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 9define 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 28define 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 46define 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 63define 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 80define 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 97define 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 119define 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. 141define 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} 172