int AMDGPUFrameLowering::getFrameIndexOffset(const MachineFunction &MF,
int FI) const {
const MachineFrameInfo *MFI = MF.getFrameInfo();
- unsigned Offset = 0;
+ // Start the offset at 2 so we don't overwrite work group information.
+ // XXX: We should only do this when the shader actually uses this
+ // information.
+ unsigned Offset = 2;
int UpperBound = FI == -1 ? MFI->getNumObjects() : FI;
for (int i = MFI->getObjectIndexBegin(); i < UpperBound; ++i) {
ret void
}
+
+; Make sure we don't overwrite workitem information with private memory
+
+; FUNC-LABEL: @work_item_info
+; R600-CHECK-NOT: MOV T0.X
+; Additional check in case the move ends up in the last slot
+; R600-CHECK-NOT: MOV * TO.X
+
+; SI-CHECK-NOT: V_MOV_B32_e{{(32|64)}} v0
+define void @work_item_info(i32 addrspace(1)* %out, i32 %in) {
+entry:
+ %0 = alloca [2 x i32]
+ %1 = getelementptr [2 x i32]* %0, i32 0, i32 0
+ %2 = getelementptr [2 x i32]* %0, i32 0, i32 1
+ store i32 0, i32* %1
+ store i32 1, i32* %2
+ %3 = getelementptr [2 x i32]* %0, i32 0, i32 %in
+ %4 = load i32* %3
+ %5 = call i32 @llvm.r600.read.tidig.x()
+ %6 = add i32 %4, %5
+ store i32 %6, i32 addrspace(1)* %out
+ ret void
+}
+
+declare i32 @llvm.r600.read.tidig.x() nounwind readnone