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 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 
20 using namespace llvm;
AMDGPUFrameLowering(StackDirection D,unsigned StackAl,int LAO,unsigned TransAl)21 AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl,
22     int LAO, unsigned TransAl)
23   : TargetFrameLowering(D, StackAl, LAO, TransAl) { }
24 
~AMDGPUFrameLowering()25 AMDGPUFrameLowering::~AMDGPUFrameLowering() { }
26 
getStackWidth(const MachineFunction & MF) const27 unsigned 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.
getFrameIndexReference(const MachineFunction & MF,int FI,unsigned & FrameReg) const74 int AMDGPUFrameLowering::getFrameIndexReference(const MachineFunction &MF,
75                                                 int FI,
76                                                 unsigned &FrameReg) const {
77   const MachineFrameInfo *MFI = MF.getFrameInfo();
78   const TargetRegisterInfo *RI = MF.getSubtarget().getRegisterInfo();
79 
80   // Fill in FrameReg output argument.
81   FrameReg = RI->getFrameRegister(MF);
82 
83   // Start the offset at 2 so we don't overwrite work group information.
84   // XXX: We should only do this when the shader actually uses this
85   // information.
86   unsigned OffsetBytes = 2 * (getStackWidth(MF) * 4);
87   int UpperBound = FI == -1 ? MFI->getNumObjects() : FI;
88 
89   for (int i = MFI->getObjectIndexBegin(); i < UpperBound; ++i) {
90     OffsetBytes = RoundUpToAlignment(OffsetBytes, MFI->getObjectAlignment(i));
91     OffsetBytes += MFI->getObjectSize(i);
92     // Each register holds 4 bytes, so we must always align the offset to at
93     // least 4 bytes, so that 2 frame objects won't share the same register.
94     OffsetBytes = RoundUpToAlignment(OffsetBytes, 4);
95   }
96 
97   if (FI != -1)
98     OffsetBytes = RoundUpToAlignment(OffsetBytes, MFI->getObjectAlignment(FI));
99 
100   return OffsetBytes / (getStackWidth(MF) * 4);
101 }
102 
103 const TargetFrameLowering::SpillSlot *
getCalleeSavedSpillSlots(unsigned & NumEntries) const104 AMDGPUFrameLowering::getCalleeSavedSpillSlots(unsigned &NumEntries) const {
105   NumEntries = 0;
106   return nullptr;
107 }
emitPrologue(MachineFunction & MF,MachineBasicBlock & MBB) const108 void AMDGPUFrameLowering::emitPrologue(MachineFunction &MF,
109                                        MachineBasicBlock &MBB) const {}
110 void
emitEpilogue(MachineFunction & MF,MachineBasicBlock & MBB) const111 AMDGPUFrameLowering::emitEpilogue(MachineFunction &MF,
112                                   MachineBasicBlock &MBB) const {
113 }
114 
115 bool
hasFP(const MachineFunction & MF) const116 AMDGPUFrameLowering::hasFP(const MachineFunction &MF) const {
117   return false;
118 }
119