1*45bb48eaSTom Stellard //===----------------------- AMDGPUFrameLowering.cpp ----------------------===//
2*45bb48eaSTom Stellard //
3*45bb48eaSTom Stellard //                     The LLVM Compiler Infrastructure
4*45bb48eaSTom Stellard //
5*45bb48eaSTom Stellard // This file is distributed under the University of Illinois Open Source
6*45bb48eaSTom Stellard // License. See LICENSE.TXT for details.
7*45bb48eaSTom Stellard //
8*45bb48eaSTom Stellard //==-----------------------------------------------------------------------===//
9*45bb48eaSTom Stellard //
10*45bb48eaSTom Stellard // Interface to describe a layout of a stack frame on a AMDIL target machine
11*45bb48eaSTom Stellard //
12*45bb48eaSTom Stellard //===----------------------------------------------------------------------===//
13*45bb48eaSTom Stellard #include "AMDGPUFrameLowering.h"
14*45bb48eaSTom Stellard #include "AMDGPURegisterInfo.h"
15*45bb48eaSTom Stellard #include "R600MachineFunctionInfo.h"
16*45bb48eaSTom Stellard #include "llvm/CodeGen/MachineFrameInfo.h"
17*45bb48eaSTom Stellard #include "llvm/CodeGen/MachineRegisterInfo.h"
18*45bb48eaSTom Stellard #include "llvm/IR/Instructions.h"
19*45bb48eaSTom Stellard 
20*45bb48eaSTom Stellard using namespace llvm;
21*45bb48eaSTom Stellard AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl,
22*45bb48eaSTom Stellard     int LAO, unsigned TransAl)
23*45bb48eaSTom Stellard   : TargetFrameLowering(D, StackAl, LAO, TransAl) { }
24*45bb48eaSTom Stellard 
25*45bb48eaSTom Stellard AMDGPUFrameLowering::~AMDGPUFrameLowering() { }
26*45bb48eaSTom Stellard 
27*45bb48eaSTom Stellard unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const {
28*45bb48eaSTom Stellard 
29*45bb48eaSTom Stellard   // XXX: Hardcoding to 1 for now.
30*45bb48eaSTom Stellard   //
31*45bb48eaSTom Stellard   // I think the StackWidth should stored as metadata associated with the
32*45bb48eaSTom Stellard   // MachineFunction.  This metadata can either be added by a frontend, or
33*45bb48eaSTom Stellard   // calculated by a R600 specific LLVM IR pass.
34*45bb48eaSTom Stellard   //
35*45bb48eaSTom Stellard   // The StackWidth determines how stack objects are laid out in memory.
36*45bb48eaSTom Stellard   // For a vector stack variable, like: int4 stack[2], the data will be stored
37*45bb48eaSTom Stellard   // in the following ways depending on the StackWidth.
38*45bb48eaSTom Stellard   //
39*45bb48eaSTom Stellard   // StackWidth = 1:
40*45bb48eaSTom Stellard   //
41*45bb48eaSTom Stellard   // T0.X = stack[0].x
42*45bb48eaSTom Stellard   // T1.X = stack[0].y
43*45bb48eaSTom Stellard   // T2.X = stack[0].z
44*45bb48eaSTom Stellard   // T3.X = stack[0].w
45*45bb48eaSTom Stellard   // T4.X = stack[1].x
46*45bb48eaSTom Stellard   // T5.X = stack[1].y
47*45bb48eaSTom Stellard   // T6.X = stack[1].z
48*45bb48eaSTom Stellard   // T7.X = stack[1].w
49*45bb48eaSTom Stellard   //
50*45bb48eaSTom Stellard   // StackWidth = 2:
51*45bb48eaSTom Stellard   //
52*45bb48eaSTom Stellard   // T0.X = stack[0].x
53*45bb48eaSTom Stellard   // T0.Y = stack[0].y
54*45bb48eaSTom Stellard   // T1.X = stack[0].z
55*45bb48eaSTom Stellard   // T1.Y = stack[0].w
56*45bb48eaSTom Stellard   // T2.X = stack[1].x
57*45bb48eaSTom Stellard   // T2.Y = stack[1].y
58*45bb48eaSTom Stellard   // T3.X = stack[1].z
59*45bb48eaSTom Stellard   // T3.Y = stack[1].w
60*45bb48eaSTom Stellard   //
61*45bb48eaSTom Stellard   // StackWidth = 4:
62*45bb48eaSTom Stellard   // T0.X = stack[0].x
63*45bb48eaSTom Stellard   // T0.Y = stack[0].y
64*45bb48eaSTom Stellard   // T0.Z = stack[0].z
65*45bb48eaSTom Stellard   // T0.W = stack[0].w
66*45bb48eaSTom Stellard   // T1.X = stack[1].x
67*45bb48eaSTom Stellard   // T1.Y = stack[1].y
68*45bb48eaSTom Stellard   // T1.Z = stack[1].z
69*45bb48eaSTom Stellard   // T1.W = stack[1].w
70*45bb48eaSTom Stellard   return 1;
71*45bb48eaSTom Stellard }
72*45bb48eaSTom Stellard 
73*45bb48eaSTom Stellard /// \returns The number of registers allocated for \p FI.
