Warren Hunt fb00c88703 Complete Rewrite of CGRecordLayoutBuilder
CGRecordLayoutBuilder was aging, complex, multi-pass, and shows signs of 
existing before ASTRecordLayoutBuilder.  It redundantly performed many 
layout operations that are now performed by ASTRecordLayoutBuilder and 
asserted that the results were the same.  With the addition of support 
for the MS-ABI, such as placement of vbptrs, vtordisps, different 
bitfield layout and a variety of other features, CGRecordLayoutBuilder 
was growing unwieldy in its redundancy.

This patch re-architects CGRecordLayoutBuilder to not perform any 
redundant layout but rather, as directly as possible, lower an 
ASTRecordLayout to an llvm::type.  The new architecture is significantly 
smaller and simpler than the CGRecordLayoutBuilder and contains fewer 
ABI-specific code paths.  It's also one pass.

The architecture of the new system is described in the comments. For the 
most part, the new system simply takes all of the fields and bases from 
an ASTRecordLayout, sorts them, inserts padding and dumps a record. 
Bitfields, unions and primary virtual bases make this process a bit more 
complicated.  See the inline comments.

In addition, this patch updates a few lit tests due to the fact that the 
new system computes more accurate llvm types than CGRecordLayoutBuilder. 
Each change is commented individually in the review.

