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Properly handle indirect win64 args when they're passed in memory
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@79009 91177308-0d34-0410-b5e6-96231b3b80d8
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@ -1328,17 +1328,25 @@ X86TargetLowering::LowerMemArgument(SDValue Chain,
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ISD::ArgFlagsTy Flags = Ins[i].Flags;
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bool AlwaysUseMutable = (CallConv==CallingConv::Fast) && PerformTailCallOpt;
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bool isImmutable = !AlwaysUseMutable && !Flags.isByVal();
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EVT ValVT;
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// If value is passed by pointer we have address passed instead of the value
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// itself.
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if (VA.getLocInfo() == CCValAssign::Indirect)
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ValVT = VA.getLocVT();
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else
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ValVT = VA.getValVT();
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// FIXME: For now, all byval parameter objects are marked mutable. This can be
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// changed with more analysis.
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// In case of tail call optimization mark all arguments mutable. Since they
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// could be overwritten by lowering of arguments in case of a tail call.
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int FI = MFI->CreateFixedObject(VA.getValVT().getSizeInBits()/8,
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int FI = MFI->CreateFixedObject(ValVT.getSizeInBits()/8,
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VA.getLocMemOffset(), isImmutable);
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SDValue FIN = DAG.getFrameIndex(FI, getPointerTy());
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if (Flags.isByVal())
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return FIN;
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return DAG.getLoad(VA.getValVT(), dl, Chain, FIN,
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return DAG.getLoad(ValVT, dl, Chain, FIN,
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PseudoSourceValue::getFixedStack(FI), 0);
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}
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57
test/CodeGen/X86/2009-08-14-Win64MemoryIndirectArg.ll
Normal file
57
test/CodeGen/X86/2009-08-14-Win64MemoryIndirectArg.ll
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@ -0,0 +1,57 @@
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; RUN: llvm-as < %s | llc
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target triple = "x86_64-mingw"
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; ModuleID = 'mm.bc'
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type opaque ; type %0
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type opaque ; type %1
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define internal fastcc float @computeMipmappingRho(%0* %shaderExecutionStatePtr, i32 %index, <4 x float> %texCoord, <4 x float> %texCoordDX, <4 x float> %texCoordDY) readonly {
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indexCheckBlock:
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%indexCmp = icmp ugt i32 %index, 16 ; <i1> [#uses=1]
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br i1 %indexCmp, label %zeroReturnBlock, label %primitiveTextureFetchBlock
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primitiveTextureFetchBlock: ; preds = %indexCheckBlock
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%pointerArithmeticTmp = bitcast %0* %shaderExecutionStatePtr to i8* ; <i8*> [#uses=1]
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%pointerArithmeticTmp1 = getelementptr i8* %pointerArithmeticTmp, i64 1808 ; <i8*> [#uses=1]
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%pointerArithmeticTmp2 = bitcast i8* %pointerArithmeticTmp1 to %1** ; <%1**> [#uses=1]
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%primitivePtr = load %1** %pointerArithmeticTmp2 ; <%1*> [#uses=1]
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%pointerArithmeticTmp3 = bitcast %1* %primitivePtr to i8* ; <i8*> [#uses=1]
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%pointerArithmeticTmp4 = getelementptr i8* %pointerArithmeticTmp3, i64 19408 ; <i8*> [#uses=1]
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%pointerArithmeticTmp5 = bitcast i8* %pointerArithmeticTmp4 to %1** ; <%1**> [#uses=1]
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%primitiveTexturePtr = getelementptr %1** %pointerArithmeticTmp5, i32 %index ; <%1**> [#uses=1]
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%primitiveTexturePtr6 = load %1** %primitiveTexturePtr ; <%1*> [#uses=2]
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br label %textureCheckBlock
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textureCheckBlock: ; preds = %primitiveTextureFetchBlock
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%texturePtrInt = ptrtoint %1* %primitiveTexturePtr6 to i64 ; <i64> [#uses=1]
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%testTextureNULL = icmp eq i64 %texturePtrInt, 0 ; <i1> [#uses=1]
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br i1 %testTextureNULL, label %zeroReturnBlock, label %rhoCalculateBlock
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rhoCalculateBlock: ; preds = %textureCheckBlock
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%pointerArithmeticTmp7 = bitcast %1* %primitiveTexturePtr6 to i8* ; <i8*> [#uses=1]
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%pointerArithmeticTmp8 = getelementptr i8* %pointerArithmeticTmp7, i64 640 ; <i8*> [#uses=1]
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%pointerArithmeticTmp9 = bitcast i8* %pointerArithmeticTmp8 to <4 x float>* ; <<4 x float>*> [#uses=1]
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%dimensionsPtr = load <4 x float>* %pointerArithmeticTmp9, align 1 ; <<4 x float>> [#uses=2]
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%texDiffDX = fsub <4 x float> %texCoordDX, %texCoord ; <<4 x float>> [#uses=1]
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%texDiffDY = fsub <4 x float> %texCoordDY, %texCoord ; <<4 x float>> [#uses=1]
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%ddx = fmul <4 x float> %texDiffDX, %dimensionsPtr ; <<4 x float>> [#uses=2]
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%ddx10 = fmul <4 x float> %texDiffDY, %dimensionsPtr ; <<4 x float>> [#uses=2]
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%ddxSquared = fmul <4 x float> %ddx, %ddx ; <<4 x float>> [#uses=3]
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%0 = shufflevector <4 x float> %ddxSquared, <4 x float> %ddxSquared, <4 x i32> <i32 1, i32 0, i32 0, i32 0> ; <<4 x float>> [#uses=1]
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%dxSquared = fadd <4 x float> %ddxSquared, %0 ; <<4 x float>> [#uses=1]
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%1 = call <4 x float> @llvm.x86.sse.sqrt.ss(<4 x float> %dxSquared) ; <<4 x float>> [#uses=1]
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%ddySquared = fmul <4 x float> %ddx10, %ddx10 ; <<4 x float>> [#uses=3]
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%2 = shufflevector <4 x float> %ddySquared, <4 x float> %ddySquared, <4 x i32> <i32 1, i32 0, i32 0, i32 0> ; <<4 x float>> [#uses=1]
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%dySquared = fadd <4 x float> %ddySquared, %2 ; <<4 x float>> [#uses=1]
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%3 = call <4 x float> @llvm.x86.sse.sqrt.ss(<4 x float> %dySquared) ; <<4 x float>> [#uses=1]
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%4 = call <4 x float> @llvm.x86.sse.max.ss(<4 x float> %1, <4 x float> %3) ; <<4 x float>> [#uses=1]
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%rho = extractelement <4 x float> %4, i32 0 ; <float> [#uses=1]
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ret float %rho
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zeroReturnBlock: ; preds = %textureCheckBlock, %indexCheckBlock
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ret float 0.000000e+00
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}
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declare <4 x float> @llvm.x86.sse.sqrt.ss(<4 x float>) nounwind readnone
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declare <4 x float> @llvm.x86.sse.max.ss(<4 x float>, <4 x float>) nounwind readnone
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