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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"
"http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>The LLVM Target-Independent Code Generator</title>
<link rel="stylesheet" href="_static/llvm.css" type="text/css">
<style type="text/css">
.unknown { background-color: #C0C0C0; text-align: center; }
.unknown:before { content: "?" }
.no { background-color: #C11B17 }
.no:before { content: "N" }
.partial { background-color: #F88017 }
.yes { background-color: #0F0; }
.yes:before { content: "Y" }
</style>
</head>
<body>
<h1>
The LLVM Target-Independent Code Generator
</h1>
<ol>
<li><a href="#introduction">Introduction</a>
<ul>
<li><a href="#required">Required components in the code generator</a></li>
<li><a href="#high-level-design">The high-level design of the code
generator</a></li>
<li><a href="#tablegen">Using TableGen for target description</a></li>
</ul>
</li>
<li><a href="#targetdesc">Target description classes</a>
<ul>
<li><a href="#targetmachine">The <tt>TargetMachine</tt> class</a></li>
<li><a href="#targetdata">The <tt>TargetData</tt> class</a></li>
<li><a href="#targetlowering">The <tt>TargetLowering</tt> class</a></li>
<li><a href="#targetregisterinfo">The <tt>TargetRegisterInfo</tt> class</a></li>
<li><a href="#targetinstrinfo">The <tt>TargetInstrInfo</tt> class</a></li>
<li><a href="#targetframeinfo">The <tt>TargetFrameInfo</tt> class</a></li>
<li><a href="#targetsubtarget">The <tt>TargetSubtarget</tt> class</a></li>
<li><a href="#targetjitinfo">The <tt>TargetJITInfo</tt> class</a></li>
</ul>
</li>
<li><a href="#codegendesc">The "Machine" Code Generator classes</a>
<ul>
<li><a href="#machineinstr">The <tt>MachineInstr</tt> class</a></li>
<li><a href="#machinebasicblock">The <tt>MachineBasicBlock</tt>
class</a></li>
<li><a href="#machinefunction">The <tt>MachineFunction</tt> class</a></li>
<li><a href="#machineinstrbundle"><tt>MachineInstr Bundles</tt></a></li>
</ul>
</li>
<li><a href="#mc">The "MC" Layer</a>
<ul>
<li><a href="#mcstreamer">The <tt>MCStreamer</tt> API</a></li>
<li><a href="#mccontext">The <tt>MCContext</tt> class</a>
<li><a href="#mcsymbol">The <tt>MCSymbol</tt> class</a></li>
<li><a href="#mcsection">The <tt>MCSection</tt> class</a></li>
<li><a href="#mcinst">The <tt>MCInst</tt> class</a></li>
</ul>
</li>
<li><a href="#codegenalgs">Target-independent code generation algorithms</a>
<ul>
<li><a href="#instselect">Instruction Selection</a>
<ul>
<li><a href="#selectiondag_intro">Introduction to SelectionDAGs</a></li>
<li><a href="#selectiondag_process">SelectionDAG Code Generation
Process</a></li>
<li><a href="#selectiondag_build">Initial SelectionDAG
Construction</a></li>
<li><a href="#selectiondag_legalize_types">SelectionDAG LegalizeTypes Phase</a></li>
<li><a href="#selectiondag_legalize">SelectionDAG Legalize Phase</a></li>
<li><a href="#selectiondag_optimize">SelectionDAG Optimization
Phase: the DAG Combiner</a></li>
<li><a href="#selectiondag_select">SelectionDAG Select Phase</a></li>
<li><a href="#selectiondag_sched">SelectionDAG Scheduling and Formation
Phase</a></li>
<li><a href="#selectiondag_future">Future directions for the
SelectionDAG</a></li>
</ul></li>
<li><a href="#liveintervals">Live Intervals</a>
<ul>
<li><a href="#livevariable_analysis">Live Variable Analysis</a></li>
<li><a href="#liveintervals_analysis">Live Intervals Analysis</a></li>
</ul></li>
<li><a href="#regalloc">Register Allocation</a>
<ul>
<li><a href="#regAlloc_represent">How registers are represented in
LLVM</a></li>
<li><a href="#regAlloc_howTo">Mapping virtual registers to physical
registers</a></li>
<li><a href="#regAlloc_twoAddr">Handling two address instructions</a></li>
<li><a href="#regAlloc_ssaDecon">The SSA deconstruction phase</a></li>
<li><a href="#regAlloc_fold">Instruction folding</a></li>
<li><a href="#regAlloc_builtIn">Built in register allocators</a></li>
</ul></li>
<li><a href="#codeemit">Code Emission</a></li>
<li><a href="#vliw_packetizer">VLIW Packetizer</a>
<ul>
<li><a href="#vliw_mapping">Mapping from instructions to functional
units</a></li>
<li><a href="#vliw_repr">How the packetization tables are
generated and used</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="#nativeassembler">Implementing a Native Assembler</a></li>
<li><a href="#targetimpls">Target-specific Implementation Notes</a>
<ul>
<li><a href="#targetfeatures">Target Feature Matrix</a></li>
<li><a href="#tailcallopt">Tail call optimization</a></li>
<li><a href="#sibcallopt">Sibling call optimization</a></li>
<li><a href="#x86">The X86 backend</a></li>
<li><a href="#ppc">The PowerPC backend</a>
<ul>
<li><a href="#ppc_abi">LLVM PowerPC ABI</a></li>
<li><a href="#ppc_frame">Frame Layout</a></li>
<li><a href="#ppc_prolog">Prolog/Epilog</a></li>
<li><a href="#ppc_dynamic">Dynamic Allocation</a></li>
</ul></li>
<li><a href="#ptx">The PTX backend</a></li>
</ul></li>
</ol>
<div class="doc_author">
<p>Written by the LLVM Team.</p>
</div>
<div class="doc_warning">
<p>Warning: This is a work in progress.</p>
</div>
