go fuse 源码
golang fuse 代码
文件路径:/src/cmd/compile/internal/ssa/fuse.go
// 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
}
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