mirror of
https://github.com/c64scene-ar/llvm-6502.git
synced 2024-12-16 11:30:51 +00:00
f19c6f5763
eliminateFrameIndex() has been reworked to handle both small & large frames with either a FP or SP. An additional Slot is required for Scavenging spills when not using FP for large frames. Reworked the handling of Register Scavenging. Whether we are using an FP or not, whether it is a large frame or not, and whether we are using a large code model or not are now independent. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@196091 91177308-0d34-0410-b5e6-96231b3b80d8
119 lines
4.3 KiB
LLVM
119 lines
4.3 KiB
LLVM
; RUN: llc < %s -march=xcore | FileCheck %s
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@size = global i32 0 ; <i32*> [#uses=1]
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@g0 = external global i32 ; <i32*> [#uses=2]
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@g1 = external global i32 ; <i32*> [#uses=2]
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@g2 = external global i32 ; <i32*> [#uses=2]
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@g3 = external global i32 ; <i32*> [#uses=2]
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@g4 = external global i32 ; <i32*> [#uses=2]
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@g5 = external global i32 ; <i32*> [#uses=2]
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@g6 = external global i32 ; <i32*> [#uses=2]
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@g7 = external global i32 ; <i32*> [#uses=2]
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@g8 = external global i32 ; <i32*> [#uses=2]
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@g9 = external global i32 ; <i32*> [#uses=2]
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@g10 = external global i32 ; <i32*> [#uses=2]
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@g11 = external global i32 ; <i32*> [#uses=2]
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define void @f() nounwind {
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entry:
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%x = alloca [100 x i32], align 4 ; <[100 x i32]*> [#uses=2]
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%0 = load i32* @size, align 4 ; <i32> [#uses=1]
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%1 = alloca i32, i32 %0, align 4 ; <i32*> [#uses=1]
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%2 = load volatile i32* @g0, align 4 ; <i32> [#uses=1]
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%3 = load volatile i32* @g1, align 4 ; <i32> [#uses=1]
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%4 = load volatile i32* @g2, align 4 ; <i32> [#uses=1]
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%5 = load volatile i32* @g3, align 4 ; <i32> [#uses=1]
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%6 = load volatile i32* @g4, align 4 ; <i32> [#uses=1]
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%7 = load volatile i32* @g5, align 4 ; <i32> [#uses=1]
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%8 = load volatile i32* @g6, align 4 ; <i32> [#uses=1]
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%9 = load volatile i32* @g7, align 4 ; <i32> [#uses=1]
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%10 = load volatile i32* @g8, align 4 ; <i32> [#uses=1]
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%11 = load volatile i32* @g9, align 4 ; <i32> [#uses=1]
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%12 = load volatile i32* @g10, align 4 ; <i32> [#uses=1]
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%13 = load volatile i32* @g11, align 4 ; <i32> [#uses=2]
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%14 = getelementptr [100 x i32]* %x, i32 0, i32 50 ; <i32*> [#uses=1]
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store i32 %13, i32* %14, align 4
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store volatile i32 %13, i32* @g11, align 4
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store volatile i32 %12, i32* @g10, align 4
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store volatile i32 %11, i32* @g9, align 4
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store volatile i32 %10, i32* @g8, align 4
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store volatile i32 %9, i32* @g7, align 4
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store volatile i32 %8, i32* @g6, align 4
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store volatile i32 %7, i32* @g5, align 4
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store volatile i32 %6, i32* @g4, align 4
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store volatile i32 %5, i32* @g3, align 4
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store volatile i32 %4, i32* @g2, align 4
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store volatile i32 %3, i32* @g1, align 4
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store volatile i32 %2, i32* @g0, align 4
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%x1 = getelementptr [100 x i32]* %x, i32 0, i32 0 ; <i32*> [#uses=1]
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call void @g(i32* %x1, i32* %1) nounwind
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ret void
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}
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declare void @g(i32*, i32*)
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; CHECK: .section .cp.rodata.cst4,"aMc",@progbits,4
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; CHECK: .align 4
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; CHECK: [[ARG5:.LCPI[0-9_]+]]:
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; CHECK: .long 100003
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; CHECK: [[INDEX0:.LCPI[0-9_]+]]:
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; CHECK: .long 80002
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; CHECK: [[INDEX1:.LCPI[0-9_]+]]:
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; CHECK: .long 81002
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; CHECK: [[INDEX2:.LCPI[0-9_]+]]:
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; CHECK: .long 82002
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; CHECK: [[INDEX3:.LCPI[0-9_]+]]:
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; CHECK: .long 83002
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; CHECK: [[INDEX4:.LCPI[0-9_]+]]:
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; CHECK: .long 84002
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; CHECK: .text
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; !FP + large frame: spill SR+SR = entsp 2 + 100000
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; CHECK-LABEL: ScavengeSlots:
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; CHECK: extsp 65535
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; CHECK: extsp 34467
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; scavenge r11
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; CHECK: ldaw r11, sp[0]
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; scavenge r4 using SR spill slot
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; CHECK: stw r4, sp[1]
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; CHECK: ldw r4, cp{{\[}}[[ARG5]]{{\]}}
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; r11 used to load 5th argument
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; CHECK: ldw r11, r11[r4]
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; CHECK: ldaw r4, sp[0]
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; scavenge r5 using SR spill slot
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; CHECK: stw r5, sp[0]
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; CHECK: ldw r5, cp{{\[}}[[INDEX0]]{{\]}}
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; r4 & r5 used by InsertSPConstInst() to emit STW_l3r instruction.
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; CHECK: stw r0, r4[r5]
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; CHECK: ldaw r0, sp[0]
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; CHECK: ldw r5, cp{{\[}}[[INDEX1]]{{\]}}
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; CHECK: stw r1, r0[r5]
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; CHECK: ldaw r0, sp[0]
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; CHECK: ldw r1, cp{{\[}}[[INDEX2]]{{\]}}
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; CHECK: stw r2, r0[r1]
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; CHECK: ldaw r0, sp[0]
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; CHECK: ldw r1, cp{{\[}}[[INDEX3]]{{\]}}
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; CHECK: stw r3, r0[r1]
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; CHECK: ldaw r0, sp[0]
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; CHECK: ldw r1, cp{{\[}}[[INDEX4]]{{\]}}
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; CHECK: stw r11, r0[r1]
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; CHECK: ldaw sp, sp[65535]
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; CHECK: ldaw sp, sp[34467]
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; CHECK: ldw r4, sp[1]
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; CHECK: ldw r5, sp[0]
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; CHECK: retsp 0
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define void @ScavengeSlots(i32 %r0, i32 %r1, i32 %r2, i32 %r3, i32 %r4) nounwind {
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entry:
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%Data = alloca [100000 x i32]
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%i0 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 80000
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store volatile i32 %r0, i32* %i0
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%i1 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 81000
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store volatile i32 %r1, i32* %i1
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%i2 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 82000
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store volatile i32 %r2, i32* %i2
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%i3 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 83000
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store volatile i32 %r3, i32* %i3
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%i4 = getelementptr inbounds [100000 x i32]* %Data, i32 0, i32 84000
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store volatile i32 %r4, i32* %i4
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ret void
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}
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