<!-- *********************************************************************** -->
<h2>
<a name="introduction">Introduction</a>
</h2>
<!-- *********************************************************************** -->
<div>
<p>The LLVM target-independent code generator is a framework that provides a
suite of reusable components for translating the LLVM internal representation
to the machine code for a specified target—either in assembly form
(suitable for a static compiler) or in binary machine code format (usable for
a JIT compiler). The LLVM target-independent code generator consists of six
main components:</p>
<ol>
<li><a href="#targetdesc">Abstract target description</a> interfaces which
capture important properties about various aspects of the machine,
independently of how they will be used. These interfaces are defined in
<tt>include/llvm/Target/</tt>.</li>
<li>Classes used to represent the <a href="#codegendesc">code being
generated</a> for a target. These classes are intended to be abstract
enough to represent the machine code for <i>any</i> target machine. These
classes are defined in <tt>include/llvm/CodeGen/</tt>. At this level,
concepts like "constant pool entries" and "jump tables" are explicitly
exposed.</li>
<li>Classes and algorithms used to represent code as the object file level,
the <a href="#mc">MC Layer</a>. These classes represent assembly level
constructs like labels, sections, and instructions. At this level,
concepts like "constant pool entries" and "jump tables" don't exist.</li>
<li><a href="#codegenalgs">Target-independent algorithms</a> used to implement
various phases of native code generation (register allocation, scheduling,
stack frame representation, etc). This code lives
in <tt>lib/CodeGen/</tt>.</li>
<li><a href="#targetimpls">Implementations of the abstract target description
interfaces</a> for particular targets. These machine descriptions make
use of the components provided by LLVM, and can optionally provide custom
target-specific passes, to build complete code generators for a specific
target. Target descriptions live in <tt>lib/Target/</tt>.</li>
<li><a href="#jit">The target-independent JIT components</a>. The LLVM JIT is
completely target independent (it uses the <tt>TargetJITInfo</tt>
structure to interface for target-specific issues. The code for the
target-independent JIT lives in <tt>lib/ExecutionEngine/JIT</tt>.</li>
</ol>
<p>Depending on which part of the code generator you are interested in working
on, different pieces of this will be useful to you. In any case, you should
be familiar with the <a href="#targetdesc">target description</a>
and <a href="#codegendesc">machine code representation</a> classes. If you
want to add a backend for a new target, you will need
to <a href="#targetimpls">implement the target description</a> classes for
your new target and understand the <a href="LangRef.html">LLVM code
representation</a>. If you are interested in implementing a
new <a href="#codegenalgs">code generation algorithm</a>, it should only
depend on the target-description and machine code representation classes,
ensuring that it is portable.</p>
<!-- ======================================================================= -->
<h3>
<a name="required">Required components in the code generator</a>
</h3>
<div>
<p>The two pieces of the LLVM code generator are the high-level interface to the
code generator and the set of reusable components that can be used to build
target-specific backends. The two most important interfaces
(<a href="#targetmachine"><tt>TargetMachine</tt></a>
and <a href="#targetdata"><tt>TargetData</tt></a>) are the only ones that are
required to be defined for a backend to fit into the LLVM system, but the
others must be defined if the reusable code generator components are going to
be used.</p>
<p>This design has two important implications. The first is that LLVM can
support completely non-traditional code generation targets. For example, the
C backend does not require register allocation, instruction selection, or any
of the other standard components provided by the system. As such, it only
implements these two interfaces, and does its own thing. Note that C backend
was removed from the trunk since LLVM 3.1 release. Another example of
a code generator like this is a (purely hypothetical) backend that converts
LLVM to the GCC RTL form and uses GCC to emit machine code for a target.</p>
<p>This design also implies that it is possible to design and implement
radically different code generators in the LLVM system that do not make use
of any of the built-in components. Doing so is not recommended at all, but
could be required for radically different targets that do not fit into the
LLVM machine description model: FPGAs for example.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="high-level-design">The high-level design of the code generator</a>
</h3>
<div>
<p>The LLVM target-independent code generator is designed to support efficient
and quality code generation for standard register-based microprocessors.
