[LLVMdev] [llvm-commits] [llvm] r65296 - in /llvm/trunk: include/llvm/CodeGen/ lib/CodeGen/SelectionDAG/ lib/Target/CellSPU/ lib/Target/PowerPC/ lib/Target/X86/ test/CodeGen/X86/
Scott Michel
scooter.phd at gmail.com
Mon Feb 23 14:15:36 PST 2009
On Mon, Feb 23, 2009 at 1:46 PM, Chris Lattner <clattner at apple.com> wrote:
>
> On Feb 23, 2009, at 1:20 PM, Scott Michel wrote:
>
> Chris:
>>
>> I did float this by the dev list first a couple of weeks ago, didn't
>> receive any comments.
>>
>
> Ok, I didn't see it, sorry about that.
It happens. :-)
> a) Convenience for the backends. Since it benefits multiple backends (PPC
>> and CellSPU), it's a logical addition. I reckon the GPU efforts would also
>> benefit.
>>
>
> It's not entirely gratuitous; the rationale for adding a new node class is
> threefold:
>
> I don't see this. Adding some helper methods would have the same
> functionality.
And the first thing the helper method would have to check is if this SDNode
is a BUILD_VECTOR node, right?
b) Where else would one encapsulate a constant splat predicate?
>> SelectionDAG and SDNode are not good classes for constant splat detection,
>> since it's functionality specific to building vectors.
>>
>
> Eventually we need to add a ShuffleSDNode class for other reasons. Parking
> it on SelectionDAG or SDNode is not a good place to put it.
Ok, so that's a subclass of BuildVectorSDNode or the ShuffleSDNode class is
passed one or more BuildVectorSDNode operands (vide infra.)
> c) Future work. At some point (or another), having target-specific SDNode
>> polymorphism is an issue that has to be addressed, in light of the vector
>> swizzling support conversation thread. One wants the benefits of what the
>> legalization and DAG combiner phases provide, but not have to add more code
>> for a target-specific ISD enumeration value with a generic SDNode, if that
>> functionality is already available (and doesn't need to be overridden.)
>>
>
> This should be addressed in different ways.
>
> I didn't go into it in the previous email, but I am strongly against
> several engineering issues in your patch. "Remembering" whether something
> is a splat or not (for example) in the node is unnecessary and a really
> dangerous thing to do. It is unnecessary because it can be computed on
> demand (as we do now) and it is dangerous, because it means that a) clients
> have to keep it up to date as they change the shuffle mask, and b) the nodes
> need to be reCSEd as the operands are changed.
I can take the result caching out, seemed to be a good idea at the time. The
predicate is only called in a couple of places and I was prematurely
optimizing for the case when it's called repeatedly.
However, (b) is something that is handled elsewhere. BuildVectorSDNode is
merely a container class -- the constructor isn't doing anything funky other
than calling the base constructor with the appropriate SDOperand list and
size. I seem to recall that calling UpdateNodeOperands is generally frowned
upon, but I'm happy to look into that particular issue. But at this point, I
didn't see any place where a BUILD_VECTOR has its operands updated. Removing
the result caching would avoid bugs, with which I agree.
In my opinion, the proper direction for shuffles is:
>
> 1. Back out your patch.
Before I back it out, please read my comments below carefully. :-)
> 2. Move the functionality of "is splat" etc to method somewhere, e.g. on
> SDNode.
> 3. Introduce a new ShuffleVectorSDNode that only has two SDValue operands
> (the two input vectors), but that also contains an array of ints in the node
> (not as operands).
There are two cases: a constant vector and a vector shuffle (moving two
vectors around with a constant mask, which itself is a constant vector.) I'm
not seeing how a splat is equivalent to a shuffle (unless the second input
operand is totally undef and the mask has a magic pattern, which I think
confuses more than clarifies.) On a pure vector machine, like the CellSPU,
splats and shuffles are not equivalent concepts (*)
The important part of #3 is that we really want an array of ints (using -1
> for undef) for the shuffle mask, not "operands". This eliminates the
> nastiness we have now were we need a buildvector, and it eliminates the
> dance we have to prevent the build vector from being legalized, and prevent
> the integer operands to it from being legalized.
Agreed, and I can see why one would want to have an array of <something>
instead of operands to build the shuffle mask. The mask is generally a byte
array, at least for CellSPU and PPC, but could be a bitmask (cell has one of
those too.) I think you're still left with a constant formation problem in
the case of a constant vector that is separate from vector shuffles.
Incidentally, -1 is a perfectly legal value for a CellSPU shuffle mask in
the byte array (actually, it's 0b1xxxxxxxx, but that doesn't mean it can't
or won't occur.)
-scooter
(*) To be fair, shuffles are part of i64 constant formation on CellSPU for
special values of the mask.
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