alvinalexander.com | career | drupal | java | mac | mysql | perl | scala | uml | unix  

Java example source code file (block.hpp)

This example Java source code file (block.hpp) is included in the alvinalexander.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Java by Example" TM.

Learn more about this Java project at its project page.

Java - Java tags/keywords

block, block_array, cfgelement, cfgloop, growablearray, node, node_list, null, phasecfg, product, resourceobj, trace, vectorset, vmstructs

The block.hpp Java example source code

/*
 * Copyright (c) 1997, 2013, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
 * or visit www.oracle.com if you need additional information or have any
 * questions.
 *
 */

#ifndef SHARE_VM_OPTO_BLOCK_HPP
#define SHARE_VM_OPTO_BLOCK_HPP

#include "opto/multnode.hpp"
#include "opto/node.hpp"
#include "opto/phase.hpp"

// Optimization - Graph Style

class Block;
class CFGLoop;
class MachCallNode;
class Matcher;
class RootNode;
class VectorSet;
struct Tarjan;

//------------------------------Block_Array------------------------------------
// Map dense integer indices to Blocks.  Uses classic doubling-array trick.
// Abstractly provides an infinite array of Block*'s, initialized to NULL.
// Note that the constructor just zeros things, and since I use Arena
// allocation I do not need a destructor to reclaim storage.
class Block_Array : public ResourceObj {
  friend class VMStructs;
  uint _size;                   // allocated size, as opposed to formal limit
  debug_only(uint _limit;)      // limit to formal domain
  Arena *_arena;                // Arena to allocate in
protected:
  Block **_blocks;
  void grow( uint i );          // Grow array node to fit

public:
  Block_Array(Arena *a) : _arena(a), _size(OptoBlockListSize) {
    debug_only(_limit=0);
    _blocks = NEW_ARENA_ARRAY( a, Block *, OptoBlockListSize );
    for( int i = 0; i < OptoBlockListSize; i++ ) {
      _blocks[i] = NULL;
    }
  }
  Block *lookup( uint i ) const // Lookup, or NULL for not mapped
  { return (i<Max()) ? _blocks[i] : (Block*)NULL; }
  Block *operator[] ( uint i ) const // Lookup, or assert for not mapped
  { assert( i < Max(), "oob" ); return _blocks[i]; }
  // Extend the mapping: index i maps to Block *n.
  void map( uint i, Block *n ) { if( i>=Max() ) grow(i); _blocks[i] = n; }
  uint Max() const { debug_only(return _limit); return _size; }
};


class Block_List : public Block_Array {
  friend class VMStructs;
public:
  uint _cnt;
  Block_List() : Block_Array(Thread::current()->resource_area()), _cnt(0) {}
  void push( Block *b ) {  map(_cnt++,b); }
  Block *pop() { return _blocks[--_cnt]; }
  Block *rpop() { Block *b = _blocks[0]; _blocks[0]=_blocks[--_cnt]; return b;}
  void remove( uint i );
  void insert( uint i, Block *n );
  uint size() const { return _cnt; }
  void reset() { _cnt = 0; }
  void print();
};


class CFGElement : public ResourceObj {
  friend class VMStructs;
 public:
  float _freq; // Execution frequency (estimate)

  CFGElement() : _freq(0.0f) {}
  virtual bool is_block() { return false; }
  virtual bool is_loop()  { return false; }
  Block*   as_Block() { assert(is_block(), "must be block"); return (Block*)this; }
  CFGLoop* as_CFGLoop()  { assert(is_loop(),  "must be loop");  return (CFGLoop*)this;  }
};

//------------------------------Block------------------------------------------
// This class defines a Basic Block.
// Basic blocks are used during the output routines, and are not used during
// any optimization pass.  They are created late in the game.
class Block : public CFGElement {
  friend class VMStructs;

private:
  // Nodes in this block, in order
  Node_List _nodes;

public:

  // Get the node at index 'at_index', if 'at_index' is out of bounds return NULL
  Node* get_node(uint at_index) const {
    return _nodes[at_index];
  }

  // Get the number of nodes in this block
  uint number_of_nodes() const {
    return _nodes.size();
  }

  // Map a node 'node' to index 'to_index' in the block, if the index is out of bounds the size of the node list is increased
  void map_node(Node* node, uint to_index) {
    _nodes.map(to_index, node);
  }

