LLVM API Documentation
00001 //===----------------------- AMDGPUFrameLowering.cpp ----------------------===// 00002 // 00003 // The LLVM Compiler Infrastructure 00004 // 00005 // This file is distributed under the University of Illinois Open Source 00006 // License. See LICENSE.TXT for details. 00007 // 00008 //==-----------------------------------------------------------------------===// 00009 // 00010 // Interface to describe a layout of a stack frame on a AMDIL target machine 00011 // 00012 //===----------------------------------------------------------------------===// 00013 #include "AMDGPUFrameLowering.h" 00014 #include "AMDGPURegisterInfo.h" 00015 #include "R600MachineFunctionInfo.h" 00016 #include "llvm/CodeGen/MachineFrameInfo.h" 00017 #include "llvm/CodeGen/MachineRegisterInfo.h" 00018 #include "llvm/IR/Instructions.h" 00019 00020 using namespace llvm; 00021 AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl, 00022 int LAO, unsigned TransAl) 00023 : TargetFrameLowering(D, StackAl, LAO, TransAl) { } 00024 00025 AMDGPUFrameLowering::~AMDGPUFrameLowering() { } 00026 00027 unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const { 00028 00029 // XXX: Hardcoding to 1 for now. 00030 // 00031 // I think the StackWidth should stored as metadata associated with the 00032 // MachineFunction. This metadata can either be added by a frontend, or 00033 // calculated by a R600 specific LLVM IR pass. 00034 // 00035 // The StackWidth determines how stack objects are laid out in memory. 00036 // For a vector stack variable, like: int4 stack[2], the data will be stored 00037 // in the following ways depending on the StackWidth. 00038 // 00039 // StackWidth = 1: 00040 // 00041 // T0.X = stack[0].x 00042 // T1.X = stack[0].y 00043 // T2.X = stack[0].z 00044 // T3.X = stack[0].w 00045 // T4.X = stack[1].x 00046 // T5.X = stack[1].y 00047 // T6.X = stack[1].z 00048 // T7.X = stack[1].w 00049 // 00050 // StackWidth = 2: 00051 // 00052 // T0.X = stack[0].x 00053 // T0.Y = stack[0].y 00054 // T1.X = stack[0].z 00055 // T1.Y = stack[0].w 00056 // T2.X = stack[1].x 00057 // T2.Y = stack[1].y 00058 // T3.X = stack[1].z 00059 // T3.Y = stack[1].w 00060 // 00061 // StackWidth = 4: 00062 // T0.X = stack[0].x 00063 // T0.Y = stack[0].y 00064 // T0.Z = stack[0].z 00065 // T0.W = stack[0].w 00066 // T1.X = stack[1].x 00067 // T1.Y = stack[1].y 00068 // T1.Z = stack[1].z 00069 // T1.W = stack[1].w 00070 return 1; 00071 } 00072 00073 /// \returns The number of registers allocated for \p FI. 00074 int AMDGPUFrameLowering::getFrameIndexOffset(const MachineFunction &MF, 00075 int FI) const { 00076 const MachineFrameInfo *MFI = MF.getFrameInfo(); 00077 // Start the offset at 2 so we don't overwrite work group information. 00078 // XXX: We should only do this when the shader actually uses this 00079 // information. 00080 unsigned OffsetBytes = 2 * (getStackWidth(MF) * 4); 00081 int UpperBound = FI == -1 ? MFI->getNumObjects() : FI; 00082 00083 for (int i = MFI->getObjectIndexBegin(); i < UpperBound; ++i) { 00084 OffsetBytes = RoundUpToAlignment(OffsetBytes, MFI->getObjectAlignment(i)); 00085 OffsetBytes += MFI->getObjectSize(i); 00086 // Each register holds 4 bytes, so we must always align the offset to at 00087 // least 4 bytes, so that 2 frame objects won't share the same register. 00088 OffsetBytes = RoundUpToAlignment(OffsetBytes, 4); 00089 } 00090 00091 if (FI != -1) 00092 OffsetBytes = RoundUpToAlignment(OffsetBytes, MFI->getObjectAlignment(FI)); 00093 00094 return OffsetBytes / (getStackWidth(MF) * 4); 00095 } 00096 00097 const TargetFrameLowering::SpillSlot * 00098 AMDGPUFrameLowering::getCalleeSavedSpillSlots(unsigned &NumEntries) const { 00099 NumEntries = 0; 00100 return nullptr; 00101 } 00102 void 00103 AMDGPUFrameLowering::emitPrologue(MachineFunction &MF) const { 00104 } 00105 void 00106 AMDGPUFrameLowering::emitEpilogue(MachineFunction &MF, 00107 MachineBasicBlock &MBB) const { 00108 } 00109 00110 bool 00111 AMDGPUFrameLowering::hasFP(const MachineFunction &MF) const { 00112 return false; 00113 }