// 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 const flagRegMask = regMask(1) << 33 // TODO: arch-specific // flagalloc allocates the flag register among all the flag-generating // instructions. Flag values are recomputed if they need to be // spilled/restored. func flagalloc(f *Func) { // Compute the in-register flag value we want at the end of // each block. This is basically a best-effort live variable // analysis, so it can be much simpler than a full analysis. // TODO: do we really need to keep flag values live across blocks? // Could we force the flags register to be unused at basic block // boundaries? Then we wouldn't need this computation. end := make([]*Value, f.NumBlocks()) for n := 0; n < 2; n++ { // Walk blocks backwards. Poor-man's postorder traversal. for i := len(f.Blocks) - 1; i >= 0; i-- { b := f.Blocks[i] // Walk values backwards to figure out what flag // value we want in the flag register at the start // of the block. flag := end[b.ID] if b.Control != nil && b.Control.Type.IsFlags() { flag = b.Control } for j := len(b.Values) - 1; j >= 0; j-- { v := b.Values[j] if v == flag { flag = nil } if opcodeTable[v.Op].reg.clobbers&flagRegMask != 0 { flag = nil } for _, a := range v.Args { if a.Type.IsFlags() { flag = a } } } for _, p := range b.Preds { end[p.ID] = flag } } } // For blocks which have a flags control value, that's the only value // we can leave in the flags register at the end of the block. (There // is no place to put a flag regeneration instruction.) for _, b := range f.Blocks { v := b.Control if v != nil && v.Type.IsFlags() && end[b.ID] != v { end[b.ID] = nil } } // Add flag recomputations where they are needed. // TODO: Remove original instructions if they are never used. var oldSched []*Value for _, b := range f.Blocks { oldSched = append(oldSched[:0], b.Values...) b.Values = b.Values[:0] // The current live flag value. var flag *Value if len(b.Preds) > 0 { flag = end[b.Preds[0].ID] // Note: the following condition depends on the lack of critical edges. for _, p := range b.Preds[1:] { if end[p.ID] != flag { f.Fatalf("live flag in %s's predecessors not consistent", b) } } } for _, v := range oldSched { if v.Op == OpPhi && v.Type.IsFlags() { f.Fatalf("phi of flags not supported: %s", v.LongString()) } // Make sure any flag arg of v is in the flags register. // If not, recompute it. for i, a := range v.Args { if !a.Type.IsFlags() { continue } if a == flag { continue } // Recalculate a c := a.copyInto(b) // Update v. v.SetArg(i, c) // Remember the most-recently computed flag value. flag = c } // Issue v. b.Values = append(b.Values, v) if opcodeTable[v.Op].reg.clobbers&flagRegMask != 0 { flag = nil } if v.Type.IsFlags() { flag = v } } if v := b.Control; v != nil && v != flag && v.Type.IsFlags() { // Recalculate control value. c := v.copyInto(b) b.Control = c flag = c } if v := end[b.ID]; v != nil && v != flag { // Need to reissue flag generator for use by // subsequent blocks. _ = v.copyInto(b) // Note: this flag generator is not properly linked up // with the flag users. This breaks the SSA representation. // We could fix up the users with another pass, but for now // we'll just leave it. (Regalloc has the same issue for // standard regs, and it runs next.) } } // Save live flag state for later. for _, b := range f.Blocks { b.FlagsLiveAtEnd = end[b.ID] != nil } }