; 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 ; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=gfx1010 -verify-machineinstrs | FileCheck -check-prefix=GFX10 %s ; RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=gfx1100 -amdgpu-enable-delay-alu=0 -verify-machineinstrs | FileCheck -check-prefix=GFX10 %s ; =================================================================================== ; V_ADD_LSHL_U32 ; =================================================================================== define amdgpu_ps float @add_shl(i32 %a, i32 %b, i32 %c) { ; VI-LABEL: add_shl: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 ; VI-NEXT: v_lshlrev_b32_e32 v0, v2, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add_shl: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add_lshl_u32 v0, v0, v1, v2 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: add_shl: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_add_lshl_u32 v0, v0, v1, v2 ; GFX10-NEXT: ; return to shader part epilog %x = add i32 %a, %b %result = shl i32 %x, %c %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @add_shl_vgpr_c(i32 inreg %a, i32 inreg %b, i32 %c) { ; VI-LABEL: add_shl_vgpr_c: ; VI: ; %bb.0: ; VI-NEXT: s_add_i32 s2, s2, s3 ; VI-NEXT: v_lshlrev_b32_e64 v0, v0, s2 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add_shl_vgpr_c: ; GFX9: ; %bb.0: ; GFX9-NEXT: s_add_i32 s2, s2, s3 ; GFX9-NEXT: v_lshlrev_b32_e64 v0, v0, s2 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: add_shl_vgpr_c: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_add_lshl_u32 v0, s2, s3, v0 ; GFX10-NEXT: ; return to shader part epilog %x = add i32 %a, %b %result = shl i32 %x, %c %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @add_shl_vgpr_ac(i32 %a, i32 inreg %b, i32 %c) { ; VI-LABEL: add_shl_vgpr_ac: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v0, vcc, s2, v0 ; VI-NEXT: v_lshlrev_b32_e32 v0, v1, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add_shl_vgpr_ac: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add_lshl_u32 v0, v0, s2, v1 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: add_shl_vgpr_ac: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_add_lshl_u32 v0, v0, s2, v1 ; GFX10-NEXT: ; return to shader part epilog %x = add i32 %a, %b %result = shl i32 %x, %c %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @add_shl_vgpr_const(i32 %a, i32 %b) { ; VI-LABEL: add_shl_vgpr_const: ; VI: ; %bb.0: ; VI-NEXT: v_add_u32_e32 v0, vcc, v0, v1 ; VI-NEXT: v_lshlrev_b32_e32 v0, 9, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add_shl_vgpr_const: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_add_lshl_u32 v0, v0, v1, 9 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: add_shl_vgpr_const: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_add_lshl_u32 v0, v0, v1, 9 ; GFX10-NEXT: ; return to shader part epilog %x = add i32 %a, %b %result = shl i32 %x, 9 %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @add_shl_vgpr_const_inline_const(i32 %a) { ; VI-LABEL: add_shl_vgpr_const_inline_const: ; VI: ; %bb.0: ; VI-NEXT: v_lshlrev_b32_e32 v0, 9, v0 ; VI-NEXT: v_add_u32_e32 v0, vcc, 0x7e800, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add_shl_vgpr_const_inline_const: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_mov_b32_e32 v1, 0x7e800 ; GFX9-NEXT: v_lshl_add_u32 v0, v0, 9, v1 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: add_shl_vgpr_const_inline_const: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_lshl_add_u32 v0, v0, 9, 0x7e800 ; GFX10-NEXT: ; return to shader part epilog %x = add i32 %a, 1012 %result = shl i32 %x, 9 %bc = bitcast i32 %result to float ret float %bc } ; TODO: Non-optimal code generation because SelectionDAG combines ; (shl (add x, CONST), y) ---> (add (shl x, y), CONST'). ; define amdgpu_ps float @add_shl_vgpr_inline_const_x2(i32 %a) { ; VI-LABEL: add_shl_vgpr_inline_const_x2: ; VI: ; %bb.0: ; VI-NEXT: v_lshlrev_b32_e32 v0, 9, v0 ; VI-NEXT: v_add_u32_e32 v0, vcc, 0x600, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: add_shl_vgpr_inline_const_x2: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_mov_b32_e32 v1, 0x600 ; GFX9-NEXT: v_lshl_add_u32 v0, v0, 9, v1 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: add_shl_vgpr_inline_const_x2: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_lshl_add_u32 v0, v0, 9, 0x600 ; GFX10-NEXT: ; return to shader part epilog %x = add i32 %a, 3 %result = shl i32 %x, 9 %bc = bitcast i32 %result to float ret float %bc }