Unit 5 Code Generation
Unit 5 Code Generation
The final phase in compiler model is the code generator. It takes as input an intermediate
representation of the source program and produces as output an equivalent target program. The
code generation techniques presented below can be used whether or not an optimizing phase
occurs before code generation.
symbol
table
Prior to code generation, the front end must be scanned, parsed and translated into
intermediate representation along with necessary type checking. Therefore, input to code
generation is assumed to be error-free.
2. Target program:
The output of the code generator is the target program. The output may be :
a. Absolute machine language
- It can be placed in a fixed memory location and can be executed immediately.
b. Relocatable machine language
- It allows subprograms to be compiled separately.
c. Assembly language
- Code generation is made easier.
3. Memory management:
Names in the source program are mapped to addresses of data objects in run-time
memory by the front end and code generator.
It makes use of symbol table, that is, a name in a three-address statement refers to a
symbol-table entry for the name.
Labels in three-address statements have to be converted to addresses of instructions.
For example,
j : goto i generates jump instruction as follows :
if i < j, a backward jump instruction with target address equal to location of
code for quadruple i is generated.
if i > j, the jump is forward. We must store on a list for quadruple i the
location of the first machine instruction generated for quadruple j. When i is
processed, the machine locations for all instructions that forward jumps to i
are filled.
4. Instruction selection:
The instructions of target machine should be complete and uniform.
Instruction speeds and machine idioms are important factors when efficiency of target
program is considered.
The quality of the generated code is determined by its speed and size.
The former statement can be translated into the latter statement as shown below:
5. Register allocation
Instructions involving register operands are shorter and faster than those involving
operands in memory.
The use of registers is subdivided into two subproblems :
Register allocation – the set of variables that will reside in registers at a point in
the program is selected.
Register assignment – the specific register that a variable will reside in is
picked.
Certain machine requires even-odd register pairs for some operands and results.
For example , consider the division instruction of the form :
D x, y
6. Evaluation order
The order in which the computations are performed can affect the efficiency of the
target code. Some computation orders require fewer registers to hold intermediate
results than others.
TARGET MACHINE
Familiarity with the target machine and its instruction set is a prerequisite for designing a
good code generator.
The target computer is a byte-addressable machine with 4 bytes to a word.
It has n general-purpose registers, R0, R1, . . . , Rn-1.
It has two-address instructions of the form:
op source, destination
where, op is an op-code, and source and destination are data fields.
It has the following op-codes :
MOV (move source to destination)
ADD (add source to destination)
SUB (subtract source from destination)
The source and destination of an instruction are specified by combining registers
and memory locations with address modes.
Address modes with their assembly-language forms
MODE FORM ADDRESS ADDED COST
absolute M M 1
register R R 0
literal #c c 1
For example : MOV R0, M stores contents of Register R0 into memory location M ;
MOV 4(R0), M stores the value contents(4+contents(R0)) into M.
Instruction costs :
Instruction cost = 1+cost for source and destination address modes. This cost corresponds
to the length of the instruction.
Address modes involving registers have cost zero.
Address modes involving memory location or literal have cost one.
Instruction length should be minimized if space is important. Doing so also minimizes
the time taken to fetch and perform the instruction.
For example : MOV R0, R1 copies the contents of register R0 into R1. It has cost one,
since it occupies only one word of memory.
The three-address statement a : = b + c can be implemented by many different
instruction sequences :
i) MOV b, R0
ADD c, R0 cost = 6
MOV R0, a
ii) MOV b, a
ADD c, a cost = 6
In order to generate good code for target machine, we must utilize its
addressing capabilities efficiently.
RUN-TIME STORAGE MANAGEMENT
Information needed during an execution of a procedure is kept in a block of storage
called an activation record, which includes storage for names local to the procedure.
The two standard storage allocation strategies are:
1. Static allocation
2. Stack allocation
In static allocation, the position of an activation record in memory is fixed at compile
time.
In stack allocation, a new activation record is pushed onto the stack for each execution of
a procedure. The record is popped when the activation ends.
