Revert "Move ExplodedNode reclaimation out of ExprEngine and into CoreEngine. Also have it based on adding predecessors/successors, not node allocation. No measurable performance change."

llvm-svn: 150722
This commit is contained in:
Ted Kremenek
2012-02-16 20:48:04 +00:00
parent 4297375561
commit 35e55fe49f
4 changed files with 26 additions and 17 deletions

View File

@@ -45,8 +45,10 @@ void ExplodedNode::SetAuditor(ExplodedNode::Auditor* A) {
// Cleanup.
//===----------------------------------------------------------------------===//
static const unsigned CounterTop = 1000;
ExplodedGraph::ExplodedGraph()
: NumNodes(0), reclaimNodes(false) {}
: NumNodes(0), reclaimNodes(false), reclaimCounter(CounterTop) {}
ExplodedGraph::~ExplodedGraph() {}
@@ -125,12 +127,19 @@ void ExplodedGraph::collectNode(ExplodedNode *node) {
node->~ExplodedNode();
}
void ExplodedGraph::reclaimChangedNodes() {
void ExplodedGraph::reclaimRecentlyAllocatedNodes() {
if (ChangedNodes.empty())
return;
for (llvm::DenseSet<ExplodedNode*>::iterator it =
ChangedNodes.begin(), et = ChangedNodes.end();
// Only periodically relcaim nodes so that we can build up a set of
// nodes that meet the reclamation criteria. Freshly created nodes
// by definition have no successor, and thus cannot be reclaimed (see below).
assert(reclaimCounter > 0);
if (--reclaimCounter != 0)
return;
reclaimCounter = CounterTop;
for (NodeVector::iterator it = ChangedNodes.begin(), et = ChangedNodes.end();
it != et; ++it) {
ExplodedNode *node = *it;
if (shouldCollect(node))
@@ -151,12 +160,6 @@ void ExplodedNode::addPredecessor(ExplodedNode *V, ExplodedGraph &G) {
assert (!V->isSink());
Preds.addNode(V, G);
V->Succs.addNode(this, G);
if (G.reclaimNodes) {
if (Succs.size() == 1 && Preds.size() == 1)
G.ChangedNodes.insert(this);
if (V->Succs.size() == 1 && V->Preds.size() == 1)
G.ChangedNodes.insert(V);
}
#ifndef NDEBUG
if (NodeAuditor) NodeAuditor->AddEdge(V, this);
#endif
@@ -253,6 +256,9 @@ ExplodedNode *ExplodedGraph::getNode(const ProgramPoint &L,
new (V) NodeTy(L, State, IsSink);
if (reclaimNodes)
ChangedNodes.push_back(V);
// Insert the node into the node set and return it.
Nodes.InsertNode(V, InsertPos);
++NumNodes;