74*45bb48eaSTom Stellard int AMDGPUFrameLowering::getFrameIndexOffset(const MachineFunction &MF,
75*45bb48eaSTom Stellard                                          int FI) const {
76*45bb48eaSTom Stellard   const MachineFrameInfo *MFI = MF.getFrameInfo();
77*45bb48eaSTom Stellard   // Start the offset at 2 so we don't overwrite work group information.
78*45bb48eaSTom Stellard   // XXX: We should only do this when the shader actually uses this
79*45bb48eaSTom Stellard   // information.
80*45bb48eaSTom Stellard   unsigned OffsetBytes = 2 * (getStackWidth(MF) * 4);
81*45bb48eaSTom Stellard   int UpperBound = FI == -1 ? MFI->getNumObjects() : FI;
82*45bb48eaSTom Stellard 
83*45bb48eaSTom Stellard   for (int i = MFI->getObjectIndexBegin(); i < UpperBound; ++i) {
84*45bb48eaSTom Stellard     OffsetBytes = RoundUpToAlignment(OffsetBytes, MFI->getObjectAlignment(i));
85*45bb48eaSTom Stellard     OffsetBytes += MFI->getObjectSize(i);
86*45bb48eaSTom Stellard     // Each register holds 4 bytes, so we must always align the offset to at
87*45bb48eaSTom Stellard     // least 4 bytes, so that 2 frame objects won't share the same register.
88*45bb48eaSTom Stellard     OffsetBytes = RoundUpToAlignment(OffsetBytes, 4);
89*45bb48eaSTom Stellard   }
90*45bb48eaSTom Stellard 
91*45bb48eaSTom Stellard   if (FI != -1)
92*45bb48eaSTom Stellard     OffsetBytes = RoundUpToAlignment(OffsetBytes, MFI->getObjectAlignment(FI));
93*45bb48eaSTom Stellard 
94*45bb48eaSTom Stellard   return OffsetBytes / (getStackWidth(MF) * 4);
95*45bb48eaSTom Stellard }
96*45bb48eaSTom Stellard 
97*45bb48eaSTom Stellard const TargetFrameLowering::SpillSlot *
98*45bb48eaSTom Stellard AMDGPUFrameLowering::getCalleeSavedSpillSlots(unsigned &NumEntries) const {
99*45bb48eaSTom Stellard   NumEntries = 0;
100*45bb48eaSTom Stellard   return nullptr;
101*45bb48eaSTom Stellard }
102*45bb48eaSTom Stellard void AMDGPUFrameLowering::emitPrologue(MachineFunction &MF,
103*45bb48eaSTom Stellard                                        MachineBasicBlock &MBB) const {}
104*45bb48eaSTom Stellard void
105*45bb48eaSTom Stellard AMDGPUFrameLowering::emitEpilogue(MachineFunction &MF,
106*45bb48eaSTom Stellard                                   MachineBasicBlock &MBB) const {
107*45bb48eaSTom Stellard }
108*45bb48eaSTom Stellard 
109*45bb48eaSTom Stellard bool
110*45bb48eaSTom Stellard AMDGPUFrameLowering::hasFP(const MachineFunction &MF) const {
111*45bb48eaSTom Stellard   return false;
112*45bb48eaSTom Stellard }
113