: An infinite loop.
//
//  Emulated: Control flow is managed by a switch in a loop. This
//            is necessary in some cases, for example when control
//            flow is not known until runtime (indirect branches,
//            setjmp returns, etc.)
//

struct SimpleShape;
struct LabeledShape;
struct MultipleShape;
struct LoopShape;
struct EmulatedShape;

struct Shape {
  int Id; // A unique identifier. Used to identify loops, labels are Lx where x is the Id. Defined when added to relooper
  Shape *Next; // The shape that will appear in the code right after this one
  Shape *Natural; // The shape that control flow gets to naturally (if there is Next, then this is Next)

  enum ShapeType {
    Simple,
    Multiple,
    Loop,
    Emulated
  };
  ShapeType Type;

  Shape(ShapeType TypeInit) : Id(-1), Next(NULL), Type(TypeInit) {}
  virtual ~Shape() {}

  virtual void Render(bool InLoop) = 0;

  static SimpleShape *IsSimple(Shape *It) { return It && It->Type == Simple ? (SimpleShape*)It : NULL; }
  static MultipleShape *IsMultiple(Shape *It) { return It && It->Type == Multiple ? (MultipleShape*)It : NULL; }
  static LoopShape *IsLoop(Shape *It) { return It && It->Type == Loop ? (LoopShape*)It : NULL; }
  static LabeledShape *IsLabeled(Shape *It) { return IsMultiple(It) || IsLoop(It) ? (LabeledShape*)It : NULL; }
  static EmulatedShape *IsEmulated(Shape *It) { return It && It->Type == Emulated ? (EmulatedShape*)It : NULL; }
};

struct SimpleShape : public Shape {
  Block *Inner;

  SimpleShape() : Shape(Simple), Inner(NULL) {}
  void Render(bool InLoop) {
    Inner->Render(InLoop);
    if (Next) Next->Render(InLoop);
  }
};

typedef std::map<Block*, Shape*> BlockShapeMap;

// A shape that may be implemented with a labeled loop.
struct LabeledShape : public Shape {
  bool Labeled; // If we have a loop, whether it needs to be labeled

  LabeledShape(ShapeType TypeInit) : Shape(TypeInit), Labeled(false) {}
};

struct MultipleShape : public LabeledShape {
  BlockShapeMap InnerMap; // entry block -> shape
  int NeedLoop; // If we have branches, we need a loop. This is a counter of loop requirements,
                // if we optimize it to 0, the loop is unneeded

  MultipleShape() : LabeledShape(Multiple), NeedLoop(0) {}

  void RenderLoopPrefix();
  void RenderLoopPostfix();

  void Render(bool InLoop);
};

struct LoopShape : public LabeledShape {
  Shape *Inner;

  LoopShape() : LabeledShape(Loop), Inner(NULL) {}
  void Render(bool InLoop);
};

// TODO EmulatedShape is only partially functional. Currently it can be used for the
//      entire set of blocks being relooped, but not subsets.
struct EmulatedShape : public LabeledShape {
  Block *Entry;
  BlockSet Blocks;

  EmulatedShape() : LabeledShape(Emulated) { Labeled = true; }
  void Render(bool InLoop);
};

// Implements the relooper algorithm for a function's blocks.
//
// Usage:
//  1. Instantiate this struct.
//  2. Call AddBlock with the blocks you have. Each should already
//     have its branchings in specified (the branchings out will
//     be calculated by the relooper).
//  3. Call Render().
//
// Implementation details: The Relooper instance has
// ownership of the blocks and shapes, and frees them when done.
struct Relooper {
  std::deque<Block*> Blocks;
  std::deque<Shape*> Shapes;
  Shape *Root;
  bool Emulate;
  int BlockIdCounter;
  int ShapeIdCounter;

  Relooper();
  ~Relooper();

  void AddBlock(Block *New, int Id=-1);

  // Calculates the shapes
  void Calculate(Block *Entry);

  // Renders the result.
  void Render();

  // Sets the global buffer all printing goes to. Must call this or MakeOutputBuffer.
  // XXX: this is deprecated, see MakeOutputBuffer
  static void SetOutputBuffer(char *Buffer, int Size);

  // Creates an internal output buffer. Must call this or SetOutputBuffer. Size is
  // a hint for the initial size of the buffer, it can be resized later one demand.
  // For that reason this is more recommended than SetOutputBuffer.
  static void MakeOutputBuffer(int Size);

  static char *GetOutputBuffer();

  // Sets asm.js mode on or off (default is off)
  static void SetAsmJSMode(int On);

  // Sets whether we must emulate everything with switch-loop code
  void SetEmulate(int E) { Emulate = E; }
};

typedef std::map<Block*, BlockSet> BlockBlockSetMap;

#if DEBUG
struct Debugging {
  static void Dump(BlockSet &Blocks, const char *prefix=NULL);
  static void Dump(Shape *S, const char *prefix=NULL);
};
#endif

#endif // __cplusplus

// C API - useful for binding to other languages

#ifdef _WIN32
  #ifdef RELOOPERDLL_EXPORTS
    #define RELOOPERDLL_API __declspec(dllexport)
  #else
    #define RELOOPERDLL_API __declspec(dllimport)
  #endif
#else
  #define RELOOPERDLL_API
#endif

#ifdef __cplusplus
extern "C" {
#endif

RELOOPERDLL_API void  rl_set_output_buffer(char *buffer, int size);
RELOOPERDLL_API void  rl_make_output_buffer(int size);
RELOOPERDLL_API void  rl_set_asm_js_mode(int on);
RELOOPERDLL_API void *rl_new_block(const char *text, const char *branch_var);
RELOOPERDLL_API void  rl_delete_block(void *block);
RELOOPERDLL_API void  rl_block_add_branch_to(void *from, void *to, const char *condition, const char *code);
RELOOPERDLL_API void *rl_new_relooper();
RELOOPERDLL_API void  rl_delete_relooper(void *relooper);
RELOOPERDLL_API void  rl_relooper_add_block(void *relooper, void *block);
RELOOPERDLL_API void  rl_relooper_calculate(void *relooper, void *entry);
RELOOPERDLL_API void  rl_relooper_render(void *relooper);

#ifdef __cplusplus
}
#endif