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;RUN: llc < %s -mtriple=amdgcn-amd-mesa3d -mcpu=gfx1100 -amdgpu-enable-delay-alu=0 -verify-machineinstrs | FileCheck -check-prefix=GFX10 %s 6 7; =================================================================================== 8; V_AND_OR_B32 9; =================================================================================== 10 11define amdgpu_ps float @and_or(i32 %a, i32 %b, i32 %c) { 12; VI-LABEL: and_or: 13; VI: ; %bb.0: 14; VI-NEXT: v_and_b32_e32 v0, v0, v1 15; VI-NEXT: v_or_b32_e32 v0, v0, v2 16; VI-NEXT: ; return to shader part epilog 17; 18; GFX9-LABEL: and_or: 19; GFX9: ; %bb.0: 20; GFX9-NEXT: v_and_or_b32 v0, v0, v1, v2 21; GFX9-NEXT: ; return to shader part epilog 22; 23; GFX10-LABEL: and_or: 24; GFX10: ; %bb.0: 25; GFX10-NEXT: v_and_or_b32 v0, v0, v1, v2 26; GFX10-NEXT: ; return to shader part epilog 27 %x = and i32 %a, %b 28 %result = or i32 %x, %c 29 %bc = bitcast i32 %result to float 30 ret float %bc 31} 32 33; ThreeOp instruction variant not used due to Constant Bus Limitations 34define amdgpu_ps float @and_or_vgpr_b(i32 inreg %a, i32 %b, i32 inreg %c) { 35; VI-LABEL: and_or_vgpr_b: 36; VI: ; %bb.0: 37; VI-NEXT: v_and_b32_e32 v0, s2, v0 38; VI-NEXT: v_or_b32_e32 v0, s3, v0 39; VI-NEXT: ; return to shader part epilog 40; 41; GFX9-LABEL: and_or_vgpr_b: 42; GFX9: ; %bb.0: 43; GFX9-NEXT: v_and_b32_e32 v0, s2, v0 44; GFX9-NEXT: v_or_b32_e32 v0, s3, v0 45; GFX9-NEXT: ; return to shader part epilog 46; 47; GFX10-LABEL: and_or_vgpr_b: 48; GFX10: ; %bb.0: 49; GFX10-NEXT: v_and_or_b32 v0, s2, v0, s3 50; GFX10-NEXT: ; return to shader part epilog 51 %x = and i32 %a, %b 52 %result = or i32 %x, %c 53 %bc = bitcast i32 %result to float 54 ret float %bc 55} 56 57define amdgpu_ps float @and_or_vgpr_ab(i32 %a, i32 %b, i32 inreg %c) { 58; VI-LABEL: and_or_vgpr_ab: 59; VI: ; %bb.0: 60; VI-NEXT: v_and_b32_e32 v0, v0, v1 61; VI-NEXT: v_or_b32_e32 v0, s2, v0 62; VI-NEXT: ; return to shader part epilog 63; 64; GFX9-LABEL: and_or_vgpr_ab: 65; GFX9: ; %bb.0: 66; GFX9-NEXT: v_and_or_b32 v0, v0, v1, s2 67; GFX9-NEXT: ; return to shader part epilog 68; 69; GFX10-LABEL: and_or_vgpr_ab: 70; GFX10: ; %bb.0: 71; GFX10-NEXT: v_and_or_b32 v0, v0, v1, s2 72; GFX10-NEXT: ; return to shader part epilog 73 %x = and i32 %a, %b 74 %result = or i32 %x, %c 75 %bc = bitcast i32 %result to float 76 ret float %bc 77} 78 79define amdgpu_ps float @and_or_vgpr_const(i32 %a, i32 %b) { 80; VI-LABEL: and_or_vgpr_const: 81; VI: ; %bb.0: 82; VI-NEXT: v_and_b32_e32 v0, 4, v0 83; VI-NEXT: v_or_b32_e32 v0, v0, v1 84; VI-NEXT: ; return to shader part epilog 85; 86; GFX9-LABEL: and_or_vgpr_const: 87; GFX9: ; %bb.0: 88; GFX9-NEXT: v_and_or_b32 v0, v0, 4, v1 89; GFX9-NEXT: ; return to shader part epilog 90; 91; GFX10-LABEL: and_or_vgpr_const: 92; GFX10: ; %bb.0: 93; GFX10-NEXT: v_and_or_b32 v0, v0, 4, v1 94; GFX10-NEXT: ; return to shader part epilog 95 %x = and i32 4, %a 96 %result = or i32 %x, %b 97 %bc = bitcast i32 %result to float 98 ret float %bc 99} 100 101define amdgpu_ps float @and_or_vgpr_const_inline_const(i32 %a) { 102; VI-LABEL: and_or_vgpr_const_inline_const: 103; VI: ; %bb.0: 104; VI-NEXT: v_and_b32_e32 v0, 20, v0 105; VI-NEXT: v_or_b32_e32 v0, 0x808, v0 106; VI-NEXT: ; return to shader part epilog 107; 108; GFX9-LABEL: and_or_vgpr_const_inline_const: 109; GFX9: ; %bb.0: 110; GFX9-NEXT: v_mov_b32_e32 v1, 0x808 111; GFX9-NEXT: v_and_or_b32 v0, v0, 20, v1 112; GFX9-NEXT: ; return to shader part epilog 113; 114; GFX10-LABEL: and_or_vgpr_const_inline_const: 115; GFX10: ; %bb.0: 116; GFX10-NEXT: v_and_or_b32 v0, v0, 20, 0x808 117; GFX10-NEXT: ; return to shader part epilog 118 %x = and i32 20, %a 119 %result = or i32 %x, 2056 120 %bc = bitcast i32 %result to float 121 ret float %bc 122} 123 124define amdgpu_ps float @and_or_vgpr_inline_const_x2(i32 %a) { 125; VI-LABEL: and_or_vgpr_inline_const_x2: 126; VI: ; %bb.0: 127; VI-NEXT: v_and_b32_e32 v0, 4, v0 128; VI-NEXT: v_or_b32_e32 v0, 1, v0 129; VI-NEXT: ; return to shader part epilog 130; 131; GFX9-LABEL: and_or_vgpr_inline_const_x2: 132; GFX9: ; %bb.0: 133; GFX9-NEXT: v_and_or_b32 v0, v0, 4, 1 134; GFX9-NEXT: ; return to shader part epilog 135; 136; GFX10-LABEL: and_or_vgpr_inline_const_x2: 137; GFX10: ; %bb.0: 138; GFX10-NEXT: v_and_or_b32 v0, v0, 4, 1 139; GFX10-NEXT: ; return to shader part epilog 140 %x = and i32 4, %a 141 %result = or i32 %x, 1 142 %bc = bitcast i32 %result to float 143 ret float %bc 144} 145