xref: /llvm-project/llvm/test/CodeGen/AMDGPU/add_shl.ll (revision 5cae88164e5247d01f6a814cf610fa667c9aa9a6)
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_ADD_LSHL_U32
9; ===================================================================================
10
11define amdgpu_ps float @add_shl(i32 %a, i32 %b, i32 %c) {
12; VI-LABEL: add_shl:
13; VI:       ; %bb.0:
14; VI-NEXT:    v_add_u32_e32 v0, vcc, v0, v1
15; VI-NEXT:    v_lshlrev_b32_e32 v0, v2, v0
16; VI-NEXT:    ; return to shader part epilog
17;
18; GFX9-LABEL: add_shl:
19; GFX9:       ; %bb.0:
20; GFX9-NEXT:    v_add_lshl_u32 v0, v0, v1, v2
21; GFX9-NEXT:    ; return to shader part epilog
22;
23; GFX10-LABEL: add_shl:
24; GFX10:       ; %bb.0:
25; GFX10-NEXT:    v_add_lshl_u32 v0, v0, v1, v2
26; GFX10-NEXT:    ; return to shader part epilog
27  %x = add i32 %a, %b
28  %result = shl i32 %x, %c
29  %bc = bitcast i32 %result to float
30  ret float %bc
31}
32
33define amdgpu_ps float @add_shl_vgpr_c(i32 inreg %a, i32 inreg %b, i32 %c) {
34; VI-LABEL: add_shl_vgpr_c:
35; VI:       ; %bb.0:
36; VI-NEXT:    s_add_i32 s2, s2, s3
37; VI-NEXT:    v_lshlrev_b32_e64 v0, v0, s2
38; VI-NEXT:    ; return to shader part epilog
39;
40; GFX9-LABEL: add_shl_vgpr_c:
41; GFX9:       ; %bb.0:
42; GFX9-NEXT:    s_add_i32 s2, s2, s3
43; GFX9-NEXT:    v_lshlrev_b32_e64 v0, v0, s2
44; GFX9-NEXT:    ; return to shader part epilog
45;
46; GFX10-LABEL: add_shl_vgpr_c:
47; GFX10:       ; %bb.0:
48; GFX10-NEXT:    v_add_lshl_u32 v0, s2, s3, v0
49; GFX10-NEXT:    ; return to shader part epilog
50  %x = add i32 %a, %b
51  %result = shl i32 %x, %c
52  %bc = bitcast i32 %result to float
53  ret float %bc
54}
55
56define amdgpu_ps float @add_shl_vgpr_ac(i32 %a, i32 inreg %b, i32 %c) {
57; VI-LABEL: add_shl_vgpr_ac:
58; VI:       ; %bb.0:
59; VI-NEXT:    v_add_u32_e32 v0, vcc, s2, v0
60; VI-NEXT:    v_lshlrev_b32_e32 v0, v1, v0
61; VI-NEXT:    ; return to shader part epilog
62;
63; GFX9-LABEL: add_shl_vgpr_ac:
64; GFX9:       ; %bb.0:
65; GFX9-NEXT:    v_add_lshl_u32 v0, v0, s2, v1
66; GFX9-NEXT:    ; return to shader part epilog
67;
68; GFX10-LABEL: add_shl_vgpr_ac:
69; GFX10:       ; %bb.0:
70; GFX10-NEXT:    v_add_lshl_u32 v0, v0, s2, v1
71; GFX10-NEXT:    ; return to shader part epilog
72  %x = add i32 %a, %b
73  %result = shl i32 %x, %c
74  %bc = bitcast i32 %result to float
75  ret float %bc
76}
77
78define amdgpu_ps float @add_shl_vgpr_const(i32 %a, i32 %b) {
79; VI-LABEL: add_shl_vgpr_const:
80; VI:       ; %bb.0:
81; VI-NEXT:    v_add_u32_e32 v0, vcc, