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author | Justin Hibbits <jrh29@alumni.cwru.edu> | 2018-07-18 04:25:10 +0000 |
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committer | Justin Hibbits <jrh29@alumni.cwru.edu> | 2018-07-18 04:25:10 +0000 |
commit | d52990c71b6f83c9beeba4efc9103412e0416ba9 (patch) | |
tree | febc0bdc8253b60c767bc182970d894684843e06 /llvm/lib/Target/PowerPC/PPCFrameLowering.cpp | |
parent | 4fa4fa6a73a7829494df8272ef49825fb2066d1a (diff) | |
download | bcm5719-llvm-d52990c71b6f83c9beeba4efc9103412e0416ba9.tar.gz bcm5719-llvm-d52990c71b6f83c9beeba4efc9103412e0416ba9.zip |
Introduce codegen for the Signal Processing Engine
Summary:
The Signal Processing Engine (SPE) is found on NXP/Freescale e500v1,
e500v2, and several e200 cores. This adds support targeting the e500v2,
as this is more common than the e500v1, and is in SoCs still on the
market.
This patch is very intrusive because the SPE is binary incompatible with
the traditional FPU. After discussing with others, the cleanest
solution was to make both SPE and FPU features on top of a base PowerPC
subset, so all FPU instructions are now wrapped with HasFPU predicates.
Supported by this are:
* Code generation following the SPE ABI at the LLVM IR level (calling
conventions)
* Single- and Double-precision math at the level supported by the APU.
Still to do:
* Vector operations
* SPE intrinsics
As this changes the Callee-saved register list order, one test, which
tests the precise generated code, was updated to account for the new
register order.
Reviewed by: nemanjai
Differential Revision: https://reviews.llvm.org/D44830
llvm-svn: 337347
Diffstat (limited to 'llvm/lib/Target/PowerPC/PPCFrameLowering.cpp')
-rw-r--r-- | llvm/lib/Target/PowerPC/PPCFrameLowering.cpp | 34 |
1 files changed, 30 insertions, 4 deletions
diff --git a/llvm/lib/Target/PowerPC/PPCFrameLowering.cpp b/llvm/lib/Target/PowerPC/PPCFrameLowering.cpp index f1892067a9a..f0000c5bafd 100644 --- a/llvm/lib/Target/PowerPC/PPCFrameLowering.cpp +++ b/llvm/lib/Target/PowerPC/PPCFrameLowering.cpp @@ -173,7 +173,27 @@ const PPCFrameLowering::SpillSlot *PPCFrameLowering::getCalleeSavedSpillSlots( {PPC::V23, -144}, {PPC::V22, -160}, {PPC::V21, -176}, - {PPC::V20, -192}}; + {PPC::V20, -192}, + + // SPE register save area (overlaps Vector save area). + {PPC::S31, -8}, + {PPC::S30, -16}, + {PPC::S29, -24}, + {PPC::S28, -32}, + {PPC::S27, -40}, + {PPC::S26, -48}, + {PPC::S25, -56}, + {PPC::S24, -64}, + {PPC::S23, -72}, + {PPC::S22, -80}, + {PPC::S21, -88}, + {PPC::S20, -96}, + {PPC::S19, -104}, + {PPC::S18, -112}, + {PPC::S17, -120}, + {PPC::S16, -128}, + {PPC::S15, -136}, + {PPC::S14, -144}}; static const SpillSlot Offsets64[] = { // Floating-point register save area offsets. @@ -1676,7 +1696,7 @@ void PPCFrameLowering::processFunctionBeforeFrameFinalized(MachineFunction &MF, unsigned MinGPR = PPC::R31; unsigned MinG8R = PPC::X31; unsigned MinFPR = PPC::F31; - unsigned MinVR = PPC::V31; + unsigned MinVR = Subtarget.hasSPE() ? PPC::S31 : PPC::V31; bool HasGPSaveArea = false; bool HasG8SaveArea = false; @@ -1691,7 +1711,8 @@ void PPCFrameLowering::processFunctionBeforeFrameFinalized(MachineFunction &MF, for (unsigned i = 0, e = CSI.size(); i != e; ++i) { unsigned Reg = CSI[i].getReg(); - if (PPC::GPRCRegClass.contains(Reg)) { + if (PPC::GPRCRegClass.contains(Reg) || + PPC::SPE4RCRegClass.contains(Reg)) { HasGPSaveArea = true; GPRegs.push_back(CSI[i]); @@ -1720,7 +1741,10 @@ void PPCFrameLowering::processFunctionBeforeFrameFinalized(MachineFunction &MF, ; // do nothing, as we already know whether CRs are spilled } else if (PPC::VRSAVERCRegClass.contains(Reg)) { HasVRSAVESaveArea = true; - } else if (PPC::VRRCRegClass.contains(Reg)) { + } else if (PPC::VRRCRegClass.contains(Reg) || + PPC::SPERCRegClass.contains(Reg)) { + // Altivec and SPE are mutually exclusive, but have the same stack + // alignment requirements, so overload the save area for both cases. HasVRSaveArea = true; VRegs.push_back(CSI[i]); @@ -1863,6 +1887,8 @@ void PPCFrameLowering::processFunctionBeforeFrameFinalized(MachineFunction &MF, LowerBound -= 4; // The VRSAVE save area is always 4 bytes long. } + // Both Altivec and SPE have the same alignment and padding requirements + // within the stack frame. if (HasVRSaveArea) { // Insert alignment padding, we need 16-byte alignment. Note: for positive // number the alignment formula is : y = (x + (n-1)) & (~(n-1)). But since |