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; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=gfx1010 -verify-machineinstrs | FileCheck -check-prefix=GFX10 %s 5 6; =================================================================================== 7; V_ADD3_U32 8; =================================================================================== 9 10define amdgpu_ps float @add3(i32 %a, i32 %b, i32 %c) { 11; VI-LABEL: add3: 12; VI: ; %bb.0: 13; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 14; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v2 15; VI-NEXT: ; return to shader part epilog 16; 17; GFX9-LABEL: add3: 18; GFX9: ; %bb.0: 19; GFX9-NEXT: v_add3_u32 v0, v0, v1, v2 20; GFX9-NEXT: ; return to shader part epilog 21; 22; GFX10-LABEL: add3: 23; GFX10: ; %bb.0: 24; GFX10-NEXT: v_add3_u32 v0, v0, v1, v2 25; GFX10-NEXT: ; implicit-def: $vcc_hi 26; GFX10-NEXT: ; return to shader part epilog 27 %x = add i32 %a, %b 28 %result = add i32 %x, %c 29 %bc = bitcast i32 %result to float 30 ret float %bc 31} 32 33; V_MAD_U32_U24 is given higher priority. 34define amdgpu_ps float @mad_no_add3(i32 %a, i32 %b, i32 %c, i32 %d, i32 %e) { 35; VI-LABEL: mad_no_add3: 36; VI: ; %bb.0: 37; VI-NEXT: v_mad_u32_u24 v0, v0, v1, v4 38; VI-NEXT: v_mad_u32_u24 v0, v2, v3, v0 39; VI-NEXT: ; return to shader part epilog 40; 41; GFX9-LABEL: mad_no_add3: 42; GFX9: ; %bb.0: 43; GFX9-NEXT: v_mad_u32_u24 v0, v0, v1, v4 44; GFX9-NEXT: v_mad_u32_u24 v0, v2, v3, v0 45; GFX9-NEXT: ; return to shader part epilog 46; 47; GFX10-LABEL: mad_no_add3: 48; GFX10: ; %bb.0: 49; GFX10-NEXT: v_mad_u32_u24 v0, v0, v1, v4 50; GFX10-NEXT: ; implicit-def: $vcc_hi 51; GFX10-NEXT: v_mad_u32_u24 v0, v2, v3, v0 52; GFX10-NEXT: ; return to shader part epilog 53 %a0 = shl i32 %a, 8 54 %a1 = lshr i32 %a0, 8 55 %b0 = shl i32 %b, 8 56 %b1 = lshr i32 %b0, 8 57 %mul1 = mul i32 %a1, %b1 58 59 %c0 = shl i32 %c, 8 60 %c1 = lshr i32 %c0, 8 61 %d0 = shl i32 %d, 8 62 %d1 = lshr i32 %d0, 8 63 %mul2 = mul i32 %c1, %d1 64 65 %add0 = add i32 %e, %mul1 66 %add1 = add i32 %mul2, %add0 67 68 %bc = bitcast i32 %add1 to float 69 ret float %bc 70} 71 72; ThreeOp instruction variant not used due to Constant Bus Limitations 73; TODO: with reassociation it is possible to replace a v_add_u32_e32 with a s_add_i32 74define amdgpu_ps float @add3_vgpr_b(i32 inreg %a, i32 %b, i32 inreg %c) { 75; VI-LABEL: add3_vgpr_b: 76; VI: ; %bb.0: 77; VI-NEXT: s_add_i32 s3, s3, s2 78; VI-NEXT: v_add_u32_e32 v0, vcc, s3, v0 79; VI-NEXT: ; return to shader part epilog 80; 81; GFX9-LABEL: add3_vgpr_b: 82; GFX9: ; %bb.0: 83; GFX9-NEXT: s_add_i32 s3, s3, s2 84; GFX9-NEXT: v_add_u32_e32 v0, s3, v0 85; GFX9-NEXT: ; return to shader part epilog 86; 87; GFX10-LABEL: add3_vgpr_b: 88; GFX10: ; %bb.0: 89; GFX10-NEXT: v_add3_u32 v0, s3, s2, v0 90; GFX10-NEXT: ; implicit-def: $vcc_hi 91; GFX10-NEXT: ; return to shader part epilog 92 %x = add i32 %a, %b 93 %result = add