Differential Revision: http://llvm-reviews.chandlerc.com/D2795

llvm-svn: 201907
2014-02-21 23:49:50 +00:00

215 lines
6.6 KiB
C

// RUN: %clang_cc1 -triple=%itanium_abi_triple -emit-llvm < %s | FileCheck %s -check-prefix CHECK -check-prefix CHECK-IT
// RUN: %clang_cc1 -triple=%ms_abi_triple -emit-llvm < %s | FileCheck %s -check-prefix CHECK -check-prefix CHECK-MS
int S;
volatile int vS;
int* pS;
volatile int* pvS;
int A[10];
volatile int vA[10];
struct { int x; } F;
struct { volatile int x; } vF;
struct { int x; } F2;
volatile struct { int x; } vF2;
volatile struct { int x; } *vpF2;
struct { struct { int y; } x; } F3;
volatile struct { struct { int y; } x; } vF3;
struct { int x:3; } BF;
struct { volatile int x:3; } vBF;
typedef int v4si __attribute__ ((vector_size (16)));
v4si V;
volatile v4si vV;
typedef __attribute__(( ext_vector_type(4) )) int extv4;
extv4 VE;
volatile extv4 vVE;
volatile struct {int x;} aggFct(void);
typedef volatile int volatile_int;
volatile_int vtS;
int main() {
int i;
// CHECK: [[I:%[a-zA-Z0-9_.]+]] = alloca i32
// load
i=S;
// CHECK: load i32* @S
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vS;
// CHECK: load volatile i32* @vS
// CHECK: store i32 {{.*}}, i32* [[I]]
i=*pS;
// CHECK: [[PS_VAL:%[a-zA-Z0-9_.]+]] = load i32** @pS
// CHECK: load i32* [[PS_VAL]]
// CHECK: store i32 {{.*}}, i32* [[I]]
i=*pvS;
// CHECK: [[PVS_VAL:%[a-zA-Z0-9_.]+]] = load i32** @pvS
// CHECK: load volatile i32* [[PVS_VAL]]
// CHECK: store i32 {{.*}}, i32* [[I]]
i=A[2];
// CHECK: load i32* getelementptr {{.*}} @A
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vA[2];
// CHECK: load volatile i32* getelementptr {{.*}} @vA
// CHECK: store i32 {{.*}}, i32* [[I]]
i=F.x;
// CHECK: load i32* getelementptr {{.*}} @F
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vF.x;
// CHECK: load volatile i32* getelementptr {{.*}} @vF
// CHECK: store i32 {{.*}}, i32* [[I]]
i=F2.x;
// CHECK: load i32* getelementptr {{.*}} @F2
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vF2.x;
// CHECK: load volatile i32* getelementptr {{.*}} @vF2
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vpF2->x;
// CHECK: [[VPF2_VAL:%[a-zA-Z0-9_.]+]] = load {{%[a-zA-Z0-9_.]+}}** @vpF2
// CHECK: [[ELT:%[a-zA-Z0-9_.]+]] = getelementptr {{.*}} [[VPF2_VAL]]
// CHECK: load volatile i32* [[ELT]]
// CHECK: store i32 {{.*}}, i32* [[I]]
i=F3.x.y;
// CHECK: load i32* getelementptr {{.*}} @F3
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vF3.x.y;
// CHECK: load volatile i32* getelementptr {{.*}} @vF3
// CHECK: store i32 {{.*}}, i32* [[I]]
i=BF.x;
// CHECK-IT: load i8* getelementptr {{.*}} @BF
// CHECK-MS: load i32* getelementptr {{.*}} @BF
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vBF.x;
// CHECK-IT: load volatile i8* getelementptr {{.*}} @vBF
// CHECK-MS: load volatile i32* getelementptr {{.*}} @vBF
// CHECK: store i32 {{.*}}, i32* [[I]]
i=V[3];
// CHECK: load <4 x i32>* @V
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vV[3];
// CHECK: load volatile <4 x i32>* @vV
// CHECK: store i32 {{.*}}, i32* [[I]]
i=VE.yx[1];
// CHECK: load <4 x i32>* @VE
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vVE.zy[1];
// CHECK: load volatile <4 x i32>* @vVE
// CHECK: store i32 {{.*}}, i32* [[I]]
i = aggFct().x; // Note: not volatile
// N.b. Aggregate return is extremely target specific, all we can
// really say here is that there probably shouldn't be a volatile
// load.
// CHECK-NOT: load volatile
// CHECK: store i32 {{.*}}, i32* [[I]]
i=vtS;
// CHECK: load volatile i32* @vtS
// CHECK: store i32 {{.*}}, i32* [[I]]
// store
S=i;
// CHECK: load i32* [[I]]
// CHECK: store i32 {{.*}}, i32* @S
vS=i;
// CHECK: load i32* [[I]]
// CHECK: store volatile i32 {{.*}}, i32* @vS
*pS=i;
// CHECK: load i32* [[I]]
// CHECK: [[PS_VAL:%[a-zA-Z0-9_.]+]] = load i32** @pS
// CHECK: store i32 {{.*}}, i32* [[PS_VAL]]
*pvS=i;
// CHECK: load i32* [[I]]
// CHECK: [[PVS_VAL:%[a-zA-Z0-9_.]+]] = load i32** @pvS
// CHECK: store volatile i32 {{.*}}, i32* [[PVS_VAL]]
A[2]=i;
// CHECK: load i32* [[I]]
// CHECK: store i32 {{.*}}, i32* getelementptr {{.*}} @A
vA[2]=i;
// CHECK: load i32* [[I]]
// CHECK: store volatile i32 {{.*}}, i32* getelementptr {{.*}} @vA
F.x=i;
// CHECK: load i32* [[I]]
// CHECK: store i32 {{.*}}, i32* getelementptr {{.*}} @F
vF.x=i;
// CHECK: load i32* [[I]]
// CHECK: store volatile i32 {{.*}}, i32* getelementptr {{.*}} @vF
F2.x=i;
// CHECK: load i32* [[I]]
// CHECK: store i32 {{.*}}, i32* getelementptr {{.*}} @F2
vF2.x=i;
// CHECK: load i32* [[I]]
// CHECK: store volatile i32 {{.*}}, i32* getelementptr {{.*}} @vF2
vpF2->x=i;
// CHECK: load i32* [[I]]
// CHECK: [[VPF2_VAL:%[a-zA-Z0-9_.]+]] = load {{%[a-zA-Z0-9._]+}}** @vpF2
// CHECK: [[ELT:%[a-zA-Z0-9_.]+]] = getelementptr {{.*}} [[VPF2_VAL]]
// CHECK: store volatile i32 {{.*}}, i32* [[ELT]]
vF3.x.y=i;
// CHECK: load i32* [[I]]
// CHECK: store volatile i32 {{.*}}, i32* getelementptr {{.*}} @vF3
BF.x=i;
// CHECK: load i32* [[I]]
// CHECK-IT: load i8* getelementptr {{.*}} @BF
// CHECK-MS: load i32* getelementptr {{.*}} @BF
// CHECK-IT: store i8 {{.*}}, i8* getelementptr {{.*}} @BF
// CHECK-MS: store i32 {{.*}}, i32* getelementptr {{.*}} @BF
vBF.x=i;
// CHECK: load i32* [[I]]
// CHECK-IT: load volatile i8* getelementptr {{.*}} @vBF
// CHECK-MS: load volatile i32* getelementptr {{.*}} @vBF
// CHECK-IT: store volatile i8 {{.*}}, i8* getelementptr {{.*}} @vBF
// CHECK-MS: store volatile i32 {{.*}}, i32* getelementptr {{.*}} @vBF
V[3]=i;
// CHECK: load i32* [[I]]
// CHECK: load <4 x i32>* @V
// CHECK: store <4 x i32> {{.*}}, <4 x i32>* @V
vV[3]=i;
// CHECK: load i32* [[I]]
// CHECK: load volatile <4 x i32>* @vV
// CHECK: store volatile <4 x i32> {{.*}}, <4 x i32>* @vV
vtS=i;
// CHECK: load i32* [[I]]
// CHECK: store volatile i32 {{.*}}, i32* @vtS
// other ops:
++S;
// CHECK: load i32* @S
// CHECK: store i32 {{.*}}, i32* @S
++vS;
// CHECK: load volatile i32* @vS
// CHECK: store volatile i32 {{.*}}, i32* @vS
i+=S;
// CHECK: load i32* @S
// CHECK: load i32* [[I]]
// CHECK: store i32 {{.*}}, i32* [[I]]
i+=vS;
// CHECK: load volatile i32* @vS
// CHECK: load i32* [[I]]
// CHECK: store i32 {{.*}}, i32* [[I]]
++vtS;
// CHECK: load volatile i32* @vtS
// CHECK: store volatile i32 {{.*}}, i32* @vtS
(void)vF2;
// From vF2 to a temporary
// CHECK: call void @llvm.memcpy.{{.*}}(i8* %{{.*}}, i8* {{.*}} @vF2 {{.*}}, i1 true)
vF2 = vF2;
// vF2 to itself
// CHECK: call void @llvm.memcpy.{{.*}}(i8* {{.*@vF2.*}}, i8* {{.*@vF2.*}}, i1 true)
vF2 = vF2 = vF2;
// vF2 to itself twice
// CHECK: call void @llvm.memcpy.{{.*}}(i8* {{.*@vF2.*}}, i8* {{.*@vF2.*}}, i1 true)
// CHECK: call void @llvm.memcpy.{{.*}}(i8* {{.*@vF2.*}}, i8* {{.*@vF2.*}}, i1 true)
vF2 = (vF2, vF2);
// vF2 to a temporary, then vF2 to itself
// CHECK: call void @llvm.memcpy.{{.*}}(i8* %{{.*}}, i8* {{.*@vF2.*}}, i1 true)
// CHECK: call void @llvm.memcpy.{{.*}}(i8* {{.*@vF2.*}}, i8* {{.*@vF2.*}}, i1 true)
}