  // Insert a node 'node' at index 'at_index', moving all nodes that are on a higher index one step, if 'at_index' is out of bounds we crash
  void insert_node(Node* node, uint at_index) {
    _nodes.insert(at_index, node);
  }

  // Remove a node at index 'at_index'
  void remove_node(uint at_index) {
    _nodes.remove(at_index);
  }

  // Push a node 'node' onto the node list
  void push_node(Node* node) {
    _nodes.push(node);
  }

  // Pop the last node off the node list
  Node* pop_node() {
    return _nodes.pop();
  }

  // Basic blocks have a Node which defines Control for all Nodes pinned in
  // this block.  This Node is a RegionNode.  Exception-causing Nodes
  // (division, subroutines) and Phi functions are always pinned.  Later,
  // every Node will get pinned to some block.
  Node *head() const { return get_node(0); }

  // CAUTION: num_preds() is ONE based, so that predecessor numbers match
  // input edges to Regions and Phis.
  uint num_preds() const { return head()->req(); }
  Node *pred(uint i) const { return head()->in(i); }

  // Array of successor blocks, same size as projs array
  Block_Array _succs;

  // Basic blocks have some number of Nodes which split control to all
  // following blocks.  These Nodes are always Projections.  The field in
  // the Projection and the block-ending Node determine which Block follows.
  uint _num_succs;

  // Basic blocks also carry all sorts of good old fashioned DFS information
  // used to find loops, loop nesting depth, dominators, etc.
  uint _pre_order;              // Pre-order DFS number

  // Dominator tree
  uint _dom_depth;              // Depth in dominator tree for fast LCA
  Block* _idom;                 // Immediate dominator block

  CFGLoop *_loop;               // Loop to which this block belongs
  uint _rpo;                    // Number in reverse post order walk

  virtual bool is_block() { return true; }
  float succ_prob(uint i);      // return probability of i'th successor
  int num_fall_throughs();      // How many fall-through candidate this block has
  void update_uncommon_branch(Block* un); // Lower branch prob to uncommon code
  bool succ_fall_through(uint i); // Is successor "i" is a fall-through candidate
  Block* lone_fall_through();   // Return lone fall-through Block or null

  Block* dom_lca(Block* that);  // Compute LCA in dominator tree.
#ifdef ASSERT
  bool dominates(Block* that) {
    int dom_diff = this->_dom_depth - that->_dom_depth;
    if (dom_diff > 0)  return false;
    for (; dom_diff < 0; dom_diff++)  that = that->_idom;
    return this == that;
  }
#endif

  // Report the alignment required by this block.  Must be a power of 2.
  // The previous block will insert nops to get this alignment.
  uint code_alignment();
  uint compute_loop_alignment();

  // BLOCK_FREQUENCY is a sentinel to mark uses of constant block frequencies.
  // It is currently also used to scale such frequencies relative to
  // FreqCountInvocations relative to the old value of 1500.
#define BLOCK_FREQUENCY(f) ((f * (float) 1500) / FreqCountInvocations)

  // Register Pressure (estimate) for Splitting heuristic
  uint _reg_pressure;
  uint _ihrp_index;
  uint _freg_pressure;
  uint _fhrp_index;

  // Mark and visited bits for an LCA calculation in insert_anti_dependences.
  // Since they hold unique node indexes, they do not need reinitialization.
  node_idx_t _raise_LCA_mark;
  void    set_raise_LCA_mark(node_idx_t x)    { _raise_LCA_mark = x; }
  node_idx_t  raise_LCA_mark() const          { return _raise_LCA_mark; }
  node_idx_t _raise_LCA_visited;
  void    set_raise_LCA_visited(node_idx_t x) { _raise_LCA_visited = x; }
  node_idx_t  raise_LCA_visited() const       { return _raise_LCA_visited; }

  // Estimated size in bytes of first instructions in a loop.
  uint _first_inst_size;
  uint first_inst_size() const     { return _first_inst_size; }
  void set_first_inst_size(uint s) { _first_inst_size = s; }

  // Compute the size of first instructions in this block.
  uint compute_first_inst_size(uint& sum_size, uint inst_cnt, PhaseRegAlloc* ra);

