| //===----------------------- AMDGPUFrameLowering.cpp ----------------------===// | |
| // | |
| // The LLVM Compiler Infrastructure | |
| // | |
| // This file is distributed under the University of Illinois Open Source | |
| // License. See LICENSE.TXT for details. | |
| // | |
| //==-----------------------------------------------------------------------===// | |
| // | |
| // Interface to describe a layout of a stack frame on a AMDGPU target machine. | |
| // | |
| //===----------------------------------------------------------------------===// | |
| #include "AMDGPUFrameLowering.h" | |
| using namespace llvm; | |
| AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl, | |
| int LAO, unsigned TransAl) | |
| : TargetFrameLowering(D, StackAl, LAO, TransAl) { } | |
| AMDGPUFrameLowering::~AMDGPUFrameLowering() = default; | |
| unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const { | |
| // XXX: Hardcoding to 1 for now. | |
| // | |
| // I think the StackWidth should stored as metadata associated with the | |
| // MachineFunction. This metadata can either be added by a frontend, or | |
| // calculated by a R600 specific LLVM IR pass. | |
| // | |
| // The StackWidth determines how stack objects are laid out in memory. | |
| // For a vector stack variable, like: int4 stack[2], the data will be stored | |
| // in the following ways depending on the StackWidth. | |
| // | |
| // StackWidth = 1: | |
| // | |
| // T0.X = stack[0].x | |
| // T1.X = stack[0].y | |
| // T2.X = stack[0].z | |
| // T3.X = stack[0].w | |
| // T4.X = stack[1].x | |
| // T5.X = stack[1].y | |
| // T6.X = stack[1].z | |
| // T7.X = stack[1].w | |
| // | |
| // StackWidth = 2: | |
| // | |
| // T0.X = stack[0].x | |
| // T0.Y = stack[0].y | |
| // T1.X = stack[0].z | |
| // T1.Y = stack[0].w | |
| // T2.X = stack[1].x | |
| // T2.Y = stack[1].y | |
| // T3.X = stack[1].z | |
| // T3.Y = stack[1].w | |
| // | |
| // StackWidth = 4: | |
| // T0.X = stack[0].x | |
| // T0.Y = stack[0].y | |
| // T0.Z = stack[0].z | |
| // T0.W = stack[0].w | |
| // T1.X = stack[1].x | |
| // T1.Y = stack[1].y | |
| // T1.Z = stack[1].z | |
| // T1.W = stack[1].w | |
| return 1; | |
| } |