7148109: C2 compiler consumes too much heap resources
Add split_arena to allocate temporary arrays in PhaseChaitin::Split() and free them on method's exit. Reviewed-by: twisti
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@ -222,6 +222,7 @@ void PhaseChaitin::Register_Allocate() {
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_alternate = 0;
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_matcher._allocation_started = true;
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ResourceArea split_arena; // Arena for Split local resources
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ResourceArea live_arena; // Arena for liveness & IFG info
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ResourceMark rm(&live_arena);
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@ -324,7 +325,7 @@ void PhaseChaitin::Register_Allocate() {
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// Bail out if unique gets too large (ie - unique > MaxNodeLimit)
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C->check_node_count(10*must_spill, "out of nodes before split");
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if (C->failing()) return;
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_maxlrg = Split( _maxlrg ); // Split spilling LRG everywhere
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_maxlrg = Split(_maxlrg, &split_arena); // Split spilling LRG everywhere
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// Bail out if unique gets too large (ie - unique > MaxNodeLimit - 2*NodeLimitFudgeFactor)
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// or we failed to split
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C->check_node_count(2*NodeLimitFudgeFactor, "out of nodes after physical split");
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@ -390,7 +391,7 @@ void PhaseChaitin::Register_Allocate() {
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}
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if( !_maxlrg ) return;
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_maxlrg = Split( _maxlrg ); // Split spilling LRG everywhere
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_maxlrg = Split(_maxlrg, &split_arena); // Split spilling LRG everywhere
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// Bail out if unique gets too large (ie - unique > MaxNodeLimit - 2*NodeLimitFudgeFactor)
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C->check_node_count(2*NodeLimitFudgeFactor, "out of nodes after split");
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if (C->failing()) return;
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@ -470,7 +470,7 @@ private:
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// Split uncolorable live ranges
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// Return new number of live ranges
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uint Split( uint maxlrg );
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uint Split(uint maxlrg, ResourceArea* split_arena);
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// Copy 'was_spilled'-edness from one Node to another.
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void copy_was_spilled( Node *src, Node *dst );
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@ -449,9 +449,12 @@ bool PhaseChaitin::prompt_use( Block *b, uint lidx ) {
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// USES: If USE is in HRP, split at use to leave main LRG on stack.
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// Else, hoist LRG back up to register only (ie - split is also DEF)
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// We will compute a new maxlrg as we go
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uint PhaseChaitin::Split( uint maxlrg ) {
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uint PhaseChaitin::Split(uint maxlrg, ResourceArea* split_arena) {
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NOT_PRODUCT( Compile::TracePhase t3("regAllocSplit", &_t_regAllocSplit, TimeCompiler); )
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// Free thread local resources used by this method on exit.
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ResourceMark rm(split_arena);
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uint bidx, pidx, slidx, insidx, inpidx, twoidx;
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uint non_phi = 1, spill_cnt = 0;
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Node **Reachblock;
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@ -461,14 +464,17 @@ uint PhaseChaitin::Split( uint maxlrg ) {
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bool u1, u2, u3;
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Block *b, *pred;
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PhiNode *phi;
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GrowableArray<uint> lidxs;
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GrowableArray<uint> lidxs(split_arena, _maxlrg, 0, 0);
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// Array of counters to count splits per live range
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GrowableArray<uint> splits;
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GrowableArray<uint> splits(split_arena, _maxlrg, 0, 0);
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#define NEW_SPLIT_ARRAY(type, size)\
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(type*) split_arena->allocate_bytes((size) * sizeof(type))
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//----------Setup Code----------
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// Create a convenient mapping from lrg numbers to reaches/leaves indices
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uint *lrg2reach = NEW_RESOURCE_ARRAY( uint, _maxlrg );
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uint *lrg2reach = NEW_SPLIT_ARRAY( uint, _maxlrg );
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// Keep track of DEFS & Phis for later passes
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defs = new Node_List();
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phis = new Node_List();
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@ -500,15 +506,15 @@ uint PhaseChaitin::Split( uint maxlrg ) {
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// a Def is UP or DOWN. UP means that it should get a register (ie -
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// it is always in LRP regions), and DOWN means that it is probably
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// on the stack (ie - it crosses HRP regions).
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Node ***Reaches = NEW_RESOURCE_ARRAY( Node**, _cfg._num_blocks+1 );
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bool **UP = NEW_RESOURCE_ARRAY( bool*, _cfg._num_blocks+1 );
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Node **debug_defs = NEW_RESOURCE_ARRAY( Node*, spill_cnt );
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VectorSet **UP_entry= NEW_RESOURCE_ARRAY( VectorSet*, spill_cnt );
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Node ***Reaches = NEW_SPLIT_ARRAY( Node**, _cfg._num_blocks+1 );
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bool **UP = NEW_SPLIT_ARRAY( bool*, _cfg._num_blocks+1 );
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Node **debug_defs = NEW_SPLIT_ARRAY( Node*, spill_cnt );
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VectorSet **UP_entry= NEW_SPLIT_ARRAY( VectorSet*, spill_cnt );
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// Initialize Reaches & UP
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for( bidx = 0; bidx < _cfg._num_blocks+1; bidx++ ) {
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Reaches[bidx] = NEW_RESOURCE_ARRAY( Node*, spill_cnt );
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UP[bidx] = NEW_RESOURCE_ARRAY( bool, spill_cnt );
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Reaches[bidx] = NEW_SPLIT_ARRAY( Node*, spill_cnt );
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UP[bidx] = NEW_SPLIT_ARRAY( bool, spill_cnt );
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Node **Reachblock = Reaches[bidx];
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bool *UPblock = UP[bidx];
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for( slidx = 0; slidx < spill_cnt; slidx++ ) {
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@ -517,9 +523,11 @@ uint PhaseChaitin::Split( uint maxlrg ) {
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}
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}
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#undef NEW_SPLIT_ARRAY
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// Initialize to array of empty vectorsets
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for( slidx = 0; slidx < spill_cnt; slidx++ )
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UP_entry[slidx] = new VectorSet(Thread::current()->resource_area());
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UP_entry[slidx] = new VectorSet(split_arena);
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//----------PASS 1----------
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//----------Propagation & Node Insertion Code----------
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