+/// 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;
+ }
+ }