Gathered loads/extractelements/extractvalue instructions should be
checked if they can represent a vector reordering node too and their
order should ve taken into account for better graph reordering analysis/
Also, if the gather node has reused scalars, they must be reordered
instead of the scalars themselves.
Differential Revision: https://reviews.llvm.org/D112454
Gathered loads/extractelements/extractvalue instructions should be
checked if they can represent a vector reordering node too and their
order should ve taken into account for better graph reordering analysis/
Also, if the gather node has reused scalars, they must be reordered
instead of the scalars themselves.
Differential Revision: https://reviews.llvm.org/D112454
Gathered loads/extractelements/extractvalue instructions should be
checked if they can represent a vector reordering node too and their
order should ve taken into account for better graph reordering analysis/
Also, if the gather node has reused scalars, they must be reordered
instead of the scalars themselves.
Differential Revision: https://reviews.llvm.org/D112454
This patch is for fixing potential shufflevector-related bugs like D93818.
As D93818, this patch change shufflevector's default placeholder to poison.
To reduce risk, it was divided into several patches, and this patch is for InstCombineCompares and InstructionCombining.
Reviewed By: spatel
Differential Revision: https://reviews.llvm.org/D110227
Reworked reordering algorithm. Originally, the compiler just tried to
detect the most common order in the reordarable nodes (loads, stores,
extractelements,extractvalues) and then fully rebuilding the graph in
the best order. This was not effecient, since it required an extra
memory and time for building/rebuilding tree, double the use of the
scheduling budget, which could lead to missing vectorization due to
exausted scheduling resources.
Patch provide 2-way approach for graph reodering problem. At first, all
reordering is done in-place, it doe not required tree
deleting/rebuilding, it just rotates the scalars/orders/reuses masks in
the graph node.
The first step (top-to bottom) rotates the whole graph, similarly to the previous
implementation. Compiler counts the number of the most used orders of
the graph nodes with the same vectorization factor and then rotates the
subgraph with the given vectorization factor to the most used order, if
it is not empty. Then repeats the same procedure for the subgraphs with
the smaller vectorization factor. We can do this because we still need
to reshuffle smaller subgraph when buildiong operands for the graph
nodes with lasrger vectorization factor, we can rotate just subgraph,
not the whole graph.
The second step (bottom-to-top) scans through the leaves and tries to
detect the users of the leaves which can be reordered. If the leaves can
be reorder in the best fashion, they are reordered and their user too.
It allows to remove double shuffles to the same ordering of the operands in
many cases and just reorder the user operations instead. Plus, it moves
the final shuffles closer to the top of the graph and in many cases
allows to remove extra shuffle because the same procedure is repeated
again and we can again merge some reordering masks and reorder user nodes
instead of the operands.
Also, patch improves cost model for gathering of loads, which improves
x264 benchmark in some cases.
Gives about +2% on AVX512 + LTO (more expected for AVX/AVX2) for {625,525}x264,
+3% for 508.namd, improves most of other benchmarks.
The compile and link time are almost the same, though in some cases it
should be better (we're not doing an extra instruction scheduling
anymore) + we may vectorize more code for the large basic blocks again
because of saving scheduling budget.
Differential Revision: https://reviews.llvm.org/D105020
This reverts commit 84cbd71c95923f9912512f3051c6ab548a99e016.
This commit breaks one of the internal tests. As agreed with Alexey I
will provide the reproducer later.
Reworked reordering algorithm. Originally, the compiler just tried to
detect the most common order in the reordarable nodes (loads, stores,
extractelements,extractvalues) and then fully rebuilding the graph in
the best order. This was not effecient, since it required an extra
memory and time for building/rebuilding tree, double the use of the
scheduling budget, which could lead to missing vectorization due to
exausted scheduling resources.
Patch provide 2-way approach for graph reodering problem. At first, all
reordering is done in-place, it doe not required tree
deleting/rebuilding, it just rotates the scalars/orders/reuses masks in
the graph node.
The first step (top-to bottom) rotates the whole graph, similarly to the previous
implementation. Compiler counts the number of the most used orders of
the graph nodes with the same vectorization factor and then rotates the
subgraph with the given vectorization factor to the most used order, if
it is not empty. Then repeats the same procedure for the subgraphs with
the smaller vectorization factor. We can do this because we still need
to reshuffle smaller subgraph when buildiong operands for the graph
nodes with lasrger vectorization factor, we can rotate just subgraph,
not the whole graph.
The second step (bottom-to-top) scans through the leaves and tries to
detect the users of the leaves which can be reordered. If the leaves can
be reorder in the best fashion, they are reordered and their user too.