  // Compute alignment padding if the block needs it.
  // Align a loop if loop's padding is less or equal to padding limit
  // or the size of first instructions in the loop > padding.
  uint alignment_padding(int current_offset) {
    int block_alignment = code_alignment();
    int max_pad = block_alignment-relocInfo::addr_unit();
    if( max_pad > 0 ) {
      assert(is_power_of_2(max_pad+relocInfo::addr_unit()), "");
      int current_alignment = current_offset & max_pad;
      if( current_alignment != 0 ) {
        uint padding = (block_alignment-current_alignment) & max_pad;
        if( has_loop_alignment() &&
            padding > (uint)MaxLoopPad &&
            first_inst_size() <= padding ) {
          return 0;
        }
        return padding;
      }
    }
    return 0;
  }

  // Connector blocks. Connector blocks are basic blocks devoid of
  // instructions, but may have relevant non-instruction Nodes, such as
  // Phis or MergeMems. Such blocks are discovered and marked during the
  // RemoveEmpty phase, and elided during Output.
  bool _connector;
  void set_connector() { _connector = true; }
  bool is_connector() const { return _connector; };

  // Loop_alignment will be set for blocks which are at the top of loops.
  // The block layout pass may rotate loops such that the loop head may not
  // be the sequentially first block of the loop encountered in the linear
  // list of blocks.  If the layout pass is not run, loop alignment is set
  // for each block which is the head of a loop.
  uint _loop_alignment;
  void set_loop_alignment(Block *loop_top) {
    uint new_alignment = loop_top->compute_loop_alignment();
    if (new_alignment > _loop_alignment) {
      _loop_alignment = new_alignment;
    }
  }
  uint loop_alignment() const { return _loop_alignment; }
  bool has_loop_alignment() const { return loop_alignment() > 0; }

  // Create a new Block with given head Node.
  // Creates the (empty) predecessor arrays.
  Block( Arena *a, Node *headnode )
    : CFGElement(),
      _nodes(a),
      _succs(a),
      _num_succs(0),
      _pre_order(0),
      _idom(0),
      _loop(NULL),
      _reg_pressure(0),
      _ihrp_index(1),
      _freg_pressure(0),
      _fhrp_index(1),
      _raise_LCA_mark(0),
      _raise_LCA_visited(0),
      _first_inst_size(999999),
      _connector(false),
      _loop_alignment(0) {
    _nodes.push(headnode);
  }

  // Index of 'end' Node
  uint end_idx() const {
    // %%%%% add a proj after every goto
    // so (last->is_block_proj() != last) always, then simplify this code
    // This will not give correct end_idx for block 0 when it only contains root.
    int last_idx = _nodes.size() - 1;
    Node *last  = _nodes[last_idx];
    assert(last->is_block_proj() == last || last->is_block_proj() == _nodes[last_idx - _num_succs], "");
    return (last->is_block_proj() == last) ? last_idx : (last_idx - _num_succs);
  }

  // Basic blocks have a Node which ends them.  This Node determines which
  // basic block follows this one in the program flow.  This Node is either an
  // IfNode, a GotoNode, a JmpNode, or a ReturnNode.
  Node *end() const { return _nodes[end_idx()]; }

  // Add an instruction to an existing block.  It must go after the head
  // instruction and before the end instruction.
  void add_inst( Node *n ) { insert_node(n, end_idx()); }
  // Find node in block
  uint find_node( const Node *n ) const;
  // Find and remove n from block list
  void find_remove( const Node *n );

  // Return the empty status of a block
  enum { not_empty, empty_with_goto, completely_empty };
  int is_Empty() const;

  // Forward through connectors
  Block* non_connector() {
    Block* s = this;
    while (s->is_connector()) {
      s = s->_succs[0];
    }
    return s;
  }

  // Return true if b is a successor of this block
  bool has_successor(Block* b) const {
    for (uint i = 0; i < _num_succs; i++ ) {
      if (non_connector_successor(i) == b) {
        return true;
      }
    }
    return false;
  }

  // Successor block, after forwarding through connectors
  Block* non_connector_successor(int i) const {
    return _succs[i]->non_connector();
  }

  // Examine block's code shape to predict if it is not commonly executed.
  bool has_uncommon_code() const;

#ifndef PRODUCT
  // Debugging print of basic block
  void dump_bidx(const Block* orig, outputStream* st = tty) const;
  void dump_pred(const PhaseCFG* cfg, Block* orig, outputStream* st = tty) const;
  void dump_head(const PhaseCFG* cfg, outputStream* st = tty) const;
  void dump() const;
  void dump(const PhaseCFG* cfg) const;
#endif
};


