llvm-6502/lib/Target/AMDGPU/SIPrepareScratchRegs.cpp
Matthias Braun 2addf067a2 MachineRegisterInfo: Remove UsedPhysReg infrastructure
We have a detailed def/use lists for every physical register in
MachineRegisterInfo anyway, so there is little use in maintaining an
additional bitset of which ones are used.

Removing it frees us from extra book keeping. This simplifies
VirtRegMap.

Differential Revision: http://reviews.llvm.org/D10911

git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@242173 91177308-0d34-0410-b5e6-96231b3b80d8
2015-07-14 17:52:07 +00:00

194 lines
6.8 KiB
C++

//===-- SIPrepareScratchRegs.cpp - Use predicates for control flow --------===//
//
// The LLVM Compiler Infrastructure
//
// This file is distributed under the University of Illinois Open Source
// License. See LICENSE.TXT for details.
//
//===----------------------------------------------------------------------===//
//
/// \file
///
/// This pass loads scratch pointer and scratch offset into a register or a
/// frame index which can be used anywhere in the program. These values will
/// be used for spilling VGPRs.
///
//===----------------------------------------------------------------------===//
#include "AMDGPU.h"
#include "AMDGPUSubtarget.h"
#include "SIDefines.h"
#include "SIInstrInfo.h"
#include "SIMachineFunctionInfo.h"
#include "llvm/CodeGen/MachineFrameInfo.h"
#include "llvm/CodeGen/MachineFunction.h"
#include "llvm/CodeGen/MachineFunctionPass.h"
#include "llvm/CodeGen/MachineInstrBuilder.h"
#include "llvm/CodeGen/MachineRegisterInfo.h"
#include "llvm/CodeGen/RegisterScavenging.h"
#include "llvm/IR/Function.h"
#include "llvm/IR/LLVMContext.h"
using namespace llvm;
namespace {
class SIPrepareScratchRegs : public MachineFunctionPass {
private:
static char ID;
public:
SIPrepareScratchRegs() : MachineFunctionPass(ID) { }
bool runOnMachineFunction(MachineFunction &MF) override;
const char *getPassName() const override {
return "SI prepare scratch registers";
}
};
} // End anonymous namespace
char SIPrepareScratchRegs::ID = 0;
FunctionPass *llvm::createSIPrepareScratchRegs() {
return new SIPrepareScratchRegs();
}
bool SIPrepareScratchRegs::runOnMachineFunction(MachineFunction &MF) {
SIMachineFunctionInfo *MFI = MF.getInfo<SIMachineFunctionInfo>();
const SIInstrInfo *TII =
static_cast<const SIInstrInfo *>(MF.getSubtarget().getInstrInfo());
const SIRegisterInfo *TRI = &TII->getRegisterInfo();
MachineRegisterInfo &MRI = MF.getRegInfo();
MachineFrameInfo *FrameInfo = MF.getFrameInfo();
MachineBasicBlock *Entry = MF.begin();
MachineBasicBlock::iterator I = Entry->begin();
DebugLoc DL = I->getDebugLoc();
// FIXME: If we don't have enough VGPRs for SGPR spilling we will need to
// run this pass.
if (!MFI->hasSpilledVGPRs())
return false;
unsigned ScratchPtrPreloadReg =
TRI->getPreloadedValue(MF, SIRegisterInfo::SCRATCH_PTR);
unsigned ScratchOffsetPreloadReg =
TRI->getPreloadedValue(MF, SIRegisterInfo::SCRATCH_WAVE_OFFSET);
if (!Entry->isLiveIn(ScratchPtrPreloadReg))
Entry->addLiveIn(ScratchPtrPreloadReg);
if (!Entry->isLiveIn(ScratchOffsetPreloadReg))
Entry->addLiveIn(ScratchOffsetPreloadReg);
// Load the scratch offset.
unsigned ScratchOffsetReg =
TRI->findUnusedRegister(MRI, &AMDGPU::SGPR_32RegClass);
int ScratchOffsetFI = -1;
if (ScratchOffsetReg != AMDGPU::NoRegister) {
// Found an SGPR to use
BuildMI(*Entry, I, DL, TII->get(AMDGPU::S_MOV_B32), ScratchOffsetReg)