It allows to remove double shuffles to the same ordering of the operands in
many cases and just reorder the user operations instead. Plus, it moves
the final shuffles closer to the top of the graph and in many cases
allows to remove extra shuffle because the same procedure is repeated
again and we can again merge some reordering masks and reorder user nodes
instead of the operands.
Also, patch improves cost model for gathering of loads, which improves
x264 benchmark in some cases.
Gives about +2% on AVX512 + LTO (more expected for AVX/AVX2) for {625,525}x264,
+3% for 508.namd, improves most of other benchmarks.
The compile and link time are almost the same, though in some cases it
should be better (we're not doing an extra instruction scheduling
anymore) + we may vectorize more code for the large basic blocks again
because of saving scheduling budget.
Differential Revision: https://reviews.llvm.org/D105020
Reworked reordering algorithm. Originally, the compiler just tried to
detect the most common order in the reordarable nodes (loads, stores,
extractelements,extractvalues) and then fully rebuilding the graph in
the best order. This was not effecient, since it required an extra
memory and time for building/rebuilding tree, double the use of the
scheduling budget, which could lead to missing vectorization due to
exausted scheduling resources.
Patch provide 2-way approach for graph reodering problem. At first, all
reordering is done in-place, it doe not required tree
deleting/rebuilding, it just rotates the scalars/orders/reuses masks in
the graph node.
The first step (top-to bottom) rotates the whole graph, similarly to the previous
implementation. Compiler counts the number of the most used orders of
the graph nodes with the same vectorization factor and then rotates the
subgraph with the given vectorization factor to the most used order, if
it is not empty. Then repeats the same procedure for the subgraphs with
the smaller vectorization factor. We can do this because we still need
to reshuffle smaller subgraph when buildiong operands for the graph
nodes with lasrger vectorization factor, we can rotate just subgraph,
not the whole graph.
The second step (bottom-to-top) scans through the leaves and tries to
detect the users of the leaves which can be reordered. If the leaves can
be reorder in the best fashion, they are reordered and their user too.
It allows to remove double shuffles to the same ordering of the operands in
many cases and just reorder the user operations instead. Plus, it moves
the final shuffles closer to the top of the graph and in many cases
allows to remove extra shuffle because the same procedure is repeated
again and we can again merge some reordering masks and reorder user nodes
instead of the operands.
Also, patch improves cost model for gathering of loads, which improves
x264 benchmark in some cases.
Gives about +2% on AVX512 + LTO (more expected for AVX/AVX2) for {625,525}x264,
+3% for 508.namd, improves most of other benchmarks.
The compile and link time are almost the same, though in some cases it
should be better (we're not doing an extra instruction scheduling
anymore) + we may vectorize more code for the large basic blocks again
because of saving scheduling budget.
Differential Revision: https://reviews.llvm.org/D105020
This reverts commit e408d1dfab42b27d0aa51b221e50fa6390fb5ed1 and
2 other (4b25c113210e579a5346ca0abc0717ab1ce5d9df and
c2deb2afafee991c06cc96dc5beecb6de448b9fc) related to fix the problem with the
reordering shuffles.
Reworked reordering algorithm. Originally, the compiler just tried to
detect the most common order in the reordarable nodes (loads, stores,
extractelements,extractvalues) and then fully rebuilding the graph in
the best order. This was not effecient, since it required an extra
memory and time for building/rebuilding tree, double the use of the
scheduling budget, which could lead to missing vectorization due to
exausted scheduling resources.
Patch provide 2-way approach for graph reodering problem. At first, all
reordering is done in-place, it doe not required tree
deleting/rebuilding, it just rotates the scalars/orders/reuses masks in
the graph node.
The first step (top-to bottom) rotates the whole graph, similarly to the previous
implementation. Compiler counts the number of the most used orders of
the graph nodes with the same vectorization factor and then rotates the
subgraph with the given vectorization factor to the most used order, if
it is not empty. Then repeats the same procedure for the subgraphs with
the smaller vectorization factor. We can do this because we still need
to reshuffle smaller subgraph when buildiong operands for the graph
nodes with lasrger vectorization factor, we can rotate just subgraph,
not the whole graph.
The second step (bottom-to-top) scans through the leaves and tries to
detect the users of the leaves which can be reordered. If the leaves can
be reorder in the best fashion, they are reordered and their user too.
It allows to remove double shuffles to the same ordering of the operands in
many cases and just reorder the user operations instead. Plus, it moves
the final shuffles closer to the top of the graph and in many cases
allows to remove extra shuffle because the same procedure is repeated
again and we can again merge some reordering masks and reorder user nodes
instead of the operands.
