search for: reg_map

Displaying 13 results from an estimated 13 matches for "reg_map".

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2006 Aug 14
2
[LLVMdev] Folding instructions
...// It was not possible to fold the spill into the // instruction: a register must be fond. if(seen_regs.find(v_reg) != seen_regs.end()) { continue; } else { seen_regs.insert(v_reg); } unsigned p_reg = reg_mapping->get_free_register(v_reg); if(p_reg != RegMapping_Fer::NO_REG) { this->reg_mapping->allocate_color(v_reg, p_reg); } else { // unused register may conflict with this virtual, because // they may be pre-colored, for instan...
2006 Aug 21
0
[LLVMdev] Recalculating live intervals
...eg, KillingSites_Fer & ks, const MachineBasicBlock & mbb ) { // First, find a place to store this register. Of course, this will be done // by the implementation of vrm. We just have to ask it. int slot = vrm->assignVirt2StackSlot(v_reg); unsigned p_reg = this->reg_mapping->get_physical_location(v_reg); // Now, it is necessary to break the live range of the spilled register. // This is done by creating new virtual registers, and substituting the // spilled register by the new registers. MachineInstr * last_seen; std::vector< MachineInst...
2006 Aug 14
0
[LLVMdev] Folding instructions
...sible to fold the spill into the > // instruction: a register must be fond. > if(seen_regs.find(v_reg) != seen_regs.end()) { > continue; > } else { > seen_regs.insert(v_reg); > } > unsigned p_reg = reg_mapping->get_free_register(v_reg); > if(p_reg != RegMapping_Fer::NO_REG) { > this->reg_mapping->allocate_color(v_reg, p_reg); > } else { > // unused register may conflict with this virtual, because > // they may be pre...
2006 Aug 21
2
[LLVMdev] Recalculating live intervals
So what addIntervalsToSpills returns are new intervals to allocate with infinite weights, right? And I need not to allocate the old interval. Should hasStackSlot return true on its register then? On 8/21/06, Fernando Magno Quintao Pereira <fernando at cs.ucla.edu> wrote: > > > Well, someone correct me if am wrong, but, you still have to allocate > physical registers to them,
2006 Aug 14
0
[LLVMdev] Folding instructions
On Aug 13, 2006, at 11:16 PM, Fernando Magno Quintao Pereira wrote: > > Dear LLVMers, > > I am trying to fold memory operands in the way that is done in > RegAllocLocal.cpp, or in LiveIntervalAnalysis.cpp, but I am getting > errors > that > I don't know how to fix. Could someone tell me which steps should I > take > in order > to correctly fold memory
2006 Aug 14
2
[LLVMdev] Folding instructions
Dear LLVMers, I am trying to fold memory operands in the way that is done in RegAllocLocal.cpp, or in LiveIntervalAnalysis.cpp, but I am getting errors that I don't know how to fix. Could someone tell me which steps should I take in order to correctly fold memory operands? The code that I am using is: const TargetMachine & target_machine = this->machine_function->getTarget();
2006 Aug 21
3
[LLVMdev] Recalculating live intervals
...ks, > const MachineBasicBlock & mbb > ) { > // First, find a place to store this register. Of course, this will be > done > // by the implementation of vrm. We just have to ask it. > int slot = vrm->assignVirt2StackSlot(v_reg); > unsigned p_reg = this->reg_mapping->get_physical_location(v_reg); > > // Now, it is necessary to break the live range of the spilled > register. > // This is done by creating new virtual registers, and substituting > the > // spilled register by the new registers. > MachineInstr * last_seen; &...
2010 Oct 29
0
Wine release 1.3.6
...from the compile args in pshader_hw_texm3x3vspec(). wined3d: Read transform flags from the compile args in pshader_hw_texm3x3spec(). d3d9: Partially implement IDirect3D9Ex::CreateDeviceEx(). d3d9: Use more reasonable return values for unimplemented functions. wined3d: Access reg_maps though ins->ctx in shader_glsl_get_register_name(). wined3d: Access reg_maps though ins->ctx in shader_arb_get_register_name(). wined3d: Access reg_maps though ins->ctx in shader_hw_mov(). wined3d: Access reg_maps though ins->ctx in get_bool_const(). wined3d: Ac...
2010 Dec 10
0
Wine release 1.3.9
...er_dirtifyable_constants(). wined3d: Remove a redundant parameter to enable_extension(). wined3d: Pass an IWineD3DDeviceImpl pointer to alloc_private(). wined3d: Pass an IWineD3DDeviceImpl pointer to free_private(). wined3d: Move min_rel_offset / max_rel_offset to the shader_reg_maps structure. wined3d: Properly initialize min_rel_offset. wined3d: Move the rel_offset vertex shader field to the ARB shader backend. wined3d: need_rel_addr_const() is only ever called for vertex shaders. wined3d: Explicitly pass shader_data and reg_maps to need_rel_addr_cons...
2009 May 08
0
Wine release 1.1.21
...ameter from SM1-3 bytecode. wined3d: Add a wined3d pixel shader to struct d3d10_pixel_shader. wined3d: Create a separate function to record register usage. wined3d: Use shader_sm1_read_dst_param() and shader_sm1_read_src_param() in shader_get_registers_used(). wined3d: Clear reg_maps in shader_get_registers_used() instead of the callers. wined3d: Mask set bool/int constants with bool/int constants read. wined3d: Remove some redundant defines. wined3d: Store the sampler type in struct shader_reg_maps. wined3d: Introduce shader_sm1_read_semantic()....
2009 Jun 19
0
Wine release 1.1.24
...wined3d: Implement break and breakc. wined3d: Implement IFC in ARB. wined3d: Use flags instead of bools to control shader_hw_sample. wined3d: Implement texldd in ARB. wined3d: Implement texldl in ARB. wined3d: Implement vpos and vface. wined3d: Use bitfields for reg_maps uses* members. d3d9: Accept an alternative oFog->ps_3_0 handling. wined3d: Fix texm3x3pad. wined3d: Add modifier support to tex and friends. wined3d: Implement D3DSPDM_PARTIALPRECISION support. wined3d: Deal with instructions that do not support _SAT. wined3d...
2009 Jul 03
0
Wine release 1.1.25
...eImpl_SetFrontBackBuffers() about potentially being called without a GL context. wined3d: Remove shader_is_version_token(). wined3d: Pass the shader type to shader_record_register_usage(). wined3d: Remove some redundant pshader checks. wined3d: Use dst_param.reg.idx to index reg_maps->texcoord_mask. wined3d: Consolidate "color0_mov" handling a bit. wined3d: Replace "pshader" checks with explicit type checks in shader_get_registers_used(). wined3d: Recognize geometry shaders in shader_trace_init(). wined3d: Try to activate the orig...
2008 Dec 20
0
Wine release 1.1.11
...s field in the state block. wined3d: Use a simpler way to calculate the number of texture levels. wined3d: Don't leak memory on failure in allocate_shader_constants(). wined3d: Explicitly pass the shader version to some more functions. wined3d: Move the shader version to reg_maps. wined3d: Simplify shader_generate_main() a bit. d3d8: Create a d3d8 declaration as parent for FVF based declarations. d3d8: Use the wined3d declaration to retrieve the d3d8 shader in IDirect3DDevice8Impl_GetVertexShader(). d3d8: Remove unused code. wined3d: Refuse to...