Code generation in this model is divided into the following stages:</p>
<ol>
<li><b><a href="#instselect">Instruction Selection</a></b> — This phase
determines an efficient way to express the input LLVM code in the target
instruction set. This stage produces the initial code for the program in
the target instruction set, then makes use of virtual registers in SSA
form and physical registers that represent any required register
assignments due to target constraints or calling conventions. This step
turns the LLVM code into a DAG of target instructions.</li>
<li><b><a href="#selectiondag_sched">Scheduling and Formation</a></b> —
This phase takes the DAG of target instructions produced by the
instruction selection phase, determines an ordering of the instructions,
then emits the instructions
as <tt><a href="#machineinstr">MachineInstr</a></tt>s with that ordering.
Note that we describe this in the <a href="#instselect">instruction
selection section</a> because it operates on
a <a href="#selectiondag_intro">SelectionDAG</a>.</li>
<li><b><a href="#ssamco">SSA-based Machine Code Optimizations</a></b> —
This optional stage consists of a series of machine-code optimizations
that operate on the SSA-form produced by the instruction selector.
Optimizations like modulo-scheduling or peephole optimization work
here.</li>
<li><b><a href="#regalloc">Register Allocation</a></b> — The target code
is transformed from an infinite virtual register file in SSA form to the
concrete register file used by the target. This phase introduces spill
code and eliminates all virtual register references from the program.</li>
<li><b><a href="#proepicode">Prolog/Epilog Code Insertion</a></b> — Once
the machine code has been generated for the function and the amount of
stack space required is known (used for LLVM alloca's and spill slots),
the prolog and epilog code for the function can be inserted and "abstract
stack location references" can be eliminated. This stage is responsible
for implementing optimizations like frame-pointer elimination and stack
packing.</li>
<li><b><a href="#latemco">Late Machine Code Optimizations</a></b> —
Optimizations that operate on "final" machine code can go here, such as
spill code scheduling and peephole optimizations.</li>
<li><b><a href="#codeemit">Code Emission</a></b> — The final stage
actually puts out the code for the current function, either in the target
assembler format or in machine code.</li>
</ol>
<p>The code generator is based on the assumption that the instruction selector
will use an optimal pattern matching selector to create high-quality
sequences of native instructions. Alternative code generator designs based
on pattern expansion and aggressive iterative peephole optimization are much
slower. This design permits efficient compilation (important for JIT
environments) and aggressive optimization (used when generating code offline)
by allowing components of varying levels of sophistication to be used for any
step of compilation.</p>
<p>In addition to these stages, target implementations can insert arbitrary
target-specific passes into the flow. For example, the X86 target uses a
special pass to handle the 80x87 floating point stack architecture. Other
targets with unusual requirements can be supported with custom passes as
needed.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="tablegen">Using TableGen for target description</a>
</h3>
<div>
<p>The target description classes require a detailed description of the target
architecture. These target descriptions often have a large amount of common
information (e.g., an <tt>add</tt> instruction is almost identical to a
<tt>sub</tt> instruction). In order to allow the maximum amount of
commonality to be factored out, the LLVM code generator uses
the <a href="TableGenFundamentals.html">TableGen</a> tool to describe big
chunks of the target machine, which allows the use of domain-specific and
target-specific abstractions to reduce the amount of repetition.</p>
<p>As LLVM continues to be developed and refined, we plan to move more and more
of the target description to the <tt>.td</tt> form. Doing so gives us a
number of advantages. The most important is that it makes it easier to port
LLVM because it reduces the amount of C++ code that has to be written, and
the surface area of the code generator that needs to be understood before
someone can get something working. Second, it makes it easier to change
things. In particular, if tables and other things are all emitted
by <tt>tblgen</tt>, we only need a change in one place (<tt>tblgen</tt>) to
update all of the targets to a new interface.</p>
</div>
</div>
<!-- *********************************************************************** -->
<h2>
<a name="targetdesc">Target description classes</a>
</h2>
<!-- *********************************************************************** -->
<div>
<p>The LLVM target description classes (located in the