The following three-address statements are associated with the run-time allocation and
deallocation of activation records:
1. Call,
2. Return,
3. Halt, and
4. Action, a placeholder for other statements.
We assume that the run-time memory is divided into areas for:
1. Code
2. Static data
3. Stack
Static allocation
GOTO callee.code_area /*It transfers control to the target code for the called procedure */
where,
callee.static_area – Address of the activation record
callee.code_area – Address of the first instruction for called procedure
#here + 20 – Literal return address which is the address of the instruction following GOTO.
GOTO *callee.static_area
This transfers control to the address saved at the beginning of the activation record.
The statement HALT is the final instruction that returns control to the operating
Static allocation can become stack allocation by using relative addresses for storage in
activation records. In stack allocation, the position of activation record is stored in register so
words in activation records can be accessed as offsets from the value in this register.
Initialization of stack:
GOTO callee.code_area
where,
caller.recordsize – size of the activation record
#here + 16 – address of the instruction following the GOTO
Basic Blocks
Output: A list of basic blocks with each three-address statement in exactly one block
Method:
1. We first determine the set of leaders, the first statements of basic blocks. The rules
we use are of the following:
a. The first statement is a leader.
b. Any statement that is the target of a conditional or unconditional goto is a
leader.
c. Any statement that immediately follows a goto or conditional goto statement
is a leader.
2. For each leader, its basic block consists of the leader and all statements up to but not
including the next leader or the end of the program.
Consider the following source code for dot product of two vectors a and b of length 20
begin
prod :=0;
i:=1;
do begin
i :=i+1;
end
while i <= 20
end
(2) i := 1
(3) t1 := 4* i
(5) t3 := 4* i
(7) t5 := t2*t4
(8) t6 := prod+t5
(9) prod := t6
(10) t7 := i+1
(11) i := t7
A number of transformations can be applied to a basic block without changing the set of
expressions computed by the block. Two important classes of transformation are :
Structure-preserving transformations
Algebraic transformations
1. Structure preserving transformations:
a:=b+c a:=b+c
b:=a–d b:=a-d
c:=b+c c:=b+c
d:=a–d d:=b
Since the second and fourth expressions compute the same expression, the basic block can
be transformed as above.
b) Dead-code elimination:
Suppose x is dead, that is, never subsequently used, at the point where the statement x :
= y + z appears in a basic block. Then this statement may be safely removed without
changing the value of the basic block.
d) Interchange of statements:
t1 : = b + c
t2 : = x + y
We can interchange the two statements without affecting the value of the block if
and only if neither x nor y is t1 and neither b nor c is t2.
2. Algebraic transformations:
Flow graph is a directed graph containing the flow-of-control information for the set of
basic blocks making up a program.
The nodes of the flow graph are basic blocks. It has a distinguished initial node.
E.g.: Flow graph for the vector dot product is given as follows:
prod : = 0 B1
i:=1
t1 : = 4 * i
t2 : = a [ t1 ]
t3 : = 4 * i B2
t4 : = b [ t3 ]
t5 : = t2 * t4
t6 : = prod + t5
prod : = t6
t7 : = i + 1
i : = t7
if i <= 20 goto B2
B1 is the initial node. B2 immediately follows B1, so there is an edge from B1 to B2. The
target of jump from last statement of B1 is the first statement B2, so there is an edge from
B1 (last statement) to B2 (first statement).
B1 is the predecessor of B2, and B2 is a successor of B1.
Loops
NEXT-USE INFORMATION
If the name in a register is no longer needed, then we remove the name from the register
and the register can be used to store some other names.
Input: Basic block B of three-address statements
Symbol Table:
y Live i
z Live i
A code generator generates target code for a sequence of three- address statements and
effectively uses registers to store operands of the statements.
The algorithm takes as input a sequence of three-address statements constituting a basic block.
For each three-address statement of the form x : = y op z, perform the following actions:
1. Invoke a function getreg to determine the location L where the result of the computation y op
z should be stored.
2. Consult the address descriptor for y to determine y’, the current location of y. Prefer the
register for y’ if the value of y is currently both in memory and a register. If the value of y
is not already in L, generate the instruction MOV y’ , L to place a copy of y in L.
