|  | //===----------------------- 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" | 
|  | #include "AMDGPURegisterInfo.h" | 
|  | #include "AMDGPUSubtarget.h" | 
|  | #include "llvm/CodeGen/MachineFunction.h" | 
|  | #include "llvm/CodeGen/MachineFrameInfo.h" | 
|  | #include "llvm/Support/MathExtras.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; | 
|  | } | 
|  |  | 
|  | /// \returns The number of registers allocated for \p FI. | 
|  | int AMDGPUFrameLowering::getFrameIndexReference(const MachineFunction &MF, | 
|  | int FI, | 
|  | unsigned &FrameReg) const { | 
|  | const MachineFrameInfo &MFI = MF.getFrameInfo(); | 
|  | const AMDGPURegisterInfo *RI | 
|  | = MF.getSubtarget<AMDGPUSubtarget>().getRegisterInfo(); | 
|  |  | 
|  | // Fill in FrameReg output argument. | 
|  | FrameReg = RI->getFrameRegister(MF); | 
|  |  | 
|  | // Start the offset at 2 so we don't overwrite work group information. | 
|  | // XXX: We should only do this when the shader actually uses this | 
|  | // information. | 
|  | unsigned OffsetBytes = 2 * (getStackWidth(MF) * 4); | 
|  | int UpperBound = FI == -1 ? MFI.getNumObjects() : FI; | 
|  |  | 
|  | for (int i = MFI.getObjectIndexBegin(); i < UpperBound; ++i) { | 
|  | OffsetBytes = alignTo(OffsetBytes, MFI.getObjectAlignment(i)); | 
|  | OffsetBytes += MFI.getObjectSize(i); | 
|  | // Each register holds 4 bytes, so we must always align the offset to at | 
|  | // least 4 bytes, so that 2 frame objects won't share the same register. | 
|  | OffsetBytes = alignTo(OffsetBytes, 4); | 
|  | } | 
|  |  | 
|  | if (FI != -1) | 
|  | OffsetBytes = alignTo(OffsetBytes, MFI.getObjectAlignment(FI)); | 
|  |  | 
|  | return OffsetBytes / (getStackWidth(MF) * 4); | 
|  | } |