[Codegen] Alter the default promotion for saturating adds and subs
[llvm-complete.git] / lib / Target / AMDGPU / AMDGPUFrameLowering.cpp
blobe807977363639ce1f169d101407f69760080725a
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.
11 //===----------------------------------------------------------------------===//
13 #include "AMDGPUFrameLowering.h"
15 using namespace llvm;
16 AMDGPUFrameLowering::AMDGPUFrameLowering(StackDirection D, unsigned StackAl,
17 int LAO, unsigned TransAl)
18 : TargetFrameLowering(D, StackAl, LAO, TransAl) { }
20 AMDGPUFrameLowering::~AMDGPUFrameLowering() = default;
22 unsigned AMDGPUFrameLowering::getStackWidth(const MachineFunction &MF) const {
23 // XXX: Hardcoding to 1 for now.
25 // I think the StackWidth should 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.
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.
33 // StackWidth = 1:
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
44 // StackWidth = 2:
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
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;