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llvm-mirror/test/CodeGen/PowerPC/unal-altivec.ll
Hal Finkel 1f5ee2fefe Prefer to duplicate PPC Altivec loads when expanding unaligned loads
When expanding unaligned Altivec loads, we use the decremented offset trick to
prevent page faults. Unfortunately, if we have a sequence of consecutive
unaligned loads, this leads to suboptimal code generation because the 'extra'
load from the first unaligned load can be combined with the base load from the
second (but only if the decremented offset trick is not used for the first).
Search up and down the chain, through loads and token factors, looking for
consecutive loads, and if one is found, don't use the offset reduction trick.
These duplicate loads are later combined to yield the desired sequence (in the
future, we might want a more-powerful chain search, but that will require some
changes to allow the combiner routines to access the AA object).

This should complete the initial implementation of the optimized unaligned
Altivec load expansion. There is some refactoring that should be done, but
that will happen when the unaligned store expansion is added.

llvm-svn: 182719
2013-05-26 18:08:30 +00:00

53 lines
2.2 KiB
LLVM

; RUN: llc < %s -mcpu=g5 | FileCheck %s
target datalayout = "E-p:64:64:64-i1:8:8-i8:8:8-i16:16:16-i32:32:32-i64:64:64-f32:32:32-f64:64:64-f128:128:128-v128:128:128-n32:64"
target triple = "powerpc64-unknown-linux-gnu"
define void @foo(float* noalias nocapture %a, float* noalias nocapture %b) #0 {
vector.ph:
br label %vector.body
vector.body: ; preds = %vector.body, %vector.ph
%index = phi i64 [ 0, %vector.ph ], [ %index.next, %vector.body ]
%0 = getelementptr inbounds float* %b, i64 %index
%1 = bitcast float* %0 to <4 x float>*
%wide.load = load <4 x float>* %1, align 4
%.sum11 = or i64 %index, 4
%2 = getelementptr float* %b, i64 %.sum11
%3 = bitcast float* %2 to <4 x float>*
%wide.load8 = load <4 x float>* %3, align 4
%4 = fadd <4 x float> %wide.load, <float 1.000000e+00, float 1.000000e+00, float 1.000000e+00, float 1.000000e+00>
%5 = fadd <4 x float> %wide.load8, <float 1.000000e+00, float 1.000000e+00, float 1.000000e+00, float 1.000000e+00>
%6 = getelementptr inbounds float* %a, i64 %index
%7 = bitcast float* %6 to <4 x float>*
store <4 x float> %4, <4 x float>* %7, align 4
%.sum12 = or i64 %index, 4
%8 = getelementptr float* %a, i64 %.sum12
%9 = bitcast float* %8 to <4 x float>*
store <4 x float> %5, <4 x float>* %9, align 4
%index.next = add i64 %index, 8
%10 = icmp eq i64 %index.next, 16000
br i1 %10, label %for.end, label %vector.body
; CHECK: @foo
; CHECK-DAG: li [[C0:[0-9]+]], 0
; CHECK-DAG: li [[C16:[0-9]+]], 16
; CHECK-DAG: li [[C31:[0-9]+]], 31
; CHECK-DAG: lvx [[CNST:[0-9]+]],
; CHECK: .LBB0_1:
; CHECK-DAG: lvsl [[PC:[0-9]+]], [[B1:[0-9]+]], [[C0]]
; CHECK-DAG: lvx [[LD1:[0-9]+]], [[B1]], [[C0]]
; CHECK-DAG: add [[B3:[0-9]+]], [[B1]], [[C0]]
; CHECK-DAG: lvx [[LD2:[0-9]+]], [[B3]], [[C16]]
; CHECK-DAG: lvx [[LD3:[0-9]+]], [[B3]], [[C31]]
; CHECK-DAG: vperm [[R1:[0-9]+]], [[LD1]], [[LD2]], [[PC]]
; CHECK-DAG: vperm [[R2:[0-9]+]], [[LD2]], [[LD3]], [[PC]]
; CHECK-DAG: vaddfp {{[0-9]+}}, [[R1]], [[CNST]]
; CHECK-DAG: vaddfp {{[0-9]+}}, [[R2]], [[CNST]]
; CHECK: blr
for.end: ; preds = %vector.body
ret void
}
attributes #0 = { nounwind }