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| 1 | +; NOTE: Assertions have been autogenerated by utils/update_llc_test_checks.py |
| 2 | +; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=fiji -verify-machineinstrs | FileCheck -check-prefix=VI %s |
| 3 | +; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=gfx900 -verify-machineinstrs | FileCheck -check-prefix=GFX9 %s |
| 4 | + |
| 5 | +; =================================================================================== |
| 6 | +; V_ADD3_U32 |
| 7 | +; =================================================================================== |
| 8 | + |
| 9 | +define amdgpu_ps float @add3(i32 %a, i32 %b, i32 %c) { |
| 10 | +; VI-LABEL: add3: |
| 11 | +; VI: ; %bb.0: |
| 12 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 |
| 13 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v2 |
| 14 | +; VI-NEXT: ; return to shader part epilog |
| 15 | +; |
| 16 | +; GFX9-LABEL: add3: |
| 17 | +; GFX9: ; %bb.0: |
| 18 | +; GFX9-NEXT: v_add3_u32 v0, v0, v1, v2 |
| 19 | +; GFX9-NEXT: ; return to shader part epilog |
| 20 | + %x = add i32 %a, %b |
| 21 | + %result = add i32 %x, %c |
| 22 | + %bc = bitcast i32 %result to float |
| 23 | + ret float %bc |
| 24 | +} |
| 25 | + |
| 26 | +; ThreeOp instruction variant not used due to Constant Bus Limitations |
| 27 | +; TODO: with reassociation it is possible to replace a v_add_u32_e32 with a s_add_i32 |
| 28 | +define amdgpu_ps float @add3_vgpr_b(i32 inreg %a, i32 %b, i32 inreg %c) { |
| 29 | +; VI-LABEL: add3_vgpr_b: |
| 30 | +; VI: ; %bb.0: |
| 31 | +; VI-NEXT: v_add_u32_e32 v0, vcc, s2, v0 |
| 32 | +; VI-NEXT: v_add_u32_e32 v0, vcc, s3, v0 |
| 33 | +; VI-NEXT: ; return to shader part epilog |
| 34 | +; |
| 35 | +; GFX9-LABEL: add3_vgpr_b: |
| 36 | +; GFX9: ; %bb.0: |
| 37 | +; GFX9-NEXT: v_add_u32_e32 v0, s2, v0 |
| 38 | +; GFX9-NEXT: v_add_u32_e32 v0, s3, v0 |
| 39 | +; GFX9-NEXT: ; return to shader part epilog |
| 40 | + %x = add i32 %a, %b |
| 41 | + %result = add i32 %x, %c |
| 42 | + %bc = bitcast i32 %result to float |
| 43 | + ret float %bc |
| 44 | +} |
| 45 | + |
| 46 | +define amdgpu_ps float @add3_vgpr_all2(i32 %a, i32 %b, i32 %c) { |
| 47 | +; VI-LABEL: add3_vgpr_all2: |
| 48 | +; VI: ; %bb.0: |
| 49 | +; VI-NEXT: v_add_u32_e32 v1, vcc, v1, v2 |
| 50 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 |
| 51 | +; VI-NEXT: ; return to shader part epilog |
| 52 | +; |
| 53 | +; GFX9-LABEL: add3_vgpr_all2: |
| 54 | +; GFX9: ; %bb.0: |
| 55 | +; GFX9-NEXT: v_add3_u32 v0, v1, v2, v0 |
| 56 | +; GFX9-NEXT: ; return to shader part epilog |
| 57 | + %x = add i32 %b, %c |
| 58 | + %result = add i32 %a, %x |
| 59 | + %bc = bitcast i32 %result to float |
| 60 | + ret float %bc |
| 61 | +} |
| 62 | + |
| 63 | +define amdgpu_ps float @add3_vgpr_bc(i32 inreg %a, i32 %b, i32 %c) { |
| 64 | +; VI-LABEL: add3_vgpr_bc: |
| 65 | +; VI: ; %bb.0: |
| 66 | +; VI-NEXT: v_add_u32_e32 v0, vcc, s2, v0 |
| 67 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 |
| 68 | +; VI-NEXT: ; return to shader part epilog |
| 69 | +; |
| 70 | +; GFX9-LABEL: add3_vgpr_bc: |
| 71 | +; GFX9: ; %bb.0: |
| 72 | +; GFX9-NEXT: v_add3_u32 v0, s2, v0, v1 |
| 73 | +; GFX9-NEXT: ; return to shader part epilog |
| 74 | + %x = add i32 %a, %b |
| 75 | + %result = add i32 %x, %c |
| 76 | + %bc = bitcast i32 %result to float |
| 77 | + ret float %bc |
| 78 | +} |
| 79 | + |
| 80 | +define amdgpu_ps float @add3_vgpr_const(i32 %a, i32 %b) { |
| 81 | +; VI-LABEL: add3_vgpr_const: |
| 82 | +; VI: ; %bb.0: |
| 83 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 |
| 84 | +; VI-NEXT: v_add_u32_e32 v0, vcc, 16, v0 |
| 85 | +; VI-NEXT: ; return to shader part epilog |
| 86 | +; |
| 87 | +; GFX9-LABEL: add3_vgpr_const: |
