; NOTE: Assertions have been autogenerated by utils/update_llc_test_checks.py ; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=fiji -verify-machineinstrs | FileCheck -check-prefix=VI %s ; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=gfx900 -verify-machineinstrs | FileCheck -check-prefix=GFX9 %s ; =================================================================================== ; V_ADD3_U32 ; =================================================================================== define amdgpu_ps float @add3(i32 %a, i32 %b, i32 %c) { ; VI-LABEL: add3: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v2 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add3: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add3_u32 v0, v0, v1, v2 ; GFX9-NEXT: ; return to shader part epilog %x = add i32 %a, %b %result = add i32 %x, %c %bc = bitcast i32 %result to float ret float %bc } ; V_MAD_U32_U24 is given higher priority. define amdgpu_ps float @mad_no_add3(i32 %a, i32 %b, i32 %c, i32 %d, i32 %e) { ; GFX9-LABEL: mad_no_add3: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_mad_u32_u24 v0, v0, v1, v4 ; GFX9-NEXT: v_mad_u32_u24 v0, v2, v3, v0 ; GFX9-NEXT: ; return to shader part epilog %a0 = shl i32 %a, 8 %a1 = lshr i32 %a0, 8 %b0 = shl i32 %b, 8 %b1 = lshr i32 %b0, 8 %mul1 = mul i32 %a1, %b1 %c0 = shl i32 %c, 8 %c1 = lshr i32 %c0, 8 %d0 = shl i32 %d, 8 %d1 = lshr i32 %d0, 8 %mul2 = mul i32 %c1, %d1 %add0 = add i32 %e, %mul1 %add1 = add i32 %mul2, %add0 %bc = bitcast i32 %add1 to float ret float %bc } ; ThreeOp instruction variant not used due to Constant Bus Limitations ; TODO: with reassociation it is possible to replace a v_add_u32_e32 with a s_add_i32 define amdgpu_ps float @add3_vgpr_b(i32 inreg %a, i32 %b, i32 inreg %c) { ; VI-LABEL: add3_vgpr_b: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v0, vcc, s2, v0 ; VI-NEXT: v_add_u32_e32 v0, vcc, s3, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add3_vgpr_b: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add_u32_e32 v0, s2, v0 ; GFX9-NEXT: v_add_u32_e32 v0, s3, v0 ; GFX9-NEXT: ; return to shader part epilog %x = add i32 %a, %b %result = add i32 %x, %c %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @add3_vgpr_all2(i32 %a, i32 %b, i32 %c) { ; VI-LABEL: add3_vgpr_all2: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v1, vcc, v1, v2 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add3_vgpr_all2: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add3_u32 v0, v1, v2, v0 ; GFX9-NEXT: ; return to shader part epilog %x = add i32 %b, %c %result = add i32 %a, %x %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @add3_vgpr_bc(i32 inreg %a, i32 %b, i32 %c) { ; VI-LABEL: add3_vgpr_bc: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v0, vcc, s2, v0 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add3_vgpr_bc: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add3_u32 v0, s2, v0, v1 ; GFX9-NEXT: ; return to shader part epilog %x = add i32 %a, %b %result = add i32 %x, %c %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @add3_vgpr_const(i32 %a, i32 %b) { ; VI-LABEL: add3_vgpr_const: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 ; VI-NEXT: v_add_u32_e32 v0, vcc, 16, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add3_vgpr_const: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add3_u32 v0, v0, v1, 16 ; GFX9-NEXT: ; return to shader part epilog %x = add i32 %a, %b %result = add i32 %x, 16 %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps <2 x float> @add3_multiuse_outer(i32 %a, i32 %b, i32 %c, i32 %x) { ; VI-LABEL: add3_multiuse_outer: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v2 ; VI-NEXT: v_mul_lo_i32 v1, v0, v3 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add3_multiuse_outer: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add3_u32 v0, v0, v1, v2 ; GFX9-NEXT: v_mul_lo_i32 v1, v0, v3 ; GFX9-NEXT: ; return to shader part epilog %inner = add i32 %a, %b %outer = add i32 %inner, %c %x1 = mul i32 %outer, %x %r1 = insertelement <2 x i32> undef, i32 %outer, i32 0 %r0 = insertelement <2 x i32> %r1, i32 %x1, i32 1 %bc = bitcast <2 x i32> %r0 to <2 x float> ret <2 x float> %bc } define amdgpu_ps <2 x float> @add3_multiuse_inner(i32 %a, i32 %b, i32 %c) { ; VI-LABEL: add3_multiuse_inner: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 ; VI-NEXT: v_add_u32_e32 v1, vcc, v0, v2 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add3_multiuse_inner: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add_u32_e32 v0, v0, v1 ; GFX9-NEXT: v_add_u32_e32 v1, v0, v2 ; GFX9-NEXT: ; return to shader part epilog %inner = add i32 %a, %b %outer = add i32 %inner, %c %r1 = insertelement <2 x i32> undef, i32 %inner, i32 0 %r0 = insertelement <2 x i32> %r1, i32 %outer, i32 1 %bc = bitcast <2 x i32> %r0 to <2 x float> ret <2 x float> %bc } ; A case where uniform values end up in VGPRs -- we could use v_add3_u32 here, ; but we don't. define amdgpu_ps float @add3_uniform_vgpr(float inreg %a, float inreg %b, float inreg %c) { ; VI-LABEL: add3_uniform_vgpr: ; VI: ; %bb.0: ; VI-NEXT: v_mov_b32_e32 v2, 0x40400000 ; VI-NEXT: v_add_f32_e64 v0, s2, 1.0 ; VI-NEXT: v_add_f32_e64 v1, s3, 2.0 ; VI-NEXT: v_add_f32_e32 v2, s4, v2 ; VI-NEXT: v_add_u32_e32 v0, vcc, v1, v0 ; VI-NEXT: v_add_u32_e32 v0, vcc, v2, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add3_uniform_vgpr: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_mov_b32_e32 v2, 0x40400000 ; GFX9-NEXT: v_add_f32_e64 v0, s2, 1.0 ; GFX9-NEXT: v_add_f32_e64 v1, s3, 2.0 ; GFX9-NEXT: v_add_f32_e32 v2, s4, v2 ; GFX9-NEXT: v_add_u32_e32 v0, v0, v1 ; GFX9-NEXT: v_add_u32_e32 v0, v0, v2 ; GFX9-NEXT: ; return to shader part epilog %a1 = fadd float %a, 1.0 %b2 = fadd float %b, 2.0 %c3 = fadd float %c, 3.0 %bc.a = bitcast float %a1 to i32 %bc.b = bitcast float %b2 to i32 %bc.c = bitcast float %c3 to i32 %x = add i32 %bc.a, %bc.b %result = add i32 %x, %bc.c %bc = bitcast i32 %result to float ret float %bc }