Created
November 30, 2018 14:54
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Compile simple add function using the LLVM C++ API.
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#include "llvm/IR/IRBuilder.h" | |
#include "llvm/IR/Verifier.h" | |
#include "llvm/Support/TargetSelect.h" | |
#include "llvm/ExecutionEngine/ExecutionEngine.h" | |
#include <vector> | |
#include <memory> | |
void test_llvm() { | |
llvm::LLVMContext *context = new llvm::LLVMContext(); | |
llvm::Module *module = new llvm::Module("test", *context); | |
std::vector<llvm::Type *> arg_types = { | |
llvm::Type::getInt32Ty(*context), | |
llvm::Type::getInt32Ty(*context)}; | |
llvm::FunctionType *ftype = llvm::FunctionType::get( | |
llvm::Type::getInt32Ty(*context), arg_types, false); | |
llvm::Function *func = llvm::Function::Create( | |
ftype, llvm::GlobalValue::LinkageTypes::ExternalLinkage, "my_func", module); | |
llvm::BasicBlock *bb = llvm::BasicBlock::Create(*context, "entry", func); | |
llvm::IRBuilder<> builder(*context); | |
builder.SetInsertPoint(bb); | |
llvm::Argument *arg0 = func->arg_begin() + 0; | |
llvm::Argument *arg1 = func->arg_begin() + 1; | |
llvm::Value *result = builder.CreateAdd(arg0, arg1, "result"); | |
builder.CreateRet(result); | |
llvm::verifyFunction(*func, &llvm::outs()); | |
llvm::verifyModule(*module, &llvm::outs()); | |
module->print(llvm::outs(), nullptr); | |
llvm::InitializeNativeTarget(); | |
llvm::InitializeNativeTargetAsmPrinter(); | |
llvm::InitializeNativeTargetAsmParser(); | |
llvm::ExecutionEngine *ee = llvm::EngineBuilder(std::unique_ptr<llvm::Module>(module)).create(); | |
ee->finalizeObject(); | |
int (*add)(int, int) = (int (*)(int, int))ee->getFunctionAddress("my_func"); | |
printf("Pointer: %p\n", add); | |
printf("Result: %d\n", add(43, 10)); | |
} |
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Could that lead to Animation Nodes switching LLVM as an execution backend? I was thinking about it some time ago and it would make perfect sense from performance point of view.