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https://github.com/c64scene-ar/llvm-6502.git
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1911fd4f85
This pass: 1. Splits TargetMachine into TargetMachine (generic targets, can be implemented any way, like the CBE) and LLVMTargetMachine (subclass of TM that is used by things using libcodegen and other support). 2. Instead of having each target fully populate the passmgr for file or JIT output, move all this to common code, and give targets hooks they can implement. 3. Commonalize the target population stuff between file emission and JIT emission. 4. All (native code) codegen stuff now happens in a FunctionPassManager, which paves the way for "fast -O0" stuff in the CFE later, and now LLC could lazily stream .bc files from disk to use less memory. 5. There are now many fewer #includes and the targets don't depend on the scalar xforms or libanalysis anymore (but codegen does). 6. Changing common code generator pass ordering stuff no longer requires touching all targets. 7. The JIT now has the option of "-fast" codegen or normal optimized codegen, which is now orthogonal to the fact that JIT'ing is being done. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@30081 91177308-0d34-0410-b5e6-96231b3b80d8
85 lines
2.6 KiB
C++
85 lines
2.6 KiB
C++
//===-- IA64TargetMachine.cpp - Define TargetMachine for IA64 -------------===//
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//
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// The LLVM Compiler Infrastructure
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//
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// This file was developed by Duraid Madina and is distributed under the
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// University of Illinois Open Source License. See LICENSE.TXT for details.
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//
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//===----------------------------------------------------------------------===//
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//
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// This file implements the IA64 specific subclass of TargetMachine.
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//
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//===----------------------------------------------------------------------===//
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#include "IA64TargetMachine.h"
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#include "IA64.h"
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#include "llvm/Module.h"
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#include "llvm/PassManager.h"
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#include "llvm/Target/TargetMachineRegistry.h"
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using namespace llvm;
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/// IA64TargetMachineModule - Note that this is used on hosts that cannot link
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/// in a library unless there are references into the library. In particular,
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/// it seems that it is not possible to get things to work on Win32 without
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/// this. Though it is unused, do not remove it.
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extern "C" int IA64TargetMachineModule;
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int IA64TargetMachineModule = 0;
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namespace {
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RegisterTarget<IA64TargetMachine> X("ia64", " IA-64 (Itanium)");
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}
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unsigned IA64TargetMachine::getModuleMatchQuality(const Module &M) {
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// we match [iI][aA]*64
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bool seenIA64=false;
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std::string TT = M.getTargetTriple();
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if (TT.size() >= 4) {
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if( (TT[0]=='i' || TT[0]=='I') &&
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(TT[1]=='a' || TT[1]=='A') ) {
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for(unsigned int i=2; i<(TT.size()-1); i++)
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if(TT[i]=='6' && TT[i+1]=='4')
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seenIA64=true;
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}
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if (seenIA64)
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return 20; // strong match
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}
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#if defined(__ia64__) || defined(__IA64__)
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return 5;
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#else
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return 0;
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#endif
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}
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/// IA64TargetMachine ctor - Create an LP64 architecture model
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///
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IA64TargetMachine::IA64TargetMachine(const Module &M, const std::string &FS)
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: DataLayout("e"),
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FrameInfo(TargetFrameInfo::StackGrowsDown, 16, 0),
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TLInfo(*this) { // FIXME? check this stuff
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}
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//===----------------------------------------------------------------------===//
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// Pass Pipeline Configuration
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//===----------------------------------------------------------------------===//
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bool IA64TargetMachine::addInstSelector(FunctionPassManager &PM, bool Fast) {
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PM.add(createIA64DAGToDAGInstructionSelector(*this));
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return false;
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}
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bool IA64TargetMachine::addPreEmitPass(FunctionPassManager &PM, bool Fast) {
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// Make sure everything is bundled happily
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PM.add(createIA64BundlingPass(*this));
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return true;
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}
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bool IA64TargetMachine::addAssemblyEmitter(FunctionPassManager &PM, bool Fast,
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std::ostream &Out) {
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PM.add(createIA64CodePrinterPass(Out, *this));
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return false;
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}
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