8264104: Eliminate unnecessary vector mask conversion during VectorUnbox for floating point VectorMask

Reviewed-by: kvn, vlivanov
This commit is contained in:
Xiaohong Gong 2021-04-16 07:12:32 +00:00 committed by Ningsheng Jian
parent 64e21307a8
commit e0151a6fb1
9 changed files with 103 additions and 1 deletions

View file

@ -1232,6 +1232,13 @@ Node* VectorUnboxNode::Ideal(PhaseGVN* phase, bool can_reshape) {
bool is_vector_mask = vbox_klass->is_subclass_of(ciEnv::current()->vector_VectorMask_klass());
bool is_vector_shuffle = vbox_klass->is_subclass_of(ciEnv::current()->vector_VectorShuffle_klass());
if (is_vector_mask) {
if (in_vt->length_in_bytes() == out_vt->length_in_bytes() &&
Matcher::match_rule_supported_vector(Op_VectorMaskCast, out_vt->length(), out_vt->element_basic_type())) {
// Apply "VectorUnbox (VectorBox vmask) ==> VectorMaskCast (vmask)"
// directly. This could avoid the transformation ordering issue from
// "VectorStoreMask (VectorLoadMask vmask) => vmask".
return new VectorMaskCastNode(value, out_vt);
}
// VectorUnbox (VectorBox vmask) ==> VectorLoadMask (VectorStoreMask vmask)
value = phase->transform(VectorStoreMaskNode::make(*phase, value, in_vt->element_basic_type(), in_vt->length()));
return new VectorLoadMaskNode(value, out_vt);