/* * Copyright (C) 2016 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef AirEmitShuffle_h #define AirEmitShuffle_h #if ENABLE(B3_JIT) #include "AirArg.h" #include "AirInst.h" #include namespace JSC { namespace B3 { class Value; namespace Air { class ShufflePair { public: ShufflePair() { } ShufflePair(const Arg& src, const Arg& dst, Arg::Width width) : m_src(src) , m_dst(dst) , m_width(width) { } const Arg& src() const { return m_src; } const Arg& dst() const { return m_dst; } // The width determines the kind of move we do. You can only choose Width32 or Width64 right now. // For GP, it picks between Move32 and Move. For FP, it picks between MoveFloat and MoveDouble. Arg::Width width() const { return m_width; } void dump(PrintStream&) const; private: Arg m_src; Arg m_dst; Arg::Width m_width { Arg::Width8 }; }; // Create a Shuffle instruction. Inst createShuffle(Value* origin, const Vector&); // Perform a shuffle of a given type. The scratch argument is mandatory. You should pass it as // follows: If you know that you have scratch registers or temporaries available - that is, they're // registers that are not mentioned in the shuffle, have the same type as the shuffle, and are not // live at the shuffle - then you can pass them. If you don't have scratch registers available or if // you don't feel like looking for them, you can pass memory locations. It's always safe to pass a // pair of memory locations, and replacing either memory location with a register can be viewed as an // optimization. It's a pretty important optimization. Some more notes: // // - We define scratch registers as things that are not live before the shuffle and are not one of // the destinations of the shuffle. Not being live before the shuffle also means that they cannot // be used for any of the sources of the shuffle. // // - A second scratch location is only needed when you have shuffle pairs where memory is used both // as source and destination. // // - You're guaranteed not to need any scratch locations if there is a Swap instruction available for // the type and you don't have any memory locations that are both the source and the destination of // some pairs. GP supports Swap on x86 while FP never supports Swap. // // - Passing memory locations as scratch if are running emitShuffle() before register allocation is // silly, since that will cause emitShuffle() to pick some specific registers when it does need // scratch. One easy way to avoid that predicament is to ensure that you call emitShuffle() after // register allocation. For this reason we could add a Shuffle instruction so that we can defer // shufflings until after regalloc. // // - Shuffles with memory=>memory pairs are not very well tuned. You should avoid them if you want // performance. If you need to do them, then making sure that you reserve a temporary is one way to // get acceptable performance. // // NOTE: Use this method (and its friend below) to emit shuffles after register allocation. Before // register allocation it is much better to simply use the Shuffle instruction. Vector emitShuffle( Vector, std::array scratch, Arg::Type, Value* origin); // Perform a shuffle that involves any number of types. Pass scratch registers or memory locations // for each type according to the rules above. Vector emitShuffle( const Vector&, const std::array& gpScratch, const std::array& fpScratch, Value* origin); } } } // namespace JSC::B3::Air #endif // ENABLE(B3_JIT) #endif // AirEmitShuffle_h