@@ -3267,11 +3267,12 @@ static bool liveness_pass_2(TCGContext *s)
static void temp_allocate_frame(TCGContext *s, TCGTemp *ts)
{
- int size = tcg_type_size(ts->type);
- int align;
intptr_t off;
+ int size, align;
- switch (ts->type) {
+ /* When allocating an object, look at the full type. */
+ size = tcg_type_size(ts->base_type);
+ switch (ts->base_type) {
case TCG_TYPE_I32:
align = 4;
break;
@@ -3302,13 +3303,30 @@ static void temp_allocate_frame(TCGContext *s, TCGTemp *ts)
tcg_raise_tb_overflow(s);
}
s->current_frame_offset = off + size;
-
- ts->mem_offset = off;
#if defined(__sparc__)
- ts->mem_offset += TCG_TARGET_STACK_BIAS;
+ off += TCG_TARGET_STACK_BIAS;
#endif
- ts->mem_base = s->frame_temp;
- ts->mem_allocated = 1;
+
+ /* If the object was subdivided, assign memory to all the parts. */
+ if (ts->base_type != ts->type) {
+ int part_size = tcg_type_size(ts->type);
+ int part_count = size / part_size;
+
+ /*
+ * Each part is allocated sequentially in tcg_temp_new_internal.
+ * Jump back to the first part by subtracting the current index.
+ */
+ ts -= ts->temp_subindex;
+ for (int i = 0; i < part_count; ++i) {
+ ts[i].mem_offset = off + i * part_size;
+ ts[i].mem_base = s->frame_temp;
+ ts[i].mem_allocated = 1;
+ }
+ } else {
+ ts->mem_offset = off;
+ ts->mem_base = s->frame_temp;
+ ts->mem_allocated = 1;
+ }
}
/* Assign @reg to @ts, and update reg_to_temp[]. */