for (int i = MFI->getObjectIndexBegin(); i < UpperBound; ++i) {
OffsetBytes = RoundUpToAlignment(OffsetBytes, MFI->getObjectAlignment(i));
OffsetBytes += MFI->getObjectSize(i);
- // Each regiter holds 4 bytes, so we must always align the offset to at
+ // Each register holds 4 bytes, so we must always align the offset to at
// least 4 bytes, so that 2 frame objects won't share the same register.
OffsetBytes = RoundUpToAlignment(OffsetBytes, 4);
}
const TargetFrameLowering::SpillSlot *
AMDGPUFrameLowering::getCalleeSavedSpillSlots(unsigned &NumEntries) const {
NumEntries = 0;
- return 0;
-}
-void
-AMDGPUFrameLowering::emitPrologue(MachineFunction &MF) const {
+ return nullptr;
}
+void AMDGPUFrameLowering::emitPrologue(MachineFunction &MF,
+ MachineBasicBlock &MBB) const {}
void
AMDGPUFrameLowering::emitEpilogue(MachineFunction &MF,
MachineBasicBlock &MBB) const {