xref: /freebsd/contrib/llvm-project/llvm/lib/Target/AMDGPU/AMDGPUFrameLowering.cpp (revision 02e9120893770924227138ba49df1edb3896112a)
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