145bb48eaSTom Stellard //===----------------------- AMDGPUFrameLowering.cpp ----------------------===//
245bb48eaSTom Stellard //
345bb48eaSTom Stellard //                     The LLVM Compiler Infrastructure
445bb48eaSTom Stellard //
545bb48eaSTom Stellard // This file is distributed under the University of Illinois Open Source
645bb48eaSTom Stellard // License. See LICENSE.TXT for details.
745bb48eaSTom Stellard //
845bb48eaSTom Stellard //==-----------------------------------------------------------------------===//
945bb48eaSTom Stellard //
107836f895SMatt Arsenault // Interface to describe a layout of a stack frame on a AMDGPU target machine.
1145bb48eaSTom Stellard //
1245bb48eaSTom Stellard //===----------------------------------------------------------------------===//
1345bb48eaSTom Stellard #include "AMDGPUFrameLowering.h"
1445bb48eaSTom Stellard #include "AMDGPURegisterInfo.h"
15*43e92fe3SMatt Arsenault #include "AMDGPUSubtarget.h"
16*43e92fe3SMatt Arsenault 
1745bb48eaSTom Stellard #include "llvm/CodeGen/MachineFrameInfo.h"
1845bb48eaSTom Stellard #include "llvm/CodeGen/MachineRegisterInfo.h"
1945bb48eaSTom Stellard #include "llvm/IR/Instructions.h"
2045bb48eaSTom Stellard 
2145bb48eaSTom Stellard using namespace llvm;
2245bb48eaSTom Stellard AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl,
2345bb48eaSTom Stellard     int LAO, unsigned TransAl)
2445bb48eaSTom Stellard   : TargetFrameLowering(D, StackAl, LAO, TransAl) { }
2545bb48eaSTom Stellard 
2645bb48eaSTom Stellard AMDGPUFrameLowering::~AMDGPUFrameLowering() { }
2745bb48eaSTom Stellard 
2845bb48eaSTom Stellard unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const {
2945bb48eaSTom Stellard 
3045bb48eaSTom Stellard   // XXX: Hardcoding to 1 for now.
3145bb48eaSTom Stellard   //
3245bb48eaSTom Stellard   // I think the StackWidth should stored as metadata associated with the
3345bb48eaSTom Stellard   // MachineFunction.  This metadata can either be added by a frontend, or
3445bb48eaSTom Stellard   // calculated by a R600 specific LLVM IR pass.
3545bb48eaSTom Stellard   //
3645bb48eaSTom Stellard   // The StackWidth determines how stack objects are laid out in memory.
3745bb48eaSTom Stellard   // For a vector stack variable, like: int4 stack[2], the data will be stored
3845bb48eaSTom Stellard   // in the following ways depending on the StackWidth.
3945bb48eaSTom Stellard   //
4045bb48eaSTom Stellard   // StackWidth = 1:
4145bb48eaSTom Stellard   //
4245bb48eaSTom Stellard   // T0.X = stack[0].x
4345bb48eaSTom Stellard   // T1.X = stack[0].y
4445bb48eaSTom Stellard   // T2.X = stack[0].z
4545bb48eaSTom Stellard   // T3.X = stack[0].w
4645bb48eaSTom Stellard   // T4.X = stack[1].x
4745bb48eaSTom Stellard   // T5.X = stack[1].y
4845bb48eaSTom Stellard   // T6.X = stack[1].z
4945bb48eaSTom Stellard   // T7.X = stack[1].w
5045bb48eaSTom Stellard   //
5145bb48eaSTom Stellard   // StackWidth = 2:
5245bb48eaSTom Stellard   //
5345bb48eaSTom Stellard   // T0.X = stack[0].x
5445bb48eaSTom Stellard   // T0.Y = stack[0].y
5545bb48eaSTom Stellard   // T1.X = stack[0].z
5645bb48eaSTom Stellard   // T1.Y = stack[0].w
5745bb48eaSTom Stellard   // T2.X = stack[1].x
5845bb48eaSTom Stellard   // T2.Y = stack[1].y
5945bb48eaSTom Stellard   // T3.X = stack[1].z
6045bb48eaSTom Stellard   // T3.Y = stack[1].w
6145bb48eaSTom Stellard   //
6245bb48eaSTom Stellard   // StackWidth = 4:
6345bb48eaSTom Stellard   // T0.X = stack[0].x
6445bb48eaSTom Stellard   // T0.Y = stack[0].y
6545bb48eaSTom Stellard   // T0.Z = stack[0].z
6645bb48eaSTom Stellard   // T0.W = stack[0].w
6745bb48eaSTom Stellard   // T1.X = stack[1].x
6845bb48eaSTom Stellard   // T1.Y = stack[1].y
6945bb48eaSTom Stellard   // T1.Z = stack[1].z
7045bb48eaSTom Stellard   // T1.W = stack[1].w
7145bb48eaSTom Stellard   return 1;
7245bb48eaSTom Stellard }
7345bb48eaSTom Stellard 
7445bb48eaSTom Stellard /// \returns The number of registers allocated for \p FI.
755567bafeSJames Y Knight int AMDGPUFrameLowering::getFrameIndexReference(const MachineFunction &MF,
765567bafeSJames Y Knight                                                 int FI,
775567bafeSJames Y Knight                                                 unsigned &FrameReg) const {
7845bb48eaSTom Stellard   const MachineFrameInfo *MFI = MF.getFrameInfo();
79*43e92fe3SMatt Arsenault   const AMDGPURegisterInfo *RI
80*43e92fe3SMatt Arsenault     = MF.getSubtarget<AMDGPUSubtarget>().getRegisterInfo();
815567bafeSJames Y Knight 
825567bafeSJames Y Knight   // Fill in FrameReg output argument.
835567bafeSJames Y Knight   FrameReg = RI->getFrameRegister(MF);
845567bafeSJames Y Knight 
8545bb48eaSTom Stellard   // Start the offset at 2 so we don't overwrite work group information.
8645bb48eaSTom Stellard   // XXX: We should only do this when the shader actually uses this
8745bb48eaSTom Stellard   // information.
8845bb48eaSTom Stellard   unsigned OffsetBytes = 2 * (getStackWidth(MF) * 4);
8945bb48eaSTom Stellard   int UpperBound = FI == -1 ? MFI->getNumObjects() : FI;
9045bb48eaSTom Stellard 
9145bb48eaSTom Stellard   for (int i = MFI->getObjectIndexBegin(); i < UpperBound; ++i) {
92da00f2fdSRui Ueyama     OffsetBytes = alignTo(OffsetBytes, MFI->getObjectAlignment(i));
9345bb48eaSTom Stellard     OffsetBytes += MFI->getObjectSize(i);
9445bb48eaSTom Stellard     // Each register holds 4 bytes, so we must always align the offset to at
9545bb48eaSTom Stellard     // least 4 bytes, so that 2 frame objects won't share the same register.
96da00f2fdSRui Ueyama     OffsetBytes = alignTo(OffsetBytes, 4);
9745bb48eaSTom Stellard   }
9845bb48eaSTom Stellard 
9945bb48eaSTom Stellard   if (FI != -1)
100da00f2fdSRui Ueyama     OffsetBytes = alignTo(OffsetBytes, MFI->getObjectAlignment(FI));
10145bb48eaSTom Stellard 
10245bb48eaSTom Stellard   return OffsetBytes / (getStackWidth(MF) * 4);
10345bb48eaSTom Stellard }
10445bb48eaSTom Stellard 
105