Hi Jeff. Hi folks.
What started as a foray into severing the old (forward) threader's
dependency on evrp, turned into a rewrite of the backwards threader
code. I'd like to discuss the possibility of replacing the current
backwards threader with a new one that gets far more threads and can
potentially subsume all threaders in the future.
I won't include code here, as it will just detract from the high level
discussion. But if it helps, I could post what I have, which just needs
some cleanups and porting to the latest trunk changes Andrew has made.
Currently the backwards threader works by traversing DEF chains through
PHIs leading to possible paths that start in a constant. When such a
path is found, it is checked to see if it is profitable, and if so, the
constant path is threaded. The current implementation is rather limited
since backwards paths must end in a constant. For example, the
backwards threader can't get any of the tests in
gcc.dg/tree-ssa/ssa-thread-14.c:
if (a && b)
foo ();
if (!b && c)
bar ();
etc.
After my refactoring patches to the threading code, it is now possible
to drop in an alternate implementation that shares the profitability
code (is this path profitable?), the jump registry, and the actual jump
threading code. I have leveraged this to write a ranger-based threader
that gets every single thread the current code gets, plus 90-130% more.
Here are the details from the branch, which should be very similar to
trunk. I'm presenting the branch numbers because they contain Andrew's
upcoming relational query which significantly juices up the results.
New threader:
ethread:65043 (+3.06%)
dom:32450 (-13.3%)
backwards threader:72482 (+89.6%)
vrp:40532 (-30.7%)
Total threaded: 210507 (+6.70%)
This means that the new code gets 89.6% more jump threading
opportunities than the code I want to replace. In doing so, it reduces
the amount of DOM threading opportunities by 13.3% and by 30.7% from the
VRP jump threader. The total improvement across the jump threading
opportunities in the compiler is 6.70%.
However, these are pessimistic numbers...
I have noticed that some of the threading opportunities that DOM and VRP
now get are not because they're smarter, but because they're picking up
opportunities that the new code exposes. I experimented with running an
iterative threader, and then seeing what VRP and DOM could actually get.
This is too expensive to do in real life, but it at least shows what
the effect of the new code is on DOM/VRP's abilities:
Iterative threader:
ethread:65043 (+3.06%)
dom:31170 (-16.7%)
thread:86717 (+127%)
vrp:33851 (-42.2%)
Total threaded: 216781 (+9.90%)
This means that the new code not only gets 127% more cases, but it
reduces the DOM and VRP opportunities considerably (16.7% and 42.2%
respectively). The end result is that we have the possibility of
getting almost 10% more jump threading opportunities in the entire
compilation run.
(Note that the new code gets even more opportunities, but I'm only
reporting the profitable ones that made it all the way through to the
threader backend, and actually eliminated a branch.)
The overall compilation hit from this work is currently 1.38% as
measured by callgrind. We should be able to reduce this a bit, plus we
could get some of that back if we can replace the DOM and VRP threaders
(future work).
My proposed implementation should be able to get any threading
opportunity, and will get more as range-ops and ranger improve.
I can go into the details if necessary, but the gist of it is that we
leverage the import facility in the ranger to only look up paths that
have a direct repercussion in the conditional being threaded, thus
reducing the search space. This enhanced path discovery, plus an engine
to resolve conditionals based on knowledge from a CFG path, is all that
is needed to register new paths. There is no limit to how far back we
look, though in practice, we stop looking once a path is too expensive
to continue the search in a given direction.
The solver API is simple:
// This class is a thread path solver. Given a set of BBs indicating
// a path through the CFG, range_in_path() will return the range
// of an SSA as if the BBs in the path would have been executed in
// order.
//
// Note that the blocks are in reverse order, thus the exit block is
path[0].
class thread_solver : gori_compute
{
public:
thread_solver (gimple_ranger &ranger);
virtual ~thread_solver ();
void set_path (const vec<basic_block> *, const bitmap_head *imports);
void range_in_path (irange &, tree name);
void range_in_path (irange &, gimple *);
...
};
Basically, as we're discovering paths, we ask the solver what the value
of the final conditional in a BB is in a given path. If it resolves, we
register the path.
A follow-up project would be to analyze what DOM/VRP are actually
getting that we don't, because in theory with an enhanced ranger, we
should be able to get everything they do (minus some float stuff, and
some CSE things DOM does). However, IMO, this is good enough to at
least replace the current backwards threading code.
My suggestion would be to keep both implementations, defaulting to the
ranger based, and running the old code immediately after-- trapping if
it can find any threading opportunities. After a few weeks, we could
kill the old code.
Thoughts?
Aldy
p.s. BTW, ranger-based is technically a minomer. It's gori based. We
don't need the entire ranger caching ability here. I'm only using it to
get the imports for the interesting conditionals, since those are static.