/* * Copyright 2016 WebAssembly Community Group participants * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* This is an optimized C++ implemention of the Relooper algorithm originally developed as part of Emscripten. This implementation includes optimizations added since the original academic paper [1] was published about it. [1] Alon Zakai. 2011. Emscripten: an LLVM-to-JavaScript compiler. In Proceedings of the ACM international conference companion on Object oriented programming systems languages and applications companion (SPLASH '11). ACM, New York, NY, USA, 301-312. DOI=10.1145/2048147.2048224 http://doi.acm.org/10.1145/2048147.2048224 */ #include #include #include #include #include #include #include #include #include #include "wasm.h" #include "wasm-builder.h" namespace CFG { class RelooperBuilder : public wasm::Builder { wasm::Index labelHelper; public: RelooperBuilder(wasm::Module& wasm, wasm::Index labelHelper) : wasm::Builder(wasm), labelHelper(labelHelper) {} wasm::GetLocal* makeGetLabel() { return makeGetLocal(labelHelper, wasm::i32); } wasm::SetLocal* makeSetLabel(wasm::Index value) { return makeSetLocal(labelHelper, makeConst(wasm::Literal(int32_t(value)))); } wasm::Binary* makeCheckLabel(wasm::Index value) { return makeBinary(wasm::EqInt32, makeGetLabel(), makeConst(wasm::Literal(int32_t(value)))); } // breaks are on blocks, as they can be specific, we make one wasm block per basic block wasm::Break* makeBlockBreak(int id) { return wasm::Builder::makeBreak(getBlockBreakName(id)); } // continues are on shapes, as there is one per loop, and if we have more than one // going there, it is irreducible control flow anyhow wasm::Break* makeShapeContinue(int id) { return wasm::Builder::makeBreak(getShapeContinueName(id)); } wasm::Name getBlockBreakName(int id) { return wasm::Name(std::string("block$") + std::to_string(id) + "$break"); } wasm::Name getShapeContinueName(int id) { return wasm::Name(std::string("shape$") + std::to_string(id) + "$continue"); } }; struct Block; struct Shape; // Info about a branching from one block to another struct Branch { enum FlowType { Direct = 0, // We will directly reach the right location through other means, no need for continue or break Break = 1, Continue = 2 }; Shape *Ancestor; // If not NULL, this shape is the relevant one for purposes of getting to the target block. We break or continue on it Branch::FlowType Type; // If Ancestor is not NULL, this says whether to break or continue // A branch either has a condition expression if the block ends in ifs, or if the block ends in a switch, then a list of indexes, which // becomes the indexes in the table of the switch. If not a switch, the condition can be any expression. wasm::Expression* Condition; std::unique_ptr> SwitchValues; // switches are rare, so have just a pointer here wasm::Expression* Code; // If provided, code that is run right before the branch is taken. This is useful for phis Branch(wasm::Expression* ConditionInit, wasm::Expression* CodeInit = nullptr); Branch(std::vector&& ValuesInit, wasm::Expression* CodeInit = nullptr); // Emits code for branch wasm::Expression* Render(RelooperBuilder& Builder, Block *Target, bool SetLabel); }; // like std::set, except that begin() -> end() iterates in the // order that elements were added to the set (not in the order // of operator<(T, T)) template struct InsertOrderedSet { std::map::iterator> Map; std::list List; typedef typename std::list::iterator iterator; iterator begin() { return List.begin(); } iterator end() { return List.end(); } void erase(const T& val) { auto it = Map.find(val); if (it != Map.end()) { List.erase(it->second); Map.erase(it); } } void erase(iterator position) { Map.erase(*position); List.erase(position); } // cheating a bit, not returning the iterator void insert(const T& val) { auto it = Map.find(val); if (it == Map.end()) { List.push_back(val); Map.insert(std::make_pair(val, --List.end())); } } size_t size() const { return Map.size(); } void clear() { Map.clear(); List.clear(); } size_t count(const T& val) const { return Map.count(val); } InsertOrderedSet() {} InsertOrderedSet(const InsertOrderedSet& other) { *this = other; } InsertOrderedSet& operator=(const InsertOrderedSet& other) { clear(); for (auto i : other.List) { insert(i); // inserting manually creates proper iterators } return *this; } }; // like std::map, except that begin() -> end() iterates in the // order that elements were added to the map (not in the order // of operator<(Key, Key)) template struct InsertOrderedMap { std::map>::iterator> Map; std::list> List; T& operator[](const Key& k) { auto it = Map.find(k); if (it == Map.end()) { List.push_back(std::make_pair(k, T())); auto e = --List.end(); Map.insert(std::make_pair(k, e)); return e->second; } return it->second->second; } typedef typename std::list>::iterator iterator; iterator begin() { return List.begin(); } iterator end() { return List.end(); } void erase(const Key& k) { auto it = Map.find(k); if (it != Map.end()) { List.erase(it->second); Map.erase(it); } } void erase(iterator position) { erase(position->first); } size_t size() const { return Map.size(); } size_t count(const Key& k) const { return Map.count(k); } InsertOrderedMap() {} InsertOrderedMap(InsertOrderedMap& other) { abort(); // TODO, watch out for iterators } InsertOrderedMap& operator=(const InsertOrderedMap& other) { abort(); // TODO, watch out for