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Tom Stellardf3b2a1e2013-02-06 17:32:29 +00001//===----------------------- 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 AMDIL target machine
11//
12//===----------------------------------------------------------------------===//
13#include "AMDGPUFrameLowering.h"
14#include "AMDGPURegisterInfo.h"
15#include "R600MachineFunctionInfo.h"
16#include "llvm/CodeGen/MachineFrameInfo.h"
17#include "llvm/CodeGen/MachineRegisterInfo.h"
18#include "llvm/IR/Instructions.h"
19
20using namespace llvm;
21AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl,
22 int LAO, unsigned TransAl)
23 : TargetFrameLowering(D, StackAl, LAO, TransAl) { }
24
25AMDGPUFrameLowering::~AMDGPUFrameLowering() { }
26
27unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const {
28
29 // XXX: Hardcoding to 1 for now.
30 //
31 // I think the StackWidth should stored as metadata associated with the
32 // MachineFunction. This metadata can either be added by a frontend, or
33 // calculated by a R600 specific LLVM IR pass.
34 //
35 // The StackWidth determines how stack objects are laid out in memory.
36 // For a vector stack variable, like: int4 stack[2], the data will be stored
37 // in the following ways depending on the StackWidth.
38 //
39 // StackWidth = 1:
40 //
41 // T0.X = stack[0].x
42 // T1.X = stack[0].y
43 // T2.X = stack[0].z
44 // T3.X = stack[0].w
45 // T4.X = stack[1].x
46 // T5.X = stack[1].y
47 // T6.X = stack[1].z
48 // T7.X = stack[1].w
49 //
50 // StackWidth = 2:
51 //
52 // T0.X = stack[0].x
53 // T0.Y = stack[0].y
54 // T1.X = stack[0].z
55 // T1.Y = stack[0].w
56 // T2.X = stack[1].x
57 // T2.Y = stack[1].y
58 // T3.X = stack[1].z
59 // T3.Y = stack[1].w
60 //
61 // StackWidth = 4:
62 // T0.X = stack[0].x
63 // T0.Y = stack[0].y
64 // T0.Z = stack[0].z
65 // T0.W = stack[0].w
66 // T1.X = stack[1].x
67 // T1.Y = stack[1].y
68 // T1.Z = stack[1].z
69 // T1.W = stack[1].w
70 return 1;
71}
72
73/// \returns The number of registers allocated for \p FI.
74int AMDGPUFrameLowering::getFrameIndexOffset(const MachineFunction &MF,
75 int FI) const {
76 const MachineFrameInfo *MFI = MF.getFrameInfo();
Tom Stellard27982b12014-01-22 19:24:19 +000077 // Start the offset at 2 so we don't overwrite work group information.
78 // XXX: We should only do this when the shader actually uses this
79 // information.
80 unsigned Offset = 2;
Tom Stellardf3b2a1e2013-02-06 17:32:29 +000081 int UpperBound = FI == -1 ? MFI->getNumObjects() : FI;
82
83 for (int i = MFI->getObjectIndexBegin(); i < UpperBound; ++i) {
Tom Stellardd7458372013-06-07 20:52:05 +000084 unsigned Size = MFI->getObjectSize(i);
85 Offset += (Size / (getStackWidth(MF) * 4));
Tom Stellardf3b2a1e2013-02-06 17:32:29 +000086 }
87 return Offset;
88}
89
90const TargetFrameLowering::SpillSlot *
91AMDGPUFrameLowering::getCalleeSavedSpillSlots(unsigned &NumEntries) const {
92 NumEntries = 0;
93 return 0;
94}
95void
96AMDGPUFrameLowering::emitPrologue(MachineFunction &MF) const {
97}
98void
99AMDGPUFrameLowering::emitEpilogue(MachineFunction &MF,
100 MachineBasicBlock &MBB) const {
101}
102
103bool
104AMDGPUFrameLowering::hasFP(const MachineFunction &MF) const {
105 return false;
106}