i32 %x, %c 94 %bc = bitcast i32 %result to float 95 ret float %bc 96} 97 98define amdgpu_ps float @add3_vgpr_all2(i32 %a, i32 %b, i32 %c) { 99; VI-LABEL: add3_vgpr_all2: 100; VI: ; %bb.0: 101; VI-NEXT: v_add_u32_e32 v1, vcc, v1, v2 102; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 103; VI-NEXT: ; return to shader part epilog 104; 105; GFX9-LABEL: add3_vgpr_all2: 106; GFX9: ; %bb.0: 107; GFX9-NEXT: v_add3_u32 v0, v1, v2, v0 108; GFX9-NEXT: ; return to shader part epilog 109; 110; GFX10-LABEL: add3_vgpr_all2: 111; GFX10: ; %bb.0: 112; GFX10-NEXT: v_add3_u32 v0, v1, v2, v0 113; GFX10-NEXT: ; implicit-def: $vcc_hi 114; GFX10-NEXT: ; return to shader part epilog 115 %x = add i32 %b, %c 116 %result = add i32 %a, %x 117 %bc = bitcast i32 %result to float 118 ret float %bc 119} 120 121define amdgpu_ps float @add3_vgpr_bc(i32 inreg %a, i32 %b, i32 %c) { 122; VI-LABEL: add3_vgpr_bc: 123; VI: ; %bb.0: 124; VI-NEXT: v_add_u32_e32 v0, vcc, s2, v0 125; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 126; VI-NEXT: ; return to shader part epilog 127; 128; GFX9-LABEL: add3_vgpr_bc: 129; GFX9: ; %bb.0: 130; GFX9-NEXT: v_add3_u32 v0, s2, v0, v1 131; GFX9-NEXT: ; return to shader part epilog 132; 133; GFX10-LABEL: add3_vgpr_bc: 134; GFX10: ; %bb.0: 135; GFX10-NEXT: v_add3_u32 v0, s2, v0, v1 136; GFX10-NEXT: ; implicit-def: $vcc_hi 137; GFX10-NEXT: ; return to shader part epilog 138 %x = add i32 %a, %b 139 %result = add i32 %x, %c 140 %bc = bitcast i32 %result to float 141 ret float %bc 142} 143 144define amdgpu_ps float @add3_vgpr_const(i32 %a, i32 %b) { 145; VI-LABEL: add3_vgpr_const: 146; VI: ; %bb.0: 147; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 148; VI-NEXT: v_add_u32_e32 v0, vcc, 16, v0 149; VI-NEXT: ; return to shader part epilog 150; 151; GFX9-LABEL: add3_vgpr_const: 152; GFX9: ; %bb.0: 153; GFX9-NEXT: v_add3_u32 v0, v0, v1, 16 154; GFX9-NEXT: ; return to shader part epilog 155; 156; GFX10-LABEL: add3_vgpr_const: 157; GFX10: ; %bb.0: 158; GFX10-NEXT: v_add3_u32 v0, v0, v1, 16 159; GFX10-NEXT: ; implicit-def: $vcc_hi 160; GFX10-NEXT: ; return to shader part epilog 161 %x = add i32 %a, %b 162 %result = add i32 %x, 16 163 %bc = bitcast i32 %result to float 164 ret float %bc 165} 166 167define amdgpu_ps <2 x float> @add3_multiuse_outer(i32 %a, i32 %b, i32 %c, i32 %x) { 168; VI-LABEL: add3_multiuse_outer: 169; VI: ; %bb.0: 170; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 171; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v2 172; VI-NEXT: v_mul_lo_u32 v1, v0, v3 173; VI-NEXT: ; return to shader part epilog 174; 175; GFX9-LABEL: add3_multiuse_outer: 176; GFX9: ; %bb.0: 177; GFX9-NEXT: v_add3_u32 v0, v0, v1, v2 178; GFX9-NEXT: v_mul_lo_u32 v1, v0, v3 179; GFX9-NEXT: ; return to shader part epilog 180; 181; GFX10-LABEL: add3_multiuse_outer: 182; GFX10: ; %bb.0: 183; GFX10-NEXT: v_add3_u32 v0, v0, v1, v2 184; GFX10-NEXT: ; implicit-def: $vcc_hi 185; GFX10-NEXT: