annotate llvm/test/CodeGen/AMDGPU/add3.ll @ 221:79ff65ed7e25

LLVM12 Original
author Shinji KONO <kono@ie.u-ryukyu.ac.jp>
date Tue, 15 Jun 2021 19:15:29 +0900
parents 0572611fdcc8
children c4bab56944e8
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1 ; NOTE: Assertions have been autogenerated by utils/update_llc_test_checks.py
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2 ; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=fiji -verify-machineinstrs | FileCheck -check-prefix=VI %s
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3 ; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=gfx900 -verify-machineinstrs | FileCheck -check-prefix=GFX9 %s
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4 ; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=gfx1010 -verify-machineinstrs | FileCheck -check-prefix=GFX10 %s
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5
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6 ; ===================================================================================
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7 ; V_ADD3_U32
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8 ; ===================================================================================
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9
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10 define amdgpu_ps float @add3(i32 %a, i32 %b, i32 %c) {
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11 ; VI-LABEL: add3:
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12 ; VI: ; %bb.0:
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13 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1
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14 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v2
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15 ; VI-NEXT: ; return to shader part epilog
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16 ;
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17 ; GFX9-LABEL: add3:
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18 ; GFX9: ; %bb.0:
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19 ; GFX9-NEXT: v_add3_u32 v0, v0, v1, v2
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20 ; GFX9-NEXT: ; return to shader part epilog
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21 ;
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22 ; GFX10-LABEL: add3:
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23 ; GFX10: ; %bb.0:
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24 ; GFX10-NEXT: v_add3_u32 v0, v0, v1, v2
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25 ; GFX10-NEXT: ; return to shader part epilog
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26 %x = add i32 %a, %b
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27 %result = add i32 %x, %c
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28 %bc = bitcast i32 %result to float
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29 ret float %bc
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30 }
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31
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32 ; V_MAD_U32_U24 is given higher priority.
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33 define amdgpu_ps float @mad_no_add3(i32 %a, i32 %b, i32 %c, i32 %d, i32 %e) {
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34 ; VI-LABEL: mad_no_add3:
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35 ; VI: ; %bb.0:
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36 ; VI-NEXT: v_mad_u32_u24 v0, v0, v1, v4
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37 ; VI-NEXT: v_mad_u32_u24 v0, v2, v3, v0
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38 ; VI-NEXT: ; return to shader part epilog
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39 ;
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40 ; GFX9-LABEL: mad_no_add3:
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41 ; GFX9: ; %bb.0:
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42 ; GFX9-NEXT: v_mad_u32_u24 v0, v0, v1, v4
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43 ; GFX9-NEXT: v_mad_u32_u24 v0, v2, v3, v0
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44 ; GFX9-NEXT: ; return to shader part epilog
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45 ;
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46 ; GFX10-LABEL: mad_no_add3:
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47 ; GFX10: ; %bb.0:
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48 ; GFX10-NEXT: v_mad_u32_u24 v0, v0, v1, v4
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49 ; GFX10-NEXT: v_mad_u32_u24 v0, v2, v3, v0
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50 ; GFX10-NEXT: ; return to shader part epilog
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51 %a0 = shl i32 %a, 8
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52 %a1 = lshr i32 %a0, 8
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53 %b0 = shl i32 %b, 8
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54 %b1 = lshr i32 %b0, 8
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55 %mul1 = mul i32 %a1, %b1
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56
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57 %c0 = shl i32 %c, 8
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58 %c1 = lshr i32 %c0, 8
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59 %d0 = shl i32 %d, 8
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60 %d1 = lshr i32 %d0, 8
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61 %mul2 = mul i32 %c1, %d1
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62
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63 %add0 = add i32 %e, %mul1
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64 %add1 = add i32 %mul2, %add0
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65
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66 %bc = bitcast i32 %add1 to float
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67 ret float %bc
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68 }
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69
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70 ; ThreeOp instruction variant not used due to Constant Bus Limitations
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71 ; TODO: with reassociation it is possible to replace a v_add_u32_e32 with a s_add_i32
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72 define amdgpu_ps float @add3_vgpr_b(i32 inreg %a, i32 %b, i32 inreg %c) {
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73 ; VI-LABEL: add3_vgpr_b:
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74 ; VI: ; %bb.0:
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75 ; VI-NEXT: s_add_i32 s3, s3, s2
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76 ; VI-NEXT: v_add_u32_e32 v0, vcc, s3, v0
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77 ; VI-NEXT: ; return to shader part epilog
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78 ;
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79 ; GFX9-LABEL: add3_vgpr_b:
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80 ; GFX9: ; %bb.0:
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81 ; GFX9-NEXT: s_add_i32 s3, s3, s2
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82 ; GFX9-NEXT: v_add_u32_e32 v0, s3, v0
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83 ; GFX9-NEXT: ; return to shader part epilog
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84 ;
