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1 //===----------------------- AMDGPUFrameLowering.cpp ----------------------===//
2 //
3 //                     The LLVM Compiler Infrastructure
4 //
5 // This file is distributed under the University of Illinois Open Source
6 // License. See LICENSE.TXT for details.
7 //
8 //==-----------------------------------------------------------------------===//
9 //
10 // Interface to describe a layout of a stack frame on a AMDGPU target machine.
11 //
12 //===----------------------------------------------------------------------===//
13 
14 #include "AMDGPUFrameLowering.h"
15 
16 using namespace llvm;
AMDGPUFrameLowering(StackDirection D,unsigned StackAl,int LAO,unsigned TransAl)17 AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl,
18     int LAO, unsigned TransAl)
19   : TargetFrameLowering(D, StackAl, LAO, TransAl) { }
20 
21 AMDGPUFrameLowering::~AMDGPUFrameLowering() = default;
22 
getStackWidth(const MachineFunction & MF) const23 unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const {
24   // XXX: Hardcoding to 1 for now.
25   //
26   // I think the StackWidth should stored as metadata associated with the
27   // MachineFunction.  This metadata can either be added by a frontend, or
28   // calculated by a R600 specific LLVM IR pass.
29   //
30   // The StackWidth determines how stack objects are laid out in memory.
31   // For a vector stack variable, like: int4 stack[2], the data will be stored
32   // in the following ways depending on the StackWidth.
33   //
34   // StackWidth = 1:
35   //
36   // T0.X = stack[0].x
37   // T1.X = stack[0].y
38   // T2.X = stack[0].z
39   // T3.X = stack[0].w
40   // T4.X = stack[1].x
41   // T5.X = stack[1].y
42   // T6.X = stack[1].z
43   // T7.X = stack[1].w
44   //
45   // StackWidth = 2:
46   //
47   // T0.X = stack[0].x
48   // T0.Y = stack[0].y
49   // T1.X = stack[0].z
50   // T1.Y = stack[0].w
51   // T2.X = stack[1].x
52   // T2.Y = stack[1].y
53   // T3.X = stack[1].z
54   // T3.Y = stack[1].w
55   //
56   // StackWidth = 4:
57   // T0.X = stack[0].x
58   // T0.Y = stack[0].y
59   // T0.Z = stack[0].z
60   // T0.W = stack[0].w
61   // T1.X = stack[1].x
62   // T1.Y = stack[1].y
63   // T1.Z = stack[1].z
64   // T1.W = stack[1].w
65   return 1;
66 }
67