// Copyright 2015 The Go Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package ssa import ( "cmd/internal/src" ) // fuseEarly runs fuse(f, fuseTypePlain|fuseTypeIntInRange). func fuseEarly(f *Func) { fuse(f, fuseTypePlain|fuseTypeIntInRange) } // fuseLate runs fuse(f, fuseTypePlain|fuseTypeIf|fuseTypeBranchRedirect). func fuseLate(f *Func) { fuse(f, fuseTypePlain|fuseTypeIf|fuseTypeBranchRedirect) } type fuseType uint8 const ( fuseTypePlain fuseType = 1 << iota fuseTypeIf fuseTypeIntInRange fuseTypeBranchRedirect fuseTypeShortCircuit ) // fuse simplifies control flow by joining basic blocks. func fuse(f *Func, typ fuseType) { for changed := true; changed; { changed = false // Fuse from end to beginning, to avoid quadratic behavior in fuseBlockPlain. See issue 13554. for i := len(f.Blocks) - 1; i >= 0; i-- { b := f.Blocks[i] if typ&fuseTypeIf != 0 { changed = fuseBlockIf(b) || changed } if typ&fuseTypeIntInRange != 0 { changed = fuseIntegerComparisons(b) || changed } if typ&fuseTypePlain != 0 { changed = fuseBlockPlain(b) || changed } if typ&fuseTypeShortCircuit != 0 { changed = shortcircuitBlock(b) || changed } } if typ&fuseTypeBranchRedirect != 0 { changed = fuseBranchRedirect(f) || changed } if changed { f.invalidateCFG() } } } // fuseBlockIf handles the following cases where s0 and s1 are empty blocks. // // b b b b // \ / \ / | \ / \ / | | | // s0 s1 | s1 s0 | | | // \ / | / \ | | | // ss ss ss ss // // If all Phi ops in ss have identical variables for slots corresponding to // s0, s1 and b then the branch can be dropped. // This optimization often comes up in switch statements with multiple // expressions in a case clause: // switch n { // case 1,2,3: return 4 // } // TODO: If ss doesn't contain any OpPhis, are s0 and s1 dead code anyway. func fuseBlockIf(b *Block) bool { if b.Kind != BlockIf { return false } // It doesn't matter how much Preds does s0 or s1 have. var ss0, ss1 *Block s0 := b.Succs[0].b i0 := b.Succs[0].i if s0.Kind != BlockPlain || !isEmpty(s0) { s0, ss0 = b, s0 } else { ss0 = s0.Succs[0].b i0 = s0.Succs[0].i } s1 := b.Succs[1].b i1 := b.Succs[1].i if s1.Kind != BlockPlain || !isEmpty(s1) { s1, ss1 = b, s1 } else { ss1 = s1.Succs[0].b i1 = s1.Succs[0].i } if ss0 != ss1 { if s0.Kind == BlockPlain && isEmpty(s0) && s1.Kind == BlockPlain && isEmpty(s1) { // Two special cases where both s0, s1 and ss are empty blocks. if s0 == ss1 { s0, ss0 = b, ss1 } else if ss0 == s1 { s1, ss1 = b, ss0 } else { return false } } else { return false } } ss := ss0 // s0 and s1 are equal with b if the corresponding block is missing // (2nd, 3rd and 4th case in the figure). for _, v := range ss.Values { if v.Op == OpPhi && v.Uses > 0 && v.Args[i0] != v.Args[i1] { return false } } // We do not need to redirect the Preds of s0 and s1 to ss, // the following optimization will do this. b.removeEdge(0) if s0 != b && len(s0.Preds) == 0 { s0.removeEdge(0) // Move any (dead) values in s0 to b, // where they will be eliminated by the next deadcode pass. for _, v := range s0.Values { v.Block = b } b.Values = append(b.Values, s0.Values...) // Clear s0. s0.Kind = BlockInvalid s0.Values = nil s0.Succs = nil s0.Preds = nil } b.Kind = BlockPlain b.Likely = BranchUnknown b.ResetControls() // The values in b may be dead codes, and clearing them in time may // obtain new optimization opportunities. // First put dead values that can be deleted into a slice walkValues. // Then put their arguments in walkValues before resetting the dead values // in walkValues, because the arguments may also become dead values. walkValues := []*Value{} for _, v := range b.Values { if v.Uses == 0 && v.removeable() { walkValues = append(walkValues, v) } } for len(walkValues) != 0 { v := walkValues[len(walkValues)-1] walkValues = walkValues[:len(walkValues)-1] if v.Uses == 0 && v.removeable() { walkValues = append(walkValues, v.Args...) v.reset(OpInvalid) } } return true } // isEmpty reports whether b contains any live values. // There may be false positives. func isEmpty(b *Block) bool { for _, v := range b.Values { if v.Uses > 0 || v.Op.IsCall() || v.Op.HasSideEffects() || v.Type.IsVoid() { return false } } return true } func fuseBlockPlain(b *Block) bool { if b.Kind != BlockPlain { return false } c := b.Succs[0].b if len(c.Preds) != 1 { return false } // If a block happened to end in a statement marker, // try to preserve it. if b.Pos.IsStmt() == src.PosIsStmt { l := b.Pos.Line() for _, v := range c.Values { if v.Pos.IsStmt() == src.PosNotStmt { continue } if l == v.Pos.Line() { v.Pos = v.Pos.WithIsStmt() l = 0 break } } if l != 0 && c.Pos.Line() == l { c.Pos = c.Pos.WithIsStmt() } } // move all of b's values to c. for _, v := range b.Values { v.Block = c } // Use whichever value slice is larger, in the hopes of avoiding growth. // However, take care to avoid c.Values pointing to b.valstorage. // See golang.org/issue/18602. // It's important to keep the elements in the same order; maintenance of // debugging information depends on the order of *Values in Blocks. // This can also cause changes in the order (which may affect other // optimizations and possibly compiler output) for 32-vs-64 bit compilation // platforms (word size affects allocation bucket size affects slice capacity). if cap(c.Values) >= cap(b.Values) || len(b.Values) <= len(b.valstorage) { bl := len(b.Values) cl := len(c.Values) var t []*Value // construct t = b.Values followed-by c.Values, but with attention to allocation. if cap(c.Values) < bl+cl { // reallocate t = make([]*Value, bl+cl) } else { // in place. t = c.Values[0 : bl+cl] } copy(t[bl:], c.Values) // possibly in-place c.Values = t copy(c.Values, b.Values) } else { c.Values = append(b.Values, c.Values...) } // replace b->c edge with preds(b) -> c c.predstorage[0] = Edge{} if len(b.Preds) > len(b.predstorage) { c.Preds = b.Preds } else { c.Preds = append(c.predstorage[:0], b.Preds...) } for i, e := range c.Preds { p := e.b p.Succs[e.i] = Edge{c, i} } f := b.Func if f.Entry == b { f.Entry = c } // trash b, just in case b.Kind = BlockInvalid b.Values = nil b.Preds = nil b.Succs = nil return true }