/* 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 #include #include #ifdef __cplusplus #include #include #include 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 BlockSet; typedef std::map 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 const char *Code; // The string representation of the code in this block. Owning pointer (we copy the input) Block *DefaultTarget; // The block we branch to without checking the condition, if none of the other conditions held. // Since each block *must* branch somewhere, this must be set bool IsCheckedMultipleEntry; // If true, we are a multiple entry, so reaching us requires setting the label variable Block(const char *CodeInit); ~Block(); void AddBranchTo(Block *Target, const char *Condition, const char *Code=NULL); // Prints out the instructions code and branchings void Render(bool InLoop); // INTERNAL static int IdCounter; }; // 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.) // class SimpleShape; class LabeledShape; class MultipleShape; class LoopShape; struct Shape { int Id; // A unique identifier. Used to identify loops, labels are Lx where x is the Id. Shape *Next; // The shape that will appear in the code right after this one enum ShapeType { Simple, Multiple, Loop }; ShapeType Type; Shape(ShapeType TypeInit) : Id(Shape::IdCounter++), 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; } // INTERNAL static int IdCounter; }; 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 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); }; /* struct EmulatedShape : public Shape { std::deque Blocks; 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 Blocks; std::deque Shapes; Shape *Root; Relooper(); ~Relooper(); void AddBlock(Block *New); // 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. static void SetOutputBuffer(char *Buffer, int Size); // Creates an output buffer. Must call this or SetOutputBuffer. static void MakeOutputBuffer(int Size); // Sets asm.js mode on or off (default is off) static void SetAsmJSMode(int On); }; typedef std::map 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); 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