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# Additional Optimization Opportunities for Slang IL Optimizer
## Currently Implemented ✓
1. Constant Propagation - Folds math operations with known values
2. Register Forwarding - Eliminates intermediate moves
3. Function Call Optimization - Removes unnecessary push/pop around calls
4. Leaf Function Optimization - Removes RA save/restore for non-calling functions
5. Redundant Move Elimination - Removes `move rx rx`
6. Dead Code Elimination - Removes unreachable code after jumps
## Proposed Additional Optimizations
### 1. **Algebraic Simplification** 🔥 HIGH IMPACT
Simplify mathematical identities:
- `x + 0``x` (move)
- `x - 0``x` (move)
- `x * 1``x` (move)
- `x * 0``0` (move to constant)
- `x / 1``x` (move)
- `x - x``0` (move to constant)
- `x % 1``0` (move to constant)
**Example:**
```
add r1 r2 0 → move r1 r2
mul r3 r4 1 → move r3 r4
mul r5 r6 0 → move r5 0
```
### 2. **Strength Reduction** 🔥 HIGH IMPACT
Replace expensive operations with cheaper ones:
- `x * 2``add x x x` (addition is cheaper than multiplication)
- `x * power_of_2` → bit shifts (if IC10 supports)
- `x / 2` → bit shifts (if IC10 supports)
**Example:**
```
mul r1 r2 2 → add r1 r2 r2
```
### 3. **Peephole Optimization - Instruction Sequences** 🔥 MEDIUM-HIGH IMPACT
Recognize and optimize common instruction patterns:
#### Pattern: Conditional Branch Simplification
```
seq r1 ra rb → beq ra rb label
beqz r1 label (remove the seq entirely)
sne r1 ra rb → bne ra rb label
beqz r1 label (remove the sne entirely)
```
#### Pattern: Double Move Elimination
```
move r1 r2 → move r1 r3
move r1 r3 (remove first move if r1 not used between)
```
#### Pattern: Redundant Load Elimination
If a register's value is already loaded and hasn't been clobbered:
```
l r1 d0 Temperature
... (no writes to r1)
l r1 d0 Temperature → (remove second load)
```
### 4. **Copy Propagation Enhancement** 🔥 MEDIUM IMPACT
Current register forwarding is good, but we can extend it:
- Track `move` chains: if `r1 = r2` and `r2 = 5`, propagate the `5` directly
- Eliminate the intermediate register if possible
### 5. **Dead Store Elimination** 🔥 MEDIUM IMPACT
Remove writes to registers that are never read before being overwritten:
```
move r1 5
move r1 10 → move r1 10
(first write is dead)
```
### 6. **Common Subexpression Elimination (CSE)** 🔥 MEDIUM-HIGH IMPACT
Recognize when the same computation is done multiple times:
```
add r1 r8 r9
add r2 r8 r9 → add r1 r8 r9
move r2 r1
```
This is especially valuable for expensive operations like:
- Device loads (`l`)
- Math functions (sqrt, sin, cos, etc.)
### 7. **Jump Threading** 🔥 LOW-MEDIUM IMPACT
Optimize jump-to-jump sequences:
```
j label1
...
label1:
j label2 → j label2 (rewrite first jump)
```
### 8. **Branch Folding** 🔥 LOW-MEDIUM IMPACT
Merge consecutive branches to the same target:
```
bgt r1 r2 label
bgt r3 r4 label → Could potentially be optimized based on conditions
```
### 9. **Loop Invariant Code Motion** 🔥 MEDIUM-HIGH IMPACT
Move calculations out of loops if they don't change:
```
loop:
mul r2 5 10 → mul r2 5 10 (hoisted before loop)
add r1 r1 r2 loop:
... add r1 r1 r2
j loop ...
j loop
```
### 10. **Select Instruction Optimization** 🔥 LOW-MEDIUM IMPACT
The `select` instruction can sometimes replace branch patterns:
```
beq r1 r2 else
move r3 r4
j end
else:
move r3 r5 → seq r6 r1 r2
end: select r3 r6 r5 r4
```
### 11. **Stack Access Pattern Optimization** 🔥 LOW IMPACT
If we see repeated `sub r0 sp N` + `get`, we might be able to optimize by:
- Caching the stack address in a register if used multiple times
- Combining sequential gets from adjacent stack slots
### 12. **Inline Small Functions** 🔥 HIGH IMPACT (Complex to implement)
For very small leaf functions (1-2 instructions), inline them at the call site:
```
calculateSum:
add r15 r8 r9
j ra
main:
push 5 → main:
push 10 add r15 5 10
jal calculateSum
```
### 13. **Branch Prediction Hints** 🔥 LOW IMPACT
Reorganize code to put likely branches inline (fall-through) and unlikely branches as jumps.
### 14. **Register Coalescing** 🔥 MEDIUM IMPACT
Reduce register pressure by reusing registers that have non-overlapping lifetimes.
## Priority Implementation Order
### Phase 1 (Quick Wins):
1. Algebraic Simplification (easy, high impact)
2. Strength Reduction (easy, high impact)
3. Dead Store Elimination (medium complexity, good impact)
### Phase 2 (Medium Effort):
4. Peephole Optimizations - seq/beq pattern (medium, high impact)
5. Common Subexpression Elimination (medium, high impact)
6. Copy Propagation Enhancement (medium, medium impact)
### Phase 3 (Advanced):
7. Loop Invariant Code Motion (complex, high impact for loop-heavy code)
8. Function Inlining (complex, high impact)
9. Register Coalescing (complex, medium impact)
## Testing Strategy
- Add test cases for each optimization
- Ensure optimization preserves semantics (run existing tests after each)
- Measure code size reduction
- Consider adding benchmarks to measure game performance impact