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Intel ARCHITECTURE IA-32 User Manual

Intel ARCHITECTURE IA-32
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IA-32 Intel® Architecture Optimization
2-92
Spill Scheduling
The spill scheduling algorithm used by a code generator will be
impacted by the Pentium 4 processor memory subsystem. A spill
scheduling algorithm is an algorithm that selects what values to spill to
memory when there are too many live values to fit in registers. Consider
the code in Example 2-26, where it is necessary to spill either
A, B, or C.
For the Pentium 4 processor, using dependence depth information in
spill scheduling is even more important than in previous processors. The
loop- carried dependence in
A makes it especially important that A not be
spilled. Not only would a store/load be placed in the dependence chain,
but there would also be a data-not-ready stall of the load, costing further
cycles.
Assembly/Compiler Coding Rule 62. (H impact, MH generality) For small
loops, placing loop invariants in memory is better than spilling loop-carried
dependencies.
A possibly counter-intuitive result: in such a situation it is better to put
loop invariants in memory than in registers, since loop invariants never
have a load blocked by store data that is not ready.
Scheduling Rules for the Pentium 4 Processor Decoder
The Pentium 4 and Intel Xeon processors have a single decoder that can
decode instructions at the maximum rate of one instruction per clock.
Complex instructions must enlist the help of the microcode ROM; see
Chapter 1, “IA-32 Intel® Architecture Processor Family Overview” for
details.
Example 2-26 Spill Scheduling Example Code
LOOP
C := ...
B := ...
A := A + ...

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Intel ARCHITECTURE IA-32 Specifications

General IconGeneral
Instruction Setx86
Instruction Set TypeCISC
Memory SegmentationSupported
Operating ModesReal mode, Protected mode, Virtual 8086 mode
Max Physical Address Size36 bits (with PAE)
Max Virtual Address Size32 bits
ArchitectureIA-32 (Intel Architecture 32-bit)
Addressable Memory4 GB (with Physical Address Extension up to 64 GB)
Floating Point Registers8 x 80-bit
MMX Registers8 x 64-bit
SSE Registers8 x 128-bit
RegistersGeneral-purpose registers (EAX, EBX, ECX, EDX, ESI, EDI, ESP, EBP), Segment registers (CS, DS, SS, ES, FS, GS), Instruction pointer (EIP), Flags register (EFLAGS)
Floating Point UnitYes (x87)

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