<tt>include/llvm/Target</tt> directory) provide an abstract description of
the target machine independent of any particular client. These classes are
designed to capture the <i>abstract</i> properties of the target (such as the
instructions and registers it has), and do not incorporate any particular
pieces of code generation algorithms.</p>
<p>All of the target description classes (except the
<tt><a href="#targetdata">TargetData</a></tt> class) are designed to be
subclassed by the concrete target implementation, and have virtual methods
implemented. To get to these implementations, the
<tt><a href="#targetmachine">TargetMachine</a></tt> class provides accessors
that should be implemented by the target.</p>
<!-- ======================================================================= -->
<h3>
<a name="targetmachine">The <tt>TargetMachine</tt> class</a>
</h3>
<div>
<p>The <tt>TargetMachine</tt> class provides virtual methods that are used to
access the target-specific implementations of the various target description
classes via the <tt>get*Info</tt> methods (<tt>getInstrInfo</tt>,
<tt>getRegisterInfo</tt>, <tt>getFrameInfo</tt>, etc.). This class is
designed to be specialized by a concrete target implementation
(e.g., <tt>X86TargetMachine</tt>) which implements the various virtual
methods. The only required target description class is
the <a href="#targetdata"><tt>TargetData</tt></a> class, but if the code
generator components are to be used, the other interfaces should be
implemented as well.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="targetdata">The <tt>TargetData</tt> class</a>
</h3>
<div>
<p>The <tt>TargetData</tt> class is the only required target description class,
and it is the only class that is not extensible (you cannot derived a new
class from it). <tt>TargetData</tt> specifies information about how the
target lays out memory for structures, the alignment requirements for various
data types, the size of pointers in the target, and whether the target is
little-endian or big-endian.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="targetlowering">The <tt>TargetLowering</tt> class</a>
</h3>
<div>
<p>The <tt>TargetLowering</tt> class is used by SelectionDAG based instruction
selectors primarily to describe how LLVM code should be lowered to
SelectionDAG operations. Among other things, this class indicates:</p>
<ul>
<li>an initial register class to use for various <tt>ValueType</tt>s,</li>
<li>which operations are natively supported by the target machine,</li>
<li>the return type of <tt>setcc</tt> operations,</li>
<li>the type to use for shift amounts, and</li>
<li>various high-level characteristics, like whether it is profitable to turn
division by a constant into a multiplication sequence</li>
</ul>
</div>
<!-- ======================================================================= -->
<h3>
<a name="targetregisterinfo">The <tt>TargetRegisterInfo</tt> class</a>
</h3>
<div>
<p>The <tt>TargetRegisterInfo</tt> class is used to describe the register file
of the target and any interactions between the registers.</p>
<p>Registers in the code generator are represented in the code generator by
unsigned integers. Physical registers (those that actually exist in the
target description) are unique small numbers, and virtual registers are
generally large. Note that register #0 is reserved as a flag value.</p>
<p>Each register in the processor description has an associated
<tt>TargetRegisterDesc</tt> entry, which provides a textual name for the
register (used for assembly output and debugging dumps) and a set of aliases
(used to indicate whether one register overlaps with another).</p>
<p>In addition to the per-register description, the <tt>TargetRegisterInfo</tt>
class exposes a set of processor specific register classes (instances of the
<tt>TargetRegisterClass</tt> class). Each register class contains sets of
registers that have the same properties (for example, they are all 32-bit
integer registers). Each SSA virtual register created by the instruction
selector has an associated register class. When the register allocator runs,
it replaces virtual registers with a physical register in the set.</p>
<p>The target-specific implementations of these classes is auto-generated from
a <a href="TableGenFundamentals.html">TableGen</a> description of the
register file.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="targetinstrinfo">The <tt>TargetInstrInfo</tt> class</a>
</h3>
<div>
<p>The <tt>TargetInstrInfo</tt> class is used to describe the machine
instructions supported by the target. It is essentially an array of
<tt>TargetInstrDescriptor</tt> objects, each of which describes one
instruction the target supports. Descriptors define things like the mnemonic
for the opcode, the number of operands, the list of implicit register uses
and defs, whether the instruction has certain target-independent properties
(accesses memory, is commutable, etc), and holds any target-specific