4. If the current values of y or z have no next uses, are not live on exit from the block, and are
in registers, alter the register descriptor to indicate that, after execution of x : = y op z , those
registers will no longer contain y or z.
The assignment d : = (a-b) + (a-c) + (a-c) might be translated into the following three-
address code sequence:
t:=a–b
u:=a–c
v:=t+u
d:=v+u
with d live at the end.
Register empty
The table shows the code sequences generated for the indexed assignment statements
a : = b [ i ] and a [ i ] : = b
The table shows the code sequences generated for the pointer assignments
a : = *p and *p : = a
a : = *p MOV *Rp, a 2
*p : = a MOV a, *Rp 2
Statement Code
x : = y +z MOV y, R0
if x < 0 goto z ADD z, R0
MOV R0,x
CJ< z
A DAG for a basic block is a directed acyclic graph with the following labels on nodes:
1. Leaves are labeled by unique identifiers, either variable names or constants.
2. Interior nodes are labeled by an operator symbol.
3. Nodes are also optionally given a sequence of identifiers for labels to store the
computed values.
DAGs are useful data structures for implementing transformations on basic blocks.
It gives a picture of how the value computed by a statement is used in subsequent
statements.
It provides a good way of determining common sub - expressions.
Algorithm for construction of DAG
Output: A DAG for the basic block containing the following information:
1. A label for each node. For leaves, the label is an identifier. For interior nodes, an
operator symbol.
2. For each node a list of attached identifiers to hold the computed values.
Case (i) x : = y OP z
Case (ii) x : = OP y
Case (iii) x : = y
Method:
Step 2: For the case(i), create a node(OP) whose left child is node(y) and right child is
For case(ii), determine whether there is node(OP) with one child node(y). If not create such
a node.
Step 3: Delete x from the list of identifiers for node(x). Append x to the list of attached
1. t1 := 4* i
2. t2 := a[t1]
3. t3 := 4* i
4. t4 := b[t3]
5. t5 := t2*t4
6. t6 := prod+t5
7. prod := t6
8. t7 := i+1
9. i := t7
10. if i<=20 goto (1)
Stages in DAG Construction
Application of DAGs:
The advantage of generating code for a basic block from its dag representation is that,
from a dag we can easily see how to rearrange the order of the final computation sequence than
we can starting from a linear sequence of three-address statements or quadruples.
MOV a , R0
ADD b , R0
MOV c , R1
ADD d , R1
MOV R0 , t1
MOV e , R0
SUB R1 , R0
MOV t1 , R1
SUB R0 , R1
MOV R1 , t4
t2 : = c + d
t3 : = e – t2
t1 : = a + b
t 4 : = t 1 – t3
MOV c , R0
ADD d , R0
MOV a , R0
SUB R0 , R1
MOV a , R0
ADD b , R0
SUB R1 , R0
MOV R0 , t4
In this order, two instructions MOV R0 , t1 and MOV t1 , R1 have been saved.
A Heuristic ordering for Dags
The heuristic ordering algorithm attempts to make the evaluation of a node immediately
follow the evaluation of its leftmost argument.
Algorithm:
1 *
2 + - 3
4
*
5 - + 8
6 + 7 c d 11 e 12
a b
9 10
Initially, the only node with no unlisted parents is 1 so set n=1 at line (2) and list 1 at line (3).
Now, the left argument of 1, which is 2, has its parents listed, so we list 2 and set n=2 at line (6).
Now, at line (4) we find the leftmost child of 2, which is 6, has an unlisted parent 5. Thus we
select a new n at line (2), and node 3 is the only candidate. We list 3 and proceed down its
left chain, listing 4, 5 and 6. This leaves only 8 among the interior nodes so we list that.
The resulting list is 1234568 and the order of evaluation is 8654321.
Code sequence:
t8 : = d + e
t6 : = a + b
t5 : = t6 – c
t 4 : = t 5 * t8
t3 : = t4 – e
t 2 : = t 6 + t4
t 1 : = t 2 * t3
This will yield an optimal code for the DAG on machine whatever be the number of registers.