.addReg(ScratchOffsetPreloadReg);
} else {
// No SGPR is available, we must spill.
ScratchOffsetFI = FrameInfo->CreateSpillStackObject(4,4);
BuildMI(*Entry, I, DL, TII->get(AMDGPU::SI_SPILL_S32_SAVE))
.addReg(ScratchOffsetPreloadReg)
.addFrameIndex(ScratchOffsetFI)
.addReg(AMDGPU::SGPR0_SGPR1_SGPR2_SGPR3, RegState::Undef)
.addReg(AMDGPU::SGPR0, RegState::Undef);
}
// Now that we have the scratch pointer and offset values, we need to
// add them to all the SI_SPILL_V* instructions.
RegScavenger RS;
unsigned ScratchRsrcFI = FrameInfo->CreateSpillStackObject(16, 4);
RS.addScavengingFrameIndex(ScratchRsrcFI);
for (MachineFunction::iterator BI = MF.begin(), BE = MF.end();
BI != BE; ++BI) {
MachineBasicBlock &MBB = *BI;
// Add the scratch offset reg as a live-in so that the register scavenger
// doesn't re-use it.
if (!MBB.isLiveIn(ScratchOffsetReg) &&
ScratchOffsetReg != AMDGPU::NoRegister)
MBB.addLiveIn(ScratchOffsetReg);
RS.enterBasicBlock(&MBB);
for (MachineBasicBlock::iterator I = MBB.begin(), E = MBB.end();
I != E; ++I) {
MachineInstr &MI = *I;
RS.forward(I);
DebugLoc DL = MI.getDebugLoc();
if (!TII->isVGPRSpill(MI.getOpcode()))
continue;
// Scratch resource
unsigned ScratchRsrcReg =
RS.scavengeRegister(&AMDGPU::SReg_128RegClass, 0);
uint64_t Rsrc = AMDGPU::RSRC_DATA_FORMAT | AMDGPU::RSRC_TID_ENABLE |
0xffffffff; // Size
unsigned Rsrc0 = TRI->getSubReg(ScratchRsrcReg, AMDGPU::sub0);
unsigned Rsrc1 = TRI->getSubReg(ScratchRsrcReg, AMDGPU::sub1);
unsigned Rsrc2 = TRI->getSubReg(ScratchRsrcReg, AMDGPU::sub2);
unsigned Rsrc3 = TRI->getSubReg(ScratchRsrcReg, AMDGPU::sub3);
BuildMI(MBB, I, DL, TII->get(AMDGPU::S_MOV_B32), Rsrc0)
.addExternalSymbol("SCRATCH_RSRC_DWORD0")
.addReg(ScratchRsrcReg, RegState::ImplicitDefine);
BuildMI(MBB, I, DL, TII->get(AMDGPU::S_MOV_B32), Rsrc1)
.addExternalSymbol("SCRATCH_RSRC_DWORD1")
.addReg(ScratchRsrcReg, RegState::ImplicitDefine);
BuildMI(MBB, I, DL, TII->get(AMDGPU::S_MOV_B32), Rsrc2)
.addImm(Rsrc & 0xffffffff)
.addReg(ScratchRsrcReg, RegState::ImplicitDefine);
BuildMI(MBB, I, DL, TII->get(AMDGPU::S_MOV_B32), Rsrc3)
.addImm(Rsrc >> 32)
.addReg(ScratchRsrcReg, RegState::ImplicitDefine);
// Scratch Offset
if (ScratchOffsetReg == AMDGPU::NoRegister) {
ScratchOffsetReg = RS.scavengeRegister(&AMDGPU::SGPR_32RegClass, 0);
BuildMI(MBB, I, DL, TII->get(AMDGPU::SI_SPILL_S32_RESTORE),
ScratchOffsetReg)
.addFrameIndex(ScratchOffsetFI)
.addReg(AMDGPU::SGPR0_SGPR1_SGPR2_SGPR3, RegState::Undef)
.addReg(AMDGPU::SGPR0, RegState::Undef);
} else if (!MBB.isLiveIn(ScratchOffsetReg)) {
MBB.addLiveIn(ScratchOffsetReg);
}
if (ScratchRsrcReg == AMDGPU::NoRegister ||
ScratchOffsetReg == AMDGPU::NoRegister) {
LLVMContext &Ctx = MF.getFunction()->getContext();
Ctx.emitError("ran out of SGPRs for spilling VGPRs");
ScratchRsrcReg = AMDGPU::SGPR0;
ScratchOffsetReg = AMDGPU::SGPR0;
}
MI.getOperand(2).setReg(ScratchRsrcReg);
MI.getOperand(2).setIsKill(true);
MI.getOperand(2).setIsUndef(false);
MI.getOperand(3).setReg(ScratchOffsetReg);
MI.getOperand(3).setIsUndef(false);
MI.getOperand(3).setIsKill(false);
MI.addOperand(MachineOperand::CreateReg(Rsrc0, false, true, true));
MI.addOperand(MachineOperand::CreateReg(Rsrc1, false, true, true));
MI.addOperand(MachineOperand::CreateReg(Rsrc2, false, true, true));
MI.addOperand(MachineOperand::CreateReg(Rsrc3, false, true, true));
}
}
return true;
}