iterators } }; typedef InsertOrderedSet BlockSet; typedef InsertOrderedMap BlockBranchMap; // Represents a basic block of code - some instructions that end with a // control flow modifier (a branch, return or throw). struct Block { // Branches become processed after we finish the shape relevant to them. For example, // when we recreate a loop, branches to the loop start become continues and are now // processed. When we calculate what shape to generate from a set of blocks, we ignore // processed branches. // Blocks own the Branch objects they use, and destroy them when done. BlockBranchMap BranchesOut; BlockSet BranchesIn; BlockBranchMap ProcessedBranchesOut; BlockSet ProcessedBranchesIn; Shape *Parent; // The shape we are directly inside int Id; // A unique identifier, defined when added to relooper wasm::Expression* Code; // The code in this block. This can be arbitrary wasm code, including internal control flow, it should just not branch to the outside wasm::Expression* SwitchCondition; // If nullptr, then this block ends in ifs (or nothing). otherwise, this block ends in a switch, done on this condition bool IsCheckedMultipleEntry; // If true, we are a multiple entry, so reaching us requires setting the label variable Block(wasm::Expression* CodeInit, wasm::Expression* SwitchConditionInit = nullptr); ~Block(); // Add a branch: if the condition holds we branch (or if null, we branch if all others failed) // Note that there can be only one branch from A to B (if you need multiple conditions for the branch, // create a more interesting expression in the Condition). void AddBranchTo(Block *Target, wasm::Expression* Condition, wasm::Expression* Code = nullptr); // Add a switch branch: if the switch condition is one of these values, we branch (or if the list is empty, we are the default) // Note that there can be only one branch from A to B (if you need multiple values for the branch, that's what the array and default are for). void AddSwitchBranchTo(Block *Target, std::vector&& Values, wasm::Expression* Code = nullptr); // Emit code for the block, including its contents and branchings out wasm::Expression* Render(RelooperBuilder& Builder, bool InLoop); }; // Represents a structured control flow shape, one of // // Simple: No control flow at all, just instructions in a single // basic block. // // Multiple: A shape with at least one entry. We may visit one of // the entries, or none, before continuing to the next // shape after this. // // Loop: An infinite loop. We assume the property that a loop // will always visit one of its entries, and so for example // we cannot have a loop containing a multiple and nothing // else (since we might not visit any of the multiple's // blocks). Multiple entries are possible for the block, // however, which is necessary for irreducible control // flow, of course. // struct SimpleShape; struct MultipleShape; struct LoopShape; struct Shape { int Id; // A unique identifier. Used to identify loops, labels are Lx where x is the Id. Defined when added to relooper Shape *Next; // The shape that will appear in the code right after this one Shape *Natural; // The shape that control flow gets to naturally (if there is Next, then this is Next) enum ShapeType { Simple, Multiple, Loop }; ShapeType Type; Shape(ShapeType TypeInit) : Id(-1), Next(NULL), Type(TypeInit) {} virtual ~Shape() {} virtual wasm::Expression* Render(RelooperBuilder& Builder, bool InLoop) = 0; static SimpleShape *IsSimple(Shape *It) { return It && It->Type == Simple ? (SimpleShape*)It : NULL; } static MultipleShape *IsMultiple(Shape *It) { return It && It->Type == Multiple ? (MultipleShape*)It : NULL; } static LoopShape *IsLoop(Shape *It) { return It && It->Type == Loop ? (LoopShape*)It : NULL; } }; struct SimpleShape : public Shape { Block *Inner; SimpleShape() : Shape(Simple), Inner(NULL) {} wasm::Expression* Render(RelooperBuilder& Builder, bool InLoop) override; }; typedef std::map IdShapeMap; struct MultipleShape : public Shape { IdShapeMap InnerMap; // entry block ID -> shape MultipleShape() : Shape(Multiple) {} wasm::Expression* Render(RelooperBuilder& Builder, bool InLoop) override; }; struct LoopShape : public Shape { Shape *Inner; BlockSet Entries; // we must visit at least one of these LoopShape() : Shape(Loop), Inner(NULL) {} wasm::Expression* Render(RelooperBuilder& Builder, bool InLoop) override; }; // Implements the relooper algorithm for a function's blocks. // // Usage: // 1. Instantiate this struct. // 2. Call AddBlock with the blocks you have. Each should already // have its branchings in specified (the branchings out will // be calculated by the relooper). // 3. Call Render(). // // Implementation details: The Relooper instance has // ownership of the blocks and shapes, and frees them when done. struct Relooper { std::deque Blocks; std::deque Shapes; Shape *Root; bool MinSize; int BlockIdCounter; int ShapeIdCounter; Relooper(); ~Relooper(); void AddBlock(Block *New, int Id=-1); // Calculates the shapes void Calculate(Block *Entry); // Renders the result. wasm::Expression* Render(RelooperBuilder& Builder); // Sets us to try to minimize size void SetMinSize(bool MinSize_) { MinSize = MinSize_; } }; typedef InsertOrderedMap BlockBlockSetMap; #ifdef RELOOPER_DEBUG struct Debugging { static void Dump(BlockSet &Blocks, const char *prefix=NULL); static void Dump(Shape *S, const char *prefix=NULL); }; #endif } // namespace CFG