//------------------------------PhaseCFG---------------------------------------
// Build an array of Basic Block pointers, one per Node.
class PhaseCFG : public Phase {
  friend class VMStructs;
 private:

  // Root of whole program
  RootNode* _root;

  // The block containing the root node
  Block* _root_block;

  // List of basic blocks that are created during CFG creation
  Block_List _blocks;

  // Count of basic blocks
  uint _number_of_blocks;

  // Arena for the blocks to be stored in
  Arena* _block_arena;

  // The matcher for this compilation
  Matcher& _matcher;

  // Map nodes to owning basic block
  Block_Array _node_to_block_mapping;

  // Loop from the root
  CFGLoop* _root_loop;

  // Outmost loop frequency
  float _outer_loop_frequency;

  // Per node latency estimation, valid only during GCM
  GrowableArray<uint>* _node_latency;

  // Build a proper looking cfg.  Return count of basic blocks
  uint build_cfg();

  // Build the dominator tree so that we know where we can move instructions
  void build_dominator_tree();

  // Estimate block frequencies based on IfNode probabilities, so that we know where we want to move instructions
  void estimate_block_frequency();

  // Global Code Motion.  See Click's PLDI95 paper.  Place Nodes in specific
  // basic blocks; i.e. _node_to_block_mapping now maps _idx for all Nodes to some Block.
  // Move nodes to ensure correctness from GVN and also try to move nodes out of loops.
  void global_code_motion();

  // Schedule Nodes early in their basic blocks.
  bool schedule_early(VectorSet &visited, Node_List &roots);

  // For each node, find the latest block it can be scheduled into
  // and then select the cheapest block between the latest and earliest
  // block to place the node.
  void schedule_late(VectorSet &visited, Node_List &stack);

  // Compute the (backwards) latency of a node from a single use
  int latency_from_use(Node *n, const Node *def, Node *use);

  // Compute the (backwards) latency of a node from the uses of this instruction
  void partial_latency_of_defs(Node *n);

  // Compute the instruction global latency with a backwards walk
  void compute_latencies_backwards(VectorSet &visited, Node_List &stack);

  // Pick a block between early and late that is a cheaper alternative
  // to late. Helper for schedule_late.
  Block* hoist_to_cheaper_block(Block* LCA, Block* early, Node* self);

  bool schedule_local(Block* block, GrowableArray<int>& ready_cnt, VectorSet& next_call);
  void set_next_call(Block* block, Node* n, VectorSet& next_call);
  void needed_for_next_call(Block* block, Node* this_call, VectorSet& next_call);

  // Perform basic-block local scheduling
  Node* select(Block* block, Node_List& worklist, GrowableArray<int>& ready_cnt, VectorSet& next_call, uint sched_slot);

  // Schedule a call next in the block
  uint sched_call(Block* block, uint node_cnt, Node_List& worklist, GrowableArray<int>& ready_cnt, MachCallNode* mcall, VectorSet& next_call);

  // Cleanup if any code lands between a Call and his Catch
  void call_catch_cleanup(Block* block);

  Node* catch_cleanup_find_cloned_def(Block* use_blk, Node* def, Block* def_blk, int n_clone_idx);
  void  catch_cleanup_inter_block(Node *use, Block *use_blk, Node *def, Block *def_blk, int n_clone_idx);

  // Detect implicit-null-check opportunities.  Basically, find NULL checks
  // with suitable memory ops nearby.  Use the memory op to do the NULL check.
  // I can generate a memory op if there is not one nearby.
  void implicit_null_check(Block* block, Node *proj, Node *val, int allowed_reasons);

  // Perform a Depth First Search (DFS).
  // Setup 'vertex' as DFS to vertex mapping.
  // Setup 'semi' as vertex to DFS mapping.
  // Set 'parent' to DFS parent.
  uint do_DFS(Tarjan* tarjan, uint rpo_counter);

  // Helper function to insert a node into a block
  void schedule_node_into_block( Node *n, Block *b );

  void replace_block_proj_ctrl( Node *n );

  // Set the basic block for pinned Nodes
  void schedule_pinned_nodes( VectorSet &visited );

  // I'll need a few machine-specific GotoNodes.  Clone from this one.
  // Used when building the CFG and creating end nodes for blocks.
  MachNode* _goto;