flags.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="targetframeinfo">The <tt>TargetFrameInfo</tt> class</a>
</h3>
<div>
<p>The <tt>TargetFrameInfo</tt> class is used to provide information about the
stack frame layout of the target. It holds the direction of stack growth, the
known stack alignment on entry to each function, and the offset to the local
area. The offset to the local area is the offset from the stack pointer on
function entry to the first location where function data (local variables,
spill locations) can be stored.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="targetsubtarget">The <tt>TargetSubtarget</tt> class</a>
</h3>
<div>
<p>The <tt>TargetSubtarget</tt> class is used to provide information about the
specific chip set being targeted. A sub-target informs code generation of
which instructions are supported, instruction latencies and instruction
execution itinerary; i.e., which processing units are used, in what order,
and for how long.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="targetjitinfo">The <tt>TargetJITInfo</tt> class</a>
</h3>
<div>
<p>The <tt>TargetJITInfo</tt> class exposes an abstract interface used by the
Just-In-Time code generator to perform target-specific activities, such as
emitting stubs. If a <tt>TargetMachine</tt> supports JIT code generation, it
should provide one of these objects through the <tt>getJITInfo</tt>
method.</p>
</div>
</div>
<!-- *********************************************************************** -->
<h2>
<a name="codegendesc">Machine code description classes</a>
</h2>
<!-- *********************************************************************** -->
<div>
<p>At the high-level, LLVM code is translated to a machine specific
representation formed out of
<a href="#machinefunction"><tt>MachineFunction</tt></a>,
<a href="#machinebasicblock"><tt>MachineBasicBlock</tt></a>,
and <a href="#machineinstr"><tt>MachineInstr</tt></a> instances (defined
in <tt>include/llvm/CodeGen</tt>). This representation is completely target
agnostic, representing instructions in their most abstract form: an opcode
and a series of operands. This representation is designed to support both an
SSA representation for machine code, as well as a register allocated, non-SSA
form.</p>
<!-- ======================================================================= -->
<h3>
<a name="machineinstr">The <tt>MachineInstr</tt> class</a>
</h3>
<div>
<p>Target machine instructions are represented as instances of the
<tt>MachineInstr</tt> class. This class is an extremely abstract way of
representing machine instructions. In particular, it only keeps track of an
opcode number and a set of operands.</p>
<p>The opcode number is a simple unsigned integer that only has meaning to a
specific backend. All of the instructions for a target should be defined in
the <tt>*InstrInfo.td</tt> file for the target. The opcode enum values are
auto-generated from this description. The <tt>MachineInstr</tt> class does
not have any information about how to interpret the instruction (i.e., what
the semantics of the instruction are); for that you must refer to the
<tt><a href="#targetinstrinfo">TargetInstrInfo</a></tt> class.</p>
<p>The operands of a machine instruction can be of several different types: a
register reference, a constant integer, a basic block reference, etc. In
addition, a machine operand should be marked as a def or a use of the value
(though only registers are allowed to be defs).</p>
<p>By convention, the LLVM code generator orders instruction operands so that
all register definitions come before the register uses, even on architectures
that are normally printed in other orders. For example, the SPARC add
instruction: "<tt>add %i1, %i2, %i3</tt>" adds the "%i1", and "%i2" registers
and stores the result into the "%i3" register. In the LLVM code generator,
the operands should be stored as "<tt>%i3, %i1, %i2</tt>": with the
destination first.</p>
<p>Keeping destination (definition) operands at the beginning of the operand
list has several advantages. In particular, the debugging printer will print
the instruction like this:</p>
<div class="doc_code">
<pre>
%r3 = add %i1, %i2
</pre>
</div>
<p>Also if the first operand is a def, it is easier to <a href="#buildmi">create
instructions</a> whose only def is the first operand.</p>
<!-- _______________________________________________________________________ -->
<h4>
<a name="buildmi">Using the <tt>MachineInstrBuilder.h</tt> functions</a>
</h4>
<div>
<p>Machine instructions are created by using the <tt>BuildMI</tt> functions,
located in the <tt>include/llvm/CodeGen/MachineInstrBuilder.h</tt> file. The
<tt>BuildMI</tt> functions make it easy to build arbitrary machine
instructions. Usage of the <tt>BuildMI</tt> functions look like this:</p>
<div class="doc_code">
<pre>
// Create a 'DestReg = mov 42' (rendered in X86 assembly as 'mov DestReg, 42')
// instruction. The '1' specifies how many operands will be added.