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85 ; GFX10-LABEL: add3_vgpr_b:
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86 ; GFX10: ; %bb.0:
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87 ; GFX10-NEXT: v_add3_u32 v0, s3, s2, v0
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88 ; GFX10-NEXT: ; return to shader part epilog
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89 %x = add i32 %a, %b
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90 %result = add i32 %x, %c
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91 %bc = bitcast i32 %result to float
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92 ret float %bc
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93 }
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94
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95 define amdgpu_ps float @add3_vgpr_all2(i32 %a, i32 %b, i32 %c) {
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96 ; VI-LABEL: add3_vgpr_all2:
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97 ; VI: ; %bb.0:
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98 ; VI-NEXT: v_add_u32_e32 v1, vcc, v1, v2
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99 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1
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100 ; VI-NEXT: ; return to shader part epilog
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101 ;
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102 ; GFX9-LABEL: add3_vgpr_all2:
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103 ; GFX9: ; %bb.0:
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104 ; GFX9-NEXT: v_add3_u32 v0, v1, v2, v0
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105 ; GFX9-NEXT: ; return to shader part epilog
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106 ;
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107 ; GFX10-LABEL: add3_vgpr_all2:
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108 ; GFX10: ; %bb.0:
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109 ; GFX10-NEXT: v_add3_u32 v0, v1, v2, v0
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110 ; GFX10-NEXT: ; return to shader part epilog
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111 %x = add i32 %b, %c
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112 %result = add i32 %a, %x
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113 %bc = bitcast i32 %result to float
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114 ret float %bc
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115 }
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116
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117 define amdgpu_ps float @add3_vgpr_bc(i32 inreg %a, i32 %b, i32 %c) {
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118 ; VI-LABEL: add3_vgpr_bc:
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119 ; VI: ; %bb.0:
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120 ; VI-NEXT: v_add_u32_e32 v0, vcc, s2, v0
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121 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1
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122 ; VI-NEXT: ; return to shader part epilog
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123 ;
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124 ; GFX9-LABEL: add3_vgpr_bc:
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125 ; GFX9: ; %bb.0:
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126 ; GFX9-NEXT: v_add3_u32 v0, s2, v0, v1
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127 ; GFX9-NEXT: ; return to shader part epilog
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128 ;
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129 ; GFX10-LABEL: add3_vgpr_bc:
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130 ; GFX10: ; %bb.0:
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131 ; GFX10-NEXT: v_add3_u32 v0, s2, v0, v1
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132 ; GFX10-NEXT: ; return to shader part epilog
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133 %x = add i32 %a, %b
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134 %result = add i32 %x, %c
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135 %bc = bitcast i32 %result to float
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136 ret float %bc
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137 }
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138
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139 define amdgpu_ps float @add3_vgpr_const(i32 %a, i32 %b) {
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140 ; VI-LABEL: add3_vgpr_const:
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141 ; VI: ; %bb.0:
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142 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1
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143 ; VI-NEXT: v_add_u32_e32 v0, vcc, 16, v0
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144 ; VI-NEXT: ; return to shader part epilog
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145 ;
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146 ; GFX9-LABEL: add3_vgpr_const:
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147 ; GFX9: ; %bb.0:
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148 ; GFX9-NEXT: v_add3_u32 v0, v0, v1, 16
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149 ; GFX9-NEXT: ; return to shader part epilog
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150 ;
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151 ; GFX10-LABEL: add3_vgpr_const:
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152 ; GFX10: ; %bb.0:
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153 ; GFX10-NEXT: v_add3_u32 v0, v0, v1, 16
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154 ; GFX10-NEXT: ; return to shader part epilog
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155 %x = add i32 %a, %b
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156 %result = add i32 %x, 16
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157 %bc = bitcast i32 %result to float
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158 ret float %bc
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159 }
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160
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161 define amdgpu_ps <2 x float> @add3_multiuse_outer(i32 %a, i32 %b, i32 %c, i32 %x) {
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162 ; VI-LABEL: add3_multiuse_outer:
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163 ; VI: ; %bb.0:
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164 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1
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165 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v2
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166 ; VI-NEXT: v_mul_lo_u32 v1, v0, v3
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167 ; VI-NEXT: ; return to shader part epilog
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168 ;
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169 ; GFX9-LABEL: add3_multiuse_outer:
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170 ; GFX9: ; %bb.0:
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171 ; GFX9-NEXT: v_add3_u32 v0, v0, v1, v2
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172 ; GFX9-NEXT: v_mul_lo_u32 v1, v0, v3
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173 ; GFX9-NEXT: ; return to shader part epilog