  Block* insert_anti_dependences(Block* LCA, Node* load, bool verify = false);
  void verify_anti_dependences(Block* LCA, Node* load) {
    assert(LCA == get_block_for_node(load), "should already be scheduled");
    insert_anti_dependences(LCA, load, true);
  }

  bool move_to_next(Block* bx, uint b_index);
  void move_to_end(Block* bx, uint b_index);

  void insert_goto_at(uint block_no, uint succ_no);

  // Check for NeverBranch at block end.  This needs to become a GOTO to the
  // true target.  NeverBranch are treated as a conditional branch that always
  // goes the same direction for most of the optimizer and are used to give a
  // fake exit path to infinite loops.  At this late stage they need to turn
  // into Goto's so that when you enter the infinite loop you indeed hang.
  void convert_NeverBranch_to_Goto(Block *b);

  CFGLoop* create_loop_tree();

  #ifndef PRODUCT
  bool _trace_opto_pipelining;  // tracing flag
  #endif

 public:
  PhaseCFG(Arena* arena, RootNode* root, Matcher& matcher);

  void set_latency_for_node(Node* node, int latency) {
    _node_latency->at_put_grow(node->_idx, latency);
  }

  uint get_latency_for_node(Node* node) {
    return _node_latency->at_grow(node->_idx);
  }

  // Get the outer most frequency
  float get_outer_loop_frequency() const {
    return _outer_loop_frequency;
  }

  // Get the root node of the CFG
  RootNode* get_root_node() const {
    return _root;
  }

  // Get the block of the root node
  Block* get_root_block() const {
    return _root_block;
  }

  // Add a block at a position and moves the later ones one step
  void add_block_at(uint pos, Block* block) {
    _blocks.insert(pos, block);
    _number_of_blocks++;
  }

  // Adds a block to the top of the block list
  void add_block(Block* block) {
    _blocks.push(block);
    _number_of_blocks++;
  }

  // Clear the list of blocks
  void clear_blocks() {
    _blocks.reset();
    _number_of_blocks = 0;
  }

  // Get the block at position pos in _blocks
  Block* get_block(uint pos) const {
    return _blocks[pos];
  }

  // Number of blocks
  uint number_of_blocks() const {
    return _number_of_blocks;
  }

  // set which block this node should reside in
  void map_node_to_block(const Node* node, Block* block) {
    _node_to_block_mapping.map(node->_idx, block);
  }

  // removes the mapping from a node to a block
  void unmap_node_from_block(const Node* node) {
    _node_to_block_mapping.map(node->_idx, NULL);
  }

  // get the block in which this node resides
  Block* get_block_for_node(const Node* node) const {
    return _node_to_block_mapping[node->_idx];
  }

  // does this node reside in a block; return true
  bool has_block(const Node* node) const {
    return (_node_to_block_mapping.lookup(node->_idx) != NULL);
  }

  // Use frequency calculations and code shape to predict if the block
  // is uncommon.
  bool is_uncommon(const Block* block);

#ifdef ASSERT
  Unique_Node_List _raw_oops;
#endif

  // Do global code motion by first building dominator tree and estimate block frequency
  // Returns true on success
  bool do_global_code_motion();

  // Compute the (backwards) latency of a node from the uses
  void latency_from_uses(Node *n);

  // Set loop alignment
  void set_loop_alignment();

  // Remove empty basic blocks
  void remove_empty_blocks();
  void fixup_flow();

  // Insert a node into a block at index and map the node to the block
  void insert(Block *b, uint idx, Node *n) {
    b->insert_node(n , idx);
    map_node_to_block(n, b);
  }

#ifndef PRODUCT
  bool trace_opto_pipelining() const { return _trace_opto_pipelining; }

  // Debugging print of CFG
  void dump( ) const;           // CFG only
  void _dump_cfg( const Node *end, VectorSet &visited  ) const;
  void verify() const;
  void dump_headers();
#else
  bool trace_opto_pipelining() const { return false; }
#endif
};


