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      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 AMDGPU target machine.
     11 //
     12 //===----------------------------------------------------------------------===//
     13 #include "AMDGPUFrameLowering.h"
     14 #include "AMDGPURegisterInfo.h"
     15 #include "AMDGPUSubtarget.h"
     16 
     17 #include "llvm/CodeGen/MachineFrameInfo.h"
     18 #include "llvm/CodeGen/MachineRegisterInfo.h"
     19 #include "llvm/IR/Instructions.h"
     20 
     21 using namespace llvm;
     22 AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl,
     23     int LAO, unsigned TransAl)
     24   : TargetFrameLowering(D, StackAl, LAO, TransAl) { }
     25 
     26 AMDGPUFrameLowering::~AMDGPUFrameLowering() { }
     27 
     28 unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const {
     29 
     30   // XXX: Hardcoding to 1 for now.
     31   //
     32   // I think the StackWidth should stored as metadata associated with the
     33   // MachineFunction.  This metadata can either be added by a frontend, or
     34   // calculated by a R600 specific LLVM IR pass.
     35   //
     36   // The StackWidth determines how stack objects are laid out in memory.
     37   // For a vector stack variable, like: int4 stack[2], the data will be stored
     38   // in the following ways depending on the StackWidth.
     39   //
     40   // StackWidth = 1:
     41   //
     42   // T0.X = stack[0].x
     43   // T1.X = stack[0].y
     44   // T2.X = stack[0].z
     45   // T3.X = stack[0].w
     46   // T4.X = stack[1].x
     47   // T5.X = stack[1].y
     48   // T6.X = stack[1].z
     49   // T7.X = stack[1].w
     50   //
     51   // StackWidth = 2:
     52   //
     53   // T0.X = stack[0].x
     54   // T0.Y = stack[0].y
     55   // T1.X = stack[0].z
     56   // T1.Y = stack[0].w
     57   // T2.X = stack[1].x
     58   // T2.Y = stack[1].y
     59   // T3.X = stack[1].z
     60   // T3.Y = stack[1].w
     61   //
     62   // StackWidth = 4:
     63   // T0.X = stack[0].x
     64   // T0.Y = stack[0].y
     65   // T0.Z = stack[0].z
     66   // T0.W = stack[0].w
     67   // T1.X = stack[1].x
     68   // T1.Y = stack[1].y
     69   // T1.Z = stack[1].z
     70   // T1.W = stack[1].w
     71   return 1;
     72 }
     73 
     74 /// \returns The number of registers allocated for \p FI.
     75 int AMDGPUFrameLowering::getFrameIndexReference(const MachineFunction &MF,
     76                                                 int FI,
     77                                                 unsigned &FrameReg) const {
     78   const MachineFrameInfo *MFI = MF.getFrameInfo();
     79   const AMDGPURegisterInfo *RI
     80     = MF.getSubtarget<AMDGPUSubtarget>().getRegisterInfo();
     81 
     82   // Fill in FrameReg output argument.
     83   FrameReg = RI->getFrameRegister(MF);
     84 
     85   // Start the offset at 2 so we don't overwrite work group information.
     86   // XXX: We should only do this when the shader actually uses this
     87   // information.
     88   unsigned OffsetBytes = 2 * (getStackWidth(MF) * 4);
     89   int UpperBound = FI == -1 ? MFI->getNumObjects() : FI;
     90 
     91   for (int i = MFI->getObjectIndexBegin(); i < UpperBound; ++i) {
     92     OffsetBytes = alignTo(OffsetBytes, MFI->getObjectAlignment(i));
     93     OffsetBytes += MFI->getObjectSize(i);
     94     // Each register holds 4 bytes, so we must always align the offset to at
     95     // least 4 bytes, so that 2 frame objects won't share the same register.
     96     OffsetBytes = alignTo(OffsetBytes, 4);
     97   }
     98 
     99   if (FI != -1)
    100     OffsetBytes = alignTo(OffsetBytes, MFI->getObjectAlignment(FI));
    101 
    102   return OffsetBytes / (getStackWidth(MF) * 4);
    103 }
    104 
    105