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174 ;
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175 ; GFX10-LABEL: add3_multiuse_outer:
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176 ; GFX10: ; %bb.0:
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177 ; GFX10-NEXT: v_add3_u32 v0, v0, v1, v2
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178 ; GFX10-NEXT: v_mul_lo_u32 v1, v0, v3
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179 ; GFX10-NEXT: ; return to shader part epilog
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180 %inner = add i32 %a, %b
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181 %outer = add i32 %inner, %c
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182 %x1 = mul i32 %outer, %x
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183 %r1 = insertelement <2 x i32> undef, i32 %outer, i32 0
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184 %r0 = insertelement <2 x i32> %r1, i32 %x1, i32 1
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185 %bc = bitcast <2 x i32> %r0 to <2 x float>
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186 ret <2 x float> %bc
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187 }
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188
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189 define amdgpu_ps <2 x float> @add3_multiuse_inner(i32 %a, i32 %b, i32 %c) {
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190 ; VI-LABEL: add3_multiuse_inner:
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191 ; VI: ; %bb.0:
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192 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1
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193 ; VI-NEXT: v_add_u32_e32 v1, vcc, v0, v2
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194 ; VI-NEXT: ; return to shader part epilog
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195 ;
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196 ; GFX9-LABEL: add3_multiuse_inner:
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197 ; GFX9: ; %bb.0:
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198 ; GFX9-NEXT: v_add_u32_e32 v0, v0, v1
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199 ; GFX9-NEXT: v_add_u32_e32 v1, v0, v2
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200 ; GFX9-NEXT: ; return to shader part epilog
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201 ;
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202 ; GFX10-LABEL: add3_multiuse_inner:
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203 ; GFX10: ; %bb.0:
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204 ; GFX10-NEXT: v_add_nc_u32_e32 v0, v0, v1
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205 ; GFX10-NEXT: v_add_nc_u32_e32 v1, v0, v2
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206 ; GFX10-NEXT: ; return to shader part epilog
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207 %inner = add i32 %a, %b
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208 %outer = add i32 %inner, %c
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209 %r1 = insertelement <2 x i32> undef, i32 %inner, i32 0
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210 %r0 = insertelement <2 x i32> %r1, i32 %outer, i32 1
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211 %bc = bitcast <2 x i32> %r0 to <2 x float>
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212 ret <2 x float> %bc
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213 }
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214
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215 ; A case where uniform values end up in VGPRs -- we could use v_add3_u32 here,
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216 ; but we don't.
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217 define amdgpu_ps float @add3_uniform_vgpr(float inreg %a, float inreg %b, float inreg %c) {
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218 ; VI-LABEL: add3_uniform_vgpr:
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219 ; VI: ; %bb.0:
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220 ; VI-NEXT: v_mov_b32_e32 v2, 0x40400000
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221 ; VI-NEXT: v_add_f32_e64 v0, s2, 1.0
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222 ; VI-NEXT: v_add_f32_e64 v1, s3, 2.0
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223 ; VI-NEXT: v_add_f32_e32 v2, s4, v2
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224 ; VI-NEXT: v_add_u32_e32 v0, vcc, v1, v0
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225 ; VI-NEXT: v_add_u32_e32 v0, vcc, v2, v0
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226 ; VI-NEXT: ; return to shader part epilog
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227 ;
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228 ; GFX9-LABEL: add3_uniform_vgpr:
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229 ; GFX9: ; %bb.0:
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230 ; GFX9-NEXT: v_mov_b32_e32 v2, 0x40400000
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231 ; GFX9-NEXT: v_add_f32_e64 v0, s2, 1.0
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232 ; GFX9-NEXT: v_add_f32_e64 v1, s3, 2.0
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233 ; GFX9-NEXT: v_add_f32_e32 v2, s4, v2
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234 ; GFX9-NEXT: v_add_u32_e32 v0, v0, v1
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235 ; GFX9-NEXT: v_add_u32_e32 v0, v0, v2
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236 ; GFX9-NEXT: ; return to shader part epilog
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237 ;
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238 ; GFX10-LABEL: add3_uniform_vgpr:
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239 ; GFX10: ; %bb.0:
173
0572611fdcc8 reorgnization done
Shinji KONO <kono@ie.u-ryukyu.ac.jp>
parents: 150
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240 ; GFX10-NEXT: v_add_f32_e64 v0, s2, 1.0
150
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241 ; GFX10-NEXT: v_add_f32_e64 v1, s3, 2.0
173
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242 ; GFX10-NEXT: v_add_f32_e64 v2, 0x40400000, s4
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243 ; GFX10-NEXT: v_add_nc_u32_e32 v0, v0, v1
0572611fdcc8 reorgnization done
Shinji KONO <kono@ie.u-ryukyu.ac.jp>
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244 ; GFX10-NEXT: v_add_nc_u32_e32 v0, v0, v2
150
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245 ; GFX10-NEXT: ; return to shader part epilog
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246 %a1 = fadd float %a, 1.0
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247 %b2 = fadd float %b, 2.0
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248 %c3 = fadd float %c, 3.0
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249 %bc.a = bitcast float %a1 to i32
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250 %bc.b = bitcast float %b2 to i32
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251 %bc.c = bitcast float %c3 to i32
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252 %x = add i32 %bc.a, %bc.b
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253 %result = add i32 %x, %bc.c
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254 %bc = bitcast i32 %result to float
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255 ret float %bc
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256 }