Also, patch improves cost model for gathering of loads, which improves
x264 benchmark in some cases.
Gives about +2% on AVX512 + LTO (more expected for AVX/AVX2) for {625,525}x264,
+3% for 508.namd, improves most of other benchmarks.
The compile and link time are almost the same, though in some cases it
should be better (we're not doing an extra instruction scheduling
anymore) + we may vectorize more code for the large basic blocks again
because of saving scheduling budget.
Differential Revision: https://reviews.llvm.org/D105020
Add new type of tree node for `InsertElementInst` chain forming vector.
These instructions could be either removed, or replaced by shuffles during
vectorization and we can add this node to cost model, so naturally estimating
their cost, getting rid of `CompensateCost` tricks and reducing further work
for InstCombine. This fixes PR40522 and PR35732 in a natural way. Also this
patch is the first step towards revectorization of partially vectorization
(to fix PR42022 completely). After adding inserts to tree the next step is
to add vector instructions there (for instance, to merge `store <2 x float>`
and `store <2 x float>` to `store <4 x float>`).
Fixes PR40522 and PR35732.
Differential Revision: https://reviews.llvm.org/D98714
1. No need to call `areAllUsersVectorized` as later the cost is
calculated only if the instruction has one use and gets vectorized.
2. Need to calculate the cost of the dead extractelement more precisely,
taking the vector type of the vector operand, not the resulting
vector type.
Part of D57059.
Differential Revision: https://reviews.llvm.org/D99980
relevant aggregate build instructions only (UserCost).
Users are detected with findBuildAggregate routine and the trick is
that following SLP vectorization may end up vectorizing entire list
with smaller chunks. Cost adjustment then is applied for individual
chunks and these adjustments obviously have to be smaller than the
entire aggregate build cost.
Differential Revision: https://reviews.llvm.org/D80773
Summary: This patch introduces a new heuristic for guiding operand reordering. The new "look-ahead" heuristic can look beyond the immediate predecessors. This helps break ties when the immediate predecessors have identical opcodes (see lit test for examples).
Reviewers: RKSimon, ABataev, dtemirbulatov, Ayal, hfinkel, rnk
Reviewed By: RKSimon, dtemirbulatov
Subscribers: xbolva00, Carrot, hiraditya, phosek, rnk, rcorcs, llvm-commits
Tags: #llvm
Differential Revision: https://reviews.llvm.org/D60897
This patch uses the mechanism from D62995 to strengthen the
definitions of the reduction intrinsics by letting the scalar
result/accumulator type be overloaded from the vector element type.
For example:
; The LLVM LangRef specifies that the scalar result must equal the
; vector element type, but this is not checked/enforced by LLVM.
declare i32 @llvm.experimental.vector.reduce.or.i32.v4i32(<4 x i32> %a)
This patch changes that into:
declare i32 @llvm.experimental.vector.reduce.or.v4i32(<4 x i32> %a)
Which has the type-constraint more explicit and causes LLVM to check
the result type with the vector element type.
Reviewers: RKSimon, arsenm, rnk, greened, aemerson
Reviewed By: arsenm
Differential Revision: https://reviews.llvm.org/D62996
llvm-svn: 363240
As it's causing some bot failures (and per request from kbarton).
This reverts commit r358543/ab70da07286e618016e78247e4a24fcb84077fda.
llvm-svn: 358546
SLP currently only accepts (F)Add/(F)Sub alternate counterpart ops to be merged into an alternate shuffle.
This patch relaxes this to accept any pair of BinaryOperator opcodes instead, assuming the target's cost model accepts the vectorization+shuffle.
Differential Revision: https://reviews.llvm.org/D48477
llvm-svn: 335349
AArch64 was only setting costs for SK_Transpose, which meant that many of the simpler shuffles (e.g. SK_Select and SK_PermuteSingleSrc for larger vector elements) was being severely overestimated by the default shuffle expansion.
This patch adds costs to help improve SLP performance and avoid a regression in reductions introduced by D48174.
I'm not very knowledgeable about AArch64 shuffle lowering so I've kept the extra costs to a minimum - someone who knows this code can add extra costs which should improve vectorization a lot more.
Differential Revision: https://reviews.llvm.org/D48172
llvm-svn: 335329
D47985 saw the old SK_Alternate 'alternating' shuffle mask replaced with the SK_Select mask which accepts either input operand for each lane, equivalent to a vector select with a constant condition operand.
This patch updates SLPVectorizer to make full use of this SK_Select shuffle pattern by removing the 'isOdd()' limitation.
The AArch64 regression will be fixed by D48172.
Differential Revision: https://reviews.llvm.org/D48174
llvm-svn: 335130