//------------------------------UnionFind--------------------------------------
// Map Block indices to a block-index for a cfg-cover.
// Array lookup in the optimized case.
class UnionFind : public ResourceObj {
  uint _cnt, _max;
  uint* _indices;
  ReallocMark _nesting;  // assertion check for reallocations
public:
  UnionFind( uint max );
  void reset( uint max );  // Reset to identity map for [0..max]

  uint lookup( uint nidx ) const {
    return _indices[nidx];
  }
  uint operator[] (uint nidx) const { return lookup(nidx); }

  void map( uint from_idx, uint to_idx ) {
    assert( from_idx < _cnt, "oob" );
    _indices[from_idx] = to_idx;
  }
  void extend( uint from_idx, uint to_idx );

  uint Size() const { return _cnt; }

  uint Find( uint idx ) {
    assert( idx < 65536, "Must fit into uint");
    uint uf_idx = lookup(idx);
    return (uf_idx == idx) ? uf_idx : Find_compress(idx);
  }
  uint Find_compress( uint idx );
  uint Find_const( uint idx ) const;
  void Union( uint idx1, uint idx2 );

};

//----------------------------BlockProbPair---------------------------
// Ordered pair of Node*.
class BlockProbPair VALUE_OBJ_CLASS_SPEC {
protected:
  Block* _target;      // block target
  float  _prob;        // probability of edge to block
public:
  BlockProbPair() : _target(NULL), _prob(0.0) {}
  BlockProbPair(Block* b, float p) : _target(b), _prob(p) {}

  Block* get_target() const { return _target; }
  float get_prob() const { return _prob; }
};

//------------------------------CFGLoop-------------------------------------------
class CFGLoop : public CFGElement {
  friend class VMStructs;
  int _id;
  int _depth;
  CFGLoop *_parent;      // root of loop tree is the method level "pseudo" loop, it's parent is null
  CFGLoop *_sibling;     // null terminated list
  CFGLoop *_child;       // first child, use child's sibling to visit all immediately nested loops
  GrowableArray<CFGElement*> _members; // list of members of loop
  GrowableArray<BlockProbPair> _exits; // list of successor blocks and their probabilities
  float _exit_prob;       // probability any loop exit is taken on a single loop iteration
  void update_succ_freq(Block* b, float freq);

 public:
  CFGLoop(int id) :
    CFGElement(),
    _id(id),
    _depth(0),
    _parent(NULL),
    _sibling(NULL),
    _child(NULL),
    _exit_prob(1.0f) {}
  CFGLoop* parent() { return _parent; }
  void push_pred(Block* blk, int i, Block_List& worklist, PhaseCFG* cfg);
  void add_member(CFGElement *s) { _members.push(s); }
  void add_nested_loop(CFGLoop* cl);
  Block* head() {
    assert(_members.at(0)->is_block(), "head must be a block");
    Block* hd = _members.at(0)->as_Block();
    assert(hd->_loop == this, "just checking");
    assert(hd->head()->is_Loop(), "must begin with loop head node");
    return hd;
  }
  Block* backedge_block(); // Return the block on the backedge of the loop (else NULL)
  void compute_loop_depth(int depth);
  void compute_freq(); // compute frequency with loop assuming head freq 1.0f
  void scale_freq();   // scale frequency by loop trip count (including outer loops)
  float outer_loop_freq() const; // frequency of outer loop
  bool in_loop_nest(Block* b);
  float trip_count() const { return 1.0f / _exit_prob; }
  virtual bool is_loop()  { return true; }
  int id() { return _id; }

#ifndef PRODUCT
  void dump( ) const;
  void dump_tree() const;
#endif
};


//----------------------------------CFGEdge------------------------------------
// A edge between two basic blocks that will be embodied by a branch or a
// fall-through.
class CFGEdge : public ResourceObj {
  friend class VMStructs;
 private:
  Block * _from;        // Source basic block
  Block * _to;          // Destination basic block
  float _freq;          // Execution frequency (estimate)
  int   _state;
  bool  _infrequent;
  int   _from_pct;
  int   _to_pct;

  // Private accessors
  int  from_pct() const { return _from_pct; }
  int  to_pct()   const { return _to_pct;   }
  int  from_infrequent() const { return from_pct() < BlockLayoutMinDiamondPercentage; }
  int  to_infrequent()   const { return to_pct()   < BlockLayoutMinDiamondPercentage; }

 public:
  enum {
    open,               // initial edge state; unprocessed
    connected,          // edge used to connect two traces together
    interior            // edge is interior to trace (could be backedge)
  };