MachineInstr *MI = BuildMI(X86::MOV32ri, 1, DestReg).addImm(42);
// Create the same instr, but insert it at the end of a basic block.
MachineBasicBlock &MBB = ...
BuildMI(MBB, X86::MOV32ri, 1, DestReg).addImm(42);
// Create the same instr, but insert it before a specified iterator point.
MachineBasicBlock::iterator MBBI = ...
BuildMI(MBB, MBBI, X86::MOV32ri, 1, DestReg).addImm(42);
// Create a 'cmp Reg, 0' instruction, no destination reg.
MI = BuildMI(X86::CMP32ri, 2).addReg(Reg).addImm(0);
// Create an 'sahf' instruction which takes no operands and stores nothing.
MI = BuildMI(X86::SAHF, 0);
// Create a self looping branch instruction.
BuildMI(MBB, X86::JNE, 1).addMBB(&MBB);
</pre>
</div>
<p>The key thing to remember with the <tt>BuildMI</tt> functions is that you
have to specify the number of operands that the machine instruction will
take. This allows for efficient memory allocation. You also need to specify
if operands default to be uses of values, not definitions. If you need to
add a definition operand (other than the optional destination register), you
must explicitly mark it as such:</p>
<div class="doc_code">
<pre>
MI.addReg(Reg, RegState::Define);
</pre>
</div>
</div>
<!-- _______________________________________________________________________ -->
<h4>
<a name="fixedregs">Fixed (preassigned) registers</a>
</h4>
<div>
<p>One important issue that the code generator needs to be aware of is the
presence of fixed registers. In particular, there are often places in the
instruction stream where the register allocator <em>must</em> arrange for a
particular value to be in a particular register. This can occur due to
limitations of the instruction set (e.g., the X86 can only do a 32-bit divide
with the <tt>EAX</tt>/<tt>EDX</tt> registers), or external factors like
calling conventions. In any case, the instruction selector should emit code
that copies a virtual register into or out of a physical register when
needed.</p>
<p>For example, consider this simple LLVM example:</p>
<div class="doc_code">
<pre>
define i32 @test(i32 %X, i32 %Y) {
%Z = udiv i32 %X, %Y
ret i32 %Z
}
</pre>
</div>
<p>The X86 instruction selector produces this machine code for the <tt>div</tt>
and <tt>ret</tt> (use "<tt>llc X.bc -march=x86 -print-machineinstrs</tt>" to
get this):</p>
<div class="doc_code">
<pre>
;; Start of div
%EAX = mov %reg1024 ;; Copy X (in reg1024) into EAX
%reg1027 = sar %reg1024, 31
%EDX = mov %reg1027 ;; Sign extend X into EDX
idiv %reg1025 ;; Divide by Y (in reg1025)
%reg1026 = mov %EAX ;; Read the result (Z) out of EAX
;; Start of ret
%EAX = mov %reg1026 ;; 32-bit return value goes in EAX
ret
</pre>
</div>
<p>By the end of code generation, the register allocator has coalesced the
registers and deleted the resultant identity moves producing the following
code:</p>
<div class="doc_code">
<pre>
;; X is in EAX, Y is in ECX
mov %EAX, %EDX
sar %EDX, 31
idiv %ECX
ret
</pre>
</div>
<p>This approach is extremely general (if it can handle the X86 architecture, it
can handle anything!) and allows all of the target specific knowledge about
the instruction stream to be isolated in the instruction selector. Note that
physical registers should have a short lifetime for good code generation, and
all physical registers are assumed dead on entry to and exit from basic
blocks (before register allocation). Thus, if you need a value to be live
across basic block boundaries, it <em>must</em> live in a virtual
register.</p>
</div>
<!-- _______________________________________________________________________ -->
<h4>
<a name="callclobber">Call-clobbered registers</a>
</h4>
<div>
<p>Some machine instructions, like calls, clobber a large number of physical
registers. Rather than adding <code><def,dead></code> operands for
all of them, it is possible to use an <code>MO_RegisterMask</code> operand
instead. The register mask operand holds a bit mask of preserved registers,
and everything else is considered to be clobbered by the instruction. </p>
</div>
<!-- _______________________________________________________________________ -->
<h4>
<a name="ssa">Machine code in SSA form</a>
</h4>
<div>
