1 | //===----------------------- AMDGPUFrameLowering.cpp ----------------------===// |
2 | // |
3 | // Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions. |
4 | // See https://llvm.org/LICENSE.txt for license information. |
5 | // SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception |
6 | // |
7 | //==-----------------------------------------------------------------------===// |
8 | // |
9 | // Interface to describe a layout of a stack frame on a AMDGPU target machine. |
10 | // |
11 | //===----------------------------------------------------------------------===// |
12 | |
13 | #include "AMDGPUFrameLowering.h" |
14 | |
15 | using namespace llvm; |
16 | AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, Align StackAl, |
17 | int LAO, Align TransAl) |
18 | : TargetFrameLowering(D, StackAl, LAO, TransAl) {} |
19 | |
20 | AMDGPUFrameLowering::~AMDGPUFrameLowering() = default; |
21 | |
22 | unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const { |
23 | // XXX: Hardcoding to 1 for now. |
24 | // |
25 | // I think the StackWidth should be stored as metadata associated with the |
26 | // MachineFunction. This metadata can either be added by a frontend, or |
27 | // calculated by a R600 specific LLVM IR pass. |
28 | // |
29 | // The StackWidth determines how stack objects are laid out in memory. |
30 | // For a vector stack variable, like: int4 stack[2], the data will be stored |
31 | // in the following ways depending on the StackWidth. |
32 | // |
33 | // StackWidth = 1: |
34 | // |
35 | // T0.X = stack[0].x |
36 | // T1.X = stack[0].y |
37 | // T2.X = stack[0].z |
38 | // T3.X = stack[0].w |
39 | // T4.X = stack[1].x |
40 | // T5.X = stack[1].y |
41 | // T6.X = stack[1].z |
42 | // T7.X = stack[1].w |
43 | // |
44 | // StackWidth = 2: |
45 | // |
46 | // T0.X = stack[0].x |
47 | // T0.Y = stack[0].y |
48 | // T1.X = stack[0].z |
49 | // T1.Y = stack[0].w |
50 | // T2.X = stack[1].x |
51 | // T2.Y = stack[1].y |
52 | // T3.X = stack[1].z |
53 | // T3.Y = stack[1].w |
54 | // |
55 | // StackWidth = 4: |
56 | // T0.X = stack[0].x |
57 | // T0.Y = stack[0].y |
58 | // T0.Z = stack[0].z |
59 | // T0.W = stack[0].w |
60 | // T1.X = stack[1].x |
61 | // T1.Y = stack[1].y |
62 | // T1.Z = stack[1].z |
63 | // T1.W = stack[1].w |
64 | return 1; |
65 | } |
66 | |