  CFGEdge(Block *from, Block *to, float freq, int from_pct, int to_pct) :
    _from(from), _to(to), _freq(freq),
    _from_pct(from_pct), _to_pct(to_pct), _state(open) {
    _infrequent = from_infrequent() || to_infrequent();
  }

  float  freq() const { return _freq; }
  Block* from() const { return _from; }
  Block* to  () const { return _to;   }
  int  infrequent() const { return _infrequent; }
  int state() const { return _state; }

  void set_state(int state) { _state = state; }

#ifndef PRODUCT
  void dump( ) const;
#endif
};


//-----------------------------------Trace-------------------------------------
// An ordered list of basic blocks.
class Trace : public ResourceObj {
 private:
  uint _id;             // Unique Trace id (derived from initial block)
  Block ** _next_list;  // Array mapping index to next block
  Block ** _prev_list;  // Array mapping index to previous block
  Block * _first;       // First block in the trace
  Block * _last;        // Last block in the trace

  // Return the block that follows "b" in the trace.
  Block * next(Block *b) const { return _next_list[b->_pre_order]; }
  void set_next(Block *b, Block *n) const { _next_list[b->_pre_order] = n; }

  // Return the block that precedes "b" in the trace.
  Block * prev(Block *b) const { return _prev_list[b->_pre_order]; }
  void set_prev(Block *b, Block *p) const { _prev_list[b->_pre_order] = p; }

  // We've discovered a loop in this trace. Reset last to be "b", and first as
  // the block following "b
  void break_loop_after(Block *b) {
    _last = b;
    _first = next(b);
    set_prev(_first, NULL);
    set_next(_last, NULL);
  }

 public:

  Trace(Block *b, Block **next_list, Block **prev_list) :
    _first(b),
    _last(b),
    _next_list(next_list),
    _prev_list(prev_list),
    _id(b->_pre_order) {
    set_next(b, NULL);
    set_prev(b, NULL);
  };

  // Return the id number
  uint id() const { return _id; }
  void set_id(uint id) { _id = id; }

  // Return the first block in the trace
  Block * first_block() const { return _first; }

  // Return the last block in the trace
  Block * last_block() const { return _last; }

  // Insert a trace in the middle of this one after b
  void insert_after(Block *b, Trace *tr) {
    set_next(tr->last_block(), next(b));
    if (next(b) != NULL) {
      set_prev(next(b), tr->last_block());
    }

    set_next(b, tr->first_block());
    set_prev(tr->first_block(), b);

    if (b == _last) {
      _last = tr->last_block();
    }
  }

  void insert_before(Block *b, Trace *tr) {
    Block *p = prev(b);
    assert(p != NULL, "use append instead");
    insert_after(p, tr);
  }

  // Append another trace to this one.
  void append(Trace *tr) {
    insert_after(_last, tr);
  }

  // Append a block at the end of this trace
  void append(Block *b) {
    set_next(_last, b);
    set_prev(b, _last);
    _last = b;
  }

  // Adjust the the blocks in this trace
  void fixup_blocks(PhaseCFG &cfg);
  bool backedge(CFGEdge *e);

#ifndef PRODUCT
  void dump( ) const;
#endif
};

//------------------------------PhaseBlockLayout-------------------------------
// Rearrange blocks into some canonical order, based on edges and their frequencies
class PhaseBlockLayout : public Phase {
  friend class VMStructs;
  PhaseCFG &_cfg;               // Control flow graph

  GrowableArray<CFGEdge *> *edges;
  Trace **traces;
  Block **next;
  Block **prev;
  UnionFind *uf;

  // Given a block, find its encompassing Trace
  Trace * trace(Block *b) {
    return traces[uf->Find_compress(b->_pre_order)];
  }
 public:
  PhaseBlockLayout(PhaseCFG &cfg);

  void find_edges();
  void grow_traces();
  void merge_traces(bool loose_connections);
  void reorder_traces(int count);
  void union_traces(Trace* from, Trace* to);
};

#endif // SHARE_VM_OPTO_BLOCK_HPP

Other Java examples (source code examples)

Here is a short list of links related to this Java block.hpp source code file:

... this post is sponsored by my books ...

#1 New Release!

FP Best Seller

 

new blog posts

 

Copyright 1998-2024 Alvin Alexander, alvinalexander.com
All Rights Reserved.

A percentage of advertising revenue from
pages under the /java/jwarehouse URI on this website is
paid back to open source projects.