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llvm-mirror/lib/Target/AMDGPU/AMDGPUFrameLowering.cpp
Guillaume Chatelet d0124d17f9 Use Align for TFL::TransientStackAlignment
Summary:
This is patch is part of a series to introduce an Alignment type.
See this thread for context: http://lists.llvm.org/pipermail/llvm-dev/2019-July/133851.html
See this patch for the introduction of the type: https://reviews.llvm.org/D64790

Reviewers: courbet

Subscribers: arsenm, dschuff, jyknight, sdardis, jvesely, nhaehnle, sbc100, jgravelle-google, hiraditya, aheejin, fedor.sergeev, jrtc27, atanasyan, llvm-commits

Tags: #llvm

Differential Revision: https://reviews.llvm.org/D69216

llvm-svn: 375398
2019-10-21 08:31:25 +00:00

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2.0 KiB
C++

//===----------------------- AMDGPUFrameLowering.cpp ----------------------===//
//
// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
// See https://llvm.org/LICENSE.txt for license information.
// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
//
//==-----------------------------------------------------------------------===//
//
// Interface to describe a layout of a stack frame on a AMDGPU target machine.
//
//===----------------------------------------------------------------------===//
#include "AMDGPUFrameLowering.h"
using namespace llvm;
AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, Align StackAl,
int LAO, Align 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;
}