| 88 | +; GFX9: ; %bb.0: |
| 89 | +; GFX9-NEXT: v_add3_u32 v0, v0, v1, 16 |
| 90 | +; GFX9-NEXT: ; return to shader part epilog |
| 91 | + %x = add i32 %a, %b |
| 92 | + %result = add i32 %x, 16 |
| 93 | + %bc = bitcast i32 %result to float |
| 94 | + ret float %bc |
| 95 | +} |
| 96 | + |
| 97 | +define amdgpu_ps <2 x float> @add3_multiuse_outer(i32 %a, i32 %b, i32 %c, i32 %x) { |
| 98 | +; VI-LABEL: add3_multiuse_outer: |
| 99 | +; VI: ; %bb.0: |
| 100 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 |
| 101 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v2 |
| 102 | +; VI-NEXT: v_mul_lo_i32 v1, v0, v3 |
| 103 | +; VI-NEXT: ; return to shader part epilog |
| 104 | +; |
| 105 | +; GFX9-LABEL: add3_multiuse_outer: |
| 106 | +; GFX9: ; %bb.0: |
| 107 | +; GFX9-NEXT: v_add3_u32 v0, v0, v1, v2 |
| 108 | +; GFX9-NEXT: v_mul_lo_i32 v1, v0, v3 |
| 109 | +; GFX9-NEXT: ; return to shader part epilog |
| 110 | + %inner = add i32 %a, %b |
| 111 | + %outer = add i32 %inner, %c |
| 112 | + %x1 = mul i32 %outer, %x |
| 113 | + %r1 = insertelement <2 x i32> undef, i32 %outer, i32 0 |
| 114 | + %r0 = insertelement <2 x i32> %r1, i32 %x1, i32 1 |
| 115 | + %bc = bitcast <2 x i32> %r0 to <2 x float> |
| 116 | + ret <2 x float> %bc |
| 117 | +} |
| 118 | + |
| 119 | +define amdgpu_ps <2 x float> @add3_multiuse_inner(i32 %a, i32 %b, i32 %c) { |
| 120 | +; VI-LABEL: add3_multiuse_inner: |
| 121 | +; VI: ; %bb.0: |
| 122 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 |
| 123 | +; VI-NEXT: v_add_u32_e32 v1, vcc, v0, v2 |
| 124 | +; VI-NEXT: ; return to shader part epilog |
| 125 | +; |
| 126 | +; GFX9-LABEL: add3_multiuse_inner: |
| 127 | +; GFX9: ; %bb.0: |
| 128 | +; GFX9-NEXT: v_add_u32_e32 v0, v0, v1 |
| 129 | +; GFX9-NEXT: v_add_u32_e32 v1, v0, v2 |
| 130 | +; GFX9-NEXT: ; return to shader part epilog |
| 131 | + %inner = add i32 %a, %b |
| 132 | + %outer = add i32 %inner, %c |
| 133 | + %r1 = insertelement <2 x i32> undef, i32 %inner, i32 0 |
| 134 | + %r0 = insertelement <2 x i32> %r1, i32 %outer, i32 1 |
| 135 | + %bc = bitcast <2 x i32> %r0 to <2 x float> |
| 136 | + ret <2 x float> %bc |
| 137 | +} |
| 138 | + |
| 139 | +; A case where uniform values end up in VGPRs -- we could use v_add3_u32 here, |
| 140 | +; but we don't. |
| 141 | +define amdgpu_ps float @add3_uniform_vgpr(float inreg %a, float inreg %b, float inreg %c) { |
| 142 | +; VI-LABEL: add3_uniform_vgpr: |
| 143 | +; VI: ; %bb.0: |
| 144 | +; VI-NEXT: v_mov_b32_e32 v2, 0x40400000 |
| 145 | +; VI-NEXT: v_add_f32_e64 v0, s2, 1.0 |
| 146 | +; VI-NEXT: v_add_f32_e64 v1, s3, 2.0 |
| 147 | +; VI-NEXT: v_add_f32_e32 v2, s4, v2 |
| 148 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v1, v0 |
| 149 | +; VI-NEXT: v_add_u32_e32 v0, vcc, v2, v0 |
| 150 | +; VI-NEXT: ; return to shader part epilog |
| 151 | +; |
| 152 | +; GFX9-LABEL: add3_uniform_vgpr: |
| 153 | +; GFX9: ; %bb.0: |
| 154 | +; GFX9-NEXT: v_mov_b32_e32 v2, 0x40400000 |
| 155 | +; GFX9-NEXT: v_add_f32_e64 v0, s2, 1.0 |
| 156 | +; GFX9-NEXT: v_add_f32_e64 v1, s3, 2.0 |
| 157 | +; GFX9-NEXT: v_add_f32_e32 v2, s4, v2 |
| 158 | +; GFX9-NEXT: v_add_u32_e32 v0, v0, v1 |
| 159 | +; GFX9-NEXT: v_add_u32_e32 v0, v0, v2 |
| 160 | +; GFX9-NEXT: ; return to shader part epilog |
| 161 | + %a1 = fadd float %a, 1.0 |
| 162 | + %b2 = fadd float %b, 2.0 |
| 163 | + %c3 = fadd float %c, 3.0 |
| 164 | + %bc.a = bitcast float %a1 to i32 |
| 165 | + %bc.b = bitcast float %b2 to i32 |
| 166 | + %bc.c = bitcast float %c3 to i32 |
| 167 | + %x = add i32 %bc.a, %bc.b |
| 168 | + %result = add i32 %x, %bc.c |
| 169 | + %bc = bitcast i32 %result to float |
| 170 | + ret float %bc |
| 171 | +} |
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