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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 #include "AMDGPUFrameLowering.h"
14 #include "AMDGPURegisterInfo.h"
15 #include "AMDGPUSubtarget.h"
16 
17 #include "llvm/CodeGen/MachineFrameInfo.h"
18 #include "llvm/CodeGen/MachineRegisterInfo.h"
19 #include "llvm/IR/Instructions.h"
20 
21 using namespace llvm;
AMDGPUFrameLowering(StackDirection D,unsigned StackAl,int LAO,unsigned TransAl)22 AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl,
23     int LAO, unsigned TransAl)
24   : TargetFrameLowering(D, StackAl, LAO, TransAl) { }
25 
~AMDGPUFrameLowering()26 AMDGPUFrameLowering::~AMDGPUFrameLowering() { }
27 
getStackWidth(const MachineFunction & MF) const28 unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const {
29 
30   // XXX: Hardcoding to 1 for now.
31   //
32   // I think the StackWidth should stored as metadata associated with the
33   // MachineFunction.  This metadata can either be added by a frontend, or
34   // calculated by a R600 specific LLVM IR pass.
35   //
36   // The StackWidth determines how stack objects are laid out in memory.
37   // For a vector stack variable, like: int4 stack[2], the data will be stored
38   // in the following ways depending on the StackWidth.
39   //
40   // StackWidth = 1:
41   //
42   // T0.X = stack[0].x
43   // T1.X = stack[0].y
44   // T2.X = stack[0].z
45   // T3.X = stack[0].w
46   // T4.X = stack[1].x
47   // T5.X = stack[1].y
48   // T6.X = stack[1].z
49   // T7.X = stack[1].w
50   //
51   // StackWidth = 2:
52   //
53   // T0.X = stack[0].x
54   // T0.Y = stack[0].y
55   // T1.X = stack[0].z
56   // T1.Y = stack[0].w
57   // T2.X = stack[1].x
58   // T2.Y = stack[1].y
59   // T3.X = stack[1].z
60   // T3.Y = stack[1].w
61   //
62   // StackWidth = 4:
63   // T0.X = stack[0].x
64   // T0.Y = stack[0].y
65   // T0.Z = stack[0].z
66   // T0.W = stack[0].w
67   // T1.X = stack[1].x
68   // T1.Y = stack[1].y
69   // T1.Z = stack[1].z
70   // T1.W = stack[1].w
71   return 1;
72 }
73 
74 /// \returns The number of registers allocated for \p FI.
getFrameIndexReference(const MachineFunction & MF,int FI,unsigned & FrameReg) const75 int AMDGPUFrameLowering::getFrameIndexReference(const MachineFunction &MF,
76                                                 int FI,
77                                                 unsigned &FrameReg) const {
78   const MachineFrameInfo *MFI = MF.getFrameInfo();
79   const AMDGPURegisterInfo *RI
80     = MF.getSubtarget<AMDGPUSubtarget>().getRegisterInfo();
81 
82   // Fill in FrameReg output argument.
83   FrameReg = RI->getFrameRegister(MF);
84 
85   // Start the offset at 2 so we don't overwrite work group information.
86   // XXX: We should only do this when the shader actually uses this
87   // information.
88   unsigned OffsetBytes = 2 * (getStackWidth(MF) * 4);
89   int UpperBound = FI == -1 ? MFI->getNumObjects() : FI;
90 
91   for (int i = MFI->getObjectIndexBegin(); i < UpperBound; ++i) {
92     OffsetBytes = alignTo(OffsetBytes, MFI->getObjectAlignment(i));
93     OffsetBytes += MFI->getObjectSize(i);
94     // Each register holds 4 bytes, so we must always align the offset to at
95     // least 4 bytes, so that 2 frame objects won't share the same register.
96     OffsetBytes = alignTo(OffsetBytes, 4);
97   }
98 
99   if (FI != -1)
100     OffsetBytes = alignTo(OffsetBytes, MFI->getObjectAlignment(FI));
101 
102   return OffsetBytes / (getStackWidth(MF) * 4);
103 }
104 
105