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