<p><tt>MachineInstr</tt>'s are initially selected in SSA-form, and are
maintained in SSA-form until register allocation happens. For the most part,
this is trivially simple since LLVM is already in SSA form; LLVM PHI nodes
become machine code PHI nodes, and virtual registers are only allowed to have
a single definition.</p>
<p>After register allocation, machine code is no longer in SSA-form because
there are no virtual registers left in the code.</p>
</div>
</div>
<!-- ======================================================================= -->
<h3>
<a name="machinebasicblock">The <tt>MachineBasicBlock</tt> class</a>
</h3>
<div>
<p>The <tt>MachineBasicBlock</tt> class contains a list of machine instructions
(<tt><a href="#machineinstr">MachineInstr</a></tt> instances). It roughly
corresponds to the LLVM code input to the instruction selector, but there can
be a one-to-many mapping (i.e. one LLVM basic block can map to multiple
machine basic blocks). The <tt>MachineBasicBlock</tt> class has a
"<tt>getBasicBlock</tt>" method, which returns the LLVM basic block that it
comes from.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="machinefunction">The <tt>MachineFunction</tt> class</a>
</h3>
<div>
<p>The <tt>MachineFunction</tt> class contains a list of machine basic blocks
(<tt><a href="#machinebasicblock">MachineBasicBlock</a></tt> instances). It
corresponds one-to-one with the LLVM function input to the instruction
selector. In addition to a list of basic blocks,
the <tt>MachineFunction</tt> contains a a <tt>MachineConstantPool</tt>,
a <tt>MachineFrameInfo</tt>, a <tt>MachineFunctionInfo</tt>, and a
<tt>MachineRegisterInfo</tt>. See
<tt>include/llvm/CodeGen/MachineFunction.h</tt> for more information.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="machineinstrbundle"><tt>MachineInstr Bundles</tt></a>
</h3>
<div>
<p>LLVM code generator can model sequences of instructions as MachineInstr
bundles. A MI bundle can model a VLIW group / pack which contains an
arbitrary number of parallel instructions. It can also be used to model
a sequential list of instructions (potentially with data dependencies) that
cannot be legally separated (e.g. ARM Thumb2 IT blocks).</p>
<p>Conceptually a MI bundle is a MI with a number of other MIs nested within:
</p>
<div class="doc_code">
<pre>
--------------
| Bundle | ---------
-------------- \
| ----------------
| | MI |
| ----------------
| |
| ----------------
| | MI |
| ----------------
| |
| ----------------
| | MI |
| ----------------
|
--------------
| Bundle | --------
-------------- \
| ----------------
| | MI |
| ----------------
| |
| ----------------
| | MI |
| ----------------
| |
| ...
|
--------------
| Bundle | --------
-------------- \
|
...
</pre>
</div>
<p> MI bundle support does not change the physical representations of
MachineBasicBlock and MachineInstr. All the MIs (including top level and
nested ones) are stored as sequential list of MIs. The "bundled" MIs are
marked with the 'InsideBundle' flag. A top level MI with the special BUNDLE
opcode is used to represent the start of a bundle. It's legal to mix BUNDLE
MIs with indiviual MIs that are not inside bundles nor represent bundles.
</p>
<p> MachineInstr passes should operate on a MI bundle as a single unit. Member
methods have been taught to correctly handle bundles and MIs inside bundles.
The MachineBasicBlock iterator has been modified to skip over bundled MIs to
enforce the bundle-as-a-single-unit concept. An alternative iterator
instr_iterator has been added to MachineBasicBlock to allow passes to
iterate over all of the MIs in a MachineBasicBlock, including those which
are nested inside bundles. The top level BUNDLE instruction must have the
correct set of register MachineOperand's that represent the cumulative
inputs and outputs of the bundled MIs.</p>
<p> Packing / bundling of MachineInstr's should be done as part of the register
allocation super-pass. More specifically, the pass which determines what
MIs should be bundled together must be done after code generator exits SSA
form (i.e. after two-address pass, PHI elimination, and copy coalescing).
