+void
+TargetData::setAlignment(AlignTypeEnum align_type, unsigned char abi_align,
+ unsigned char pref_align, uint32_t bit_width) {
+ assert(abi_align <= pref_align && "Preferred alignment worse than ABI!");
+ for (unsigned i = 0, e = Alignments.size(); i != e; ++i) {
+ if (Alignments[i].AlignType == align_type &&
+ Alignments[i].TypeBitWidth == bit_width) {
+ // Update the abi, preferred alignments.
+ Alignments[i].ABIAlign = abi_align;
+ Alignments[i].PrefAlign = pref_align;
+ return;
+ }
+ }
+
+ Alignments.push_back(TargetAlignElem::get(align_type, abi_align,
+ pref_align, bit_width));
+}
+
+/// getAlignmentInfo - Return the alignment (either ABI if ABIInfo = true or
+/// preferred if ABIInfo = false) the target wants for the specified datatype.
+unsigned TargetData::getAlignmentInfo(AlignTypeEnum AlignType,
+ uint32_t BitWidth, bool ABIInfo,
+ const Type *Ty) const {
+ // Check to see if we have an exact match and remember the best match we see.
+ int BestMatchIdx = -1;
+ int LargestInt = -1;
+ for (unsigned i = 0, e = Alignments.size(); i != e; ++i) {
+ if (Alignments[i].AlignType == AlignType &&
+ Alignments[i].TypeBitWidth == BitWidth)
+ return ABIInfo ? Alignments[i].ABIAlign : Alignments[i].PrefAlign;
+
+ // The best match so far depends on what we're looking for.
+ if (AlignType == VECTOR_ALIGN && Alignments[i].AlignType == VECTOR_ALIGN) {
+ // If this is a specification for a smaller vector type, we will fall back
+ // to it. This happens because <128 x double> can be implemented in terms
+ // of 64 <2 x double>.
+ if (Alignments[i].TypeBitWidth < BitWidth) {
+ // Verify that we pick the biggest of the fallbacks.
+ if (BestMatchIdx == -1 ||
+ Alignments[BestMatchIdx].TypeBitWidth < Alignments[i].TypeBitWidth)
+ BestMatchIdx = i;
+ }
+ } else if (AlignType == INTEGER_ALIGN &&
+ Alignments[i].AlignType == INTEGER_ALIGN) {
+ // The "best match" for integers is the smallest size that is larger than
+ // the BitWidth requested.
+ if (Alignments[i].TypeBitWidth > BitWidth && (BestMatchIdx == -1 ||
+ Alignments[i].TypeBitWidth < Alignments[BestMatchIdx].TypeBitWidth))
+ BestMatchIdx = i;
+ // However, if there isn't one that's larger, then we must use the
+ // largest one we have (see below)
+ if (LargestInt == -1 ||
+ Alignments[i].TypeBitWidth > Alignments[LargestInt].TypeBitWidth)
+ LargestInt = i;
+ }
+ }
+
+ // Okay, we didn't find an exact solution. Fall back here depending on what
+ // is being looked for.
+ if (BestMatchIdx == -1) {
+ // If we didn't find an integer alignment, fall back on most conservative.
+ if (AlignType == INTEGER_ALIGN) {
+ BestMatchIdx = LargestInt;
+ } else {
+ assert(AlignType == VECTOR_ALIGN && "Unknown alignment type!");
+
+ // If we didn't find a vector size that is smaller or equal to this type,
+ // then we will end up scalarizing this to its element type. Just return
+ // the alignment of the element.
+ return getAlignment(cast<VectorType>(Ty)->getElementType(), ABIInfo);
+ }
+ }
+
+ // Since we got a "best match" index, just return it.
+ return ABIInfo ? Alignments[BestMatchIdx].ABIAlign
+ : Alignments[BestMatchIdx].PrefAlign;
+}
+
+/// LayoutInfo - The lazy cache of structure layout information maintained by
+/// TargetData. Note that the struct types must have been free'd before
+/// llvm_shutdown is called (and thus this is deallocated) because all the
+/// targets with cached elements should have been destroyed.