v_mul_lo_u32 v1, v0, v3 186; GFX10-NEXT: ; return to shader part epilog 187 %inner = add i32 %a, %b 188 %outer = add i32 %inner, %c 189 %x1 = mul i32 %outer, %x 190 %r1 = insertelement <2 x i32> undef, i32 %outer, i32 0 191 %r0 = insertelement <2 x i32> %r1, i32 %x1, i32 1 192 %bc = bitcast <2 x i32> %r0 to <2 x float> 193 ret <2 x float> %bc 194} 195 196define amdgpu_ps <2 x float> @add3_multiuse_inner(i32 %a, i32 %b, i32 %c) { 197; VI-LABEL: add3_multiuse_inner: 198; VI: ; %bb.0: 199; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 200; VI-NEXT: v_add_u32_e32 v1, vcc, v0, v2 201; VI-NEXT: ; return to shader part epilog 202; 203; GFX9-LABEL: add3_multiuse_inner: 204; GFX9: ; %bb.0: 205; GFX9-NEXT: v_add_u32_e32 v0, v0, v1 206; GFX9-NEXT: v_add_u32_e32 v1, v0, v2 207; GFX9-NEXT: ; return to shader part epilog 208; 209; GFX10-LABEL: add3_multiuse_inner: 210; GFX10: ; %bb.0: 211; GFX10-NEXT: v_add_nc_u32_e32 v0, v0, v1 212; GFX10-NEXT: ; implicit-def: $vcc_hi 213; GFX10-NEXT: v_add_nc_u32_e32 v1, v0, v2 214; GFX10-NEXT: ; return to shader part epilog 215 %inner = add i32 %a, %b 216 %outer = add i32 %inner, %c 217 %r1 = insertelement <2 x i32> undef, i32 %inner, i32 0 218 %r0 = insertelement <2 x i32> %r1, i32 %outer, i32 1 219 %bc = bitcast <2 x i32> %r0 to <2 x float> 220 ret <2 x float> %bc 221} 222 223; A case where uniform values end up in VGPRs -- we could use v_add3_u32 here, 224; but we don't. 225define amdgpu_ps float @add3_uniform_vgpr(float inreg %a, float inreg %b, float inreg %c) { 226; VI-LABEL: add3_uniform_vgpr: 227; VI: ; %bb.0: 228; VI-NEXT: v_mov_b32_e32 v2, 0x40400000 229; VI-NEXT: v_add_f32_e64 v0, s2, 1.0 230; VI-NEXT: v_add_f32_e64 v1, s3, 2.0 231; VI-NEXT: v_add_f32_e32 v2, s4, v2 232; VI-NEXT: v_add_u32_e32 v0, vcc, v1, v0 233; VI-NEXT: v_add_u32_e32 v0, vcc, v2, v0 234; VI-NEXT: ; return to shader part epilog 235; 236; GFX9-LABEL: add3_uniform_vgpr: 237; GFX9: ; %bb.0: 238; GFX9-NEXT: v_mov_b32_e32 v2, 0x40400000 239; GFX9-NEXT: v_add_f32_e64 v0, s2, 1.0 240; GFX9-NEXT: v_add_f32_e64 v1, s3, 2.0 241; GFX9-NEXT: v_add_f32_e32 v2, s4, v2 242; GFX9-NEXT: v_add_u32_e32 v0, v0, v1 243; GFX9-NEXT: v_add_u32_e32 v0, v0, v2 244; GFX9-NEXT: ; return to shader part epilog 245; 246; GFX10-LABEL: add3_uniform_vgpr: 247; GFX10: ; %bb.0: 248; GFX10-NEXT: v_add_f32_e64 v0, s2, 1.0 249; GFX10-NEXT: v_add_f32_e64 v1, s3, 2.0 250; GFX10-NEXT: v_add_f32_e64 v2, 0x40400000, s4 251; GFX10-NEXT: ; implicit-def: $vcc_hi 252; GFX10-NEXT: v_add_nc_u32_e32 v0, v0, v1 253; GFX10-NEXT: v_add_nc_u32_e32 v0, v0, v2 254; GFX10-NEXT: ; return to shader part epilog 255 %a1 = fadd float %a, 1.0 256 %b2 = fadd float %b, 2.0 257 %c3 = fadd float %c, 3.0 258 %bc.a = bitcast float %a1 to i32 259 %bc.b = bitcast float %b2 to i32 260 %bc.c = bitcast float %c3 to i32 261 %x = add i32 %bc.a, %bc.b 262 %result = add i32 %x, %bc.c 263 %bc = bitcast i32 %result to float 264 ret float %bc 265} 266