Bundles should only be finalized (i.e. adding BUNDLE MIs and input and
output register MachineOperands) after virtual registers have been
rewritten into physical registers. This requirement eliminates the need to
add virtual register operands to BUNDLE instructions which would effectively
double the virtual register def and use lists.</p>
</div>
</div>
<!-- *********************************************************************** -->
<h2>
<a name="mc">The "MC" Layer</a>
</h2>
<!-- *********************************************************************** -->
<div>
<p>
The MC Layer is used to represent and process code at the raw machine code
level, devoid of "high level" information like "constant pools", "jump tables",
"global variables" or anything like that. At this level, LLVM handles things
like label names, machine instructions, and sections in the object file. The
code in this layer is used for a number of important purposes: the tail end of
the code generator uses it to write a .s or .o file, and it is also used by the
llvm-mc tool to implement standalone machine code assemblers and disassemblers.
</p>
<p>
This section describes some of the important classes. There are also a number
of important subsystems that interact at this layer, they are described later
in this manual.
</p>
<!-- ======================================================================= -->
<h3>
<a name="mcstreamer">The <tt>MCStreamer</tt> API</a>
</h3>
<div>
<p>
MCStreamer is best thought of as an assembler API. It is an abstract API which
is <em>implemented</em> in different ways (e.g. to output a .s file, output an
ELF .o file, etc) but whose API correspond directly to what you see in a .s
file. MCStreamer has one method per directive, such as EmitLabel,
EmitSymbolAttribute, SwitchSection, EmitValue (for .byte, .word), etc, which
directly correspond to assembly level directives. It also has an
EmitInstruction method, which is used to output an MCInst to the streamer.
</p>
<p>
This API is most important for two clients: the llvm-mc stand-alone assembler is
effectively a parser that parses a line, then invokes a method on MCStreamer. In
the code generator, the <a href="#codeemit">Code Emission</a> phase of the code
generator lowers higher level LLVM IR and Machine* constructs down to the MC
layer, emitting directives through MCStreamer.</p>
<p>
On the implementation side of MCStreamer, there are two major implementations:
one for writing out a .s file (MCAsmStreamer), and one for writing out a .o
file (MCObjectStreamer). MCAsmStreamer is a straight-forward implementation
that prints out a directive for each method (e.g. EmitValue -> .byte), but
MCObjectStreamer implements a full assembler.
</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="mccontext">The <tt>MCContext</tt> class</a>
</h3>
<div>
<p>
The MCContext class is the owner of a variety of uniqued data structures at the
MC layer, including symbols, sections, etc. As such, this is the class that you
interact with to create symbols and sections. This class can not be subclassed.
</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="mcsymbol">The <tt>MCSymbol</tt> class</a>
</h3>
<div>
<p>
The MCSymbol class represents a symbol (aka label) in the assembly file. There
are two interesting kinds of symbols: assembler temporary symbols, and normal
symbols. Assembler temporary symbols are used and processed by the assembler
but are discarded when the object file is produced. The distinction is usually
represented by adding a prefix to the label, for example "L" labels are
assembler temporary labels in MachO.
</p>
<p>MCSymbols are created by MCContext and uniqued there. This means that
MCSymbols can be compared for pointer equivalence to find out if they are the
same symbol. Note that pointer inequality does not guarantee the labels will
end up at different addresses though. It's perfectly legal to output something
like this to the .s file:<p>
<pre>
foo:
bar:
.byte 4
</pre>
<p>In this case, both the foo and bar symbols will have the same address.</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="mcsection">The <tt>MCSection</tt> class</a>
</h3>
<div>
<p>
The MCSection class represents an object-file specific section. It is subclassed
by object file specific implementations (e.g. <tt>MCSectionMachO</tt>,
<tt>MCSectionCOFF</tt>, <tt>MCSectionELF</tt>) and these are created and uniqued
by MCContext. The MCStreamer has a notion of the current section, which can be
changed with the SwitchToSection method (which corresponds to a ".section"
directive in a .s file).
</p>
</div>
<!-- ======================================================================= -->
<h3>
<a name="mcinst">The <tt>MCInst</tt> class</a>
</h3>
<div>
<p>
The MCInst class is a target-independent representation of an instruction. It
is a simple class (much more so than <a href="#machineinstr">MachineInstr</a>)
that holds a target-specific opcode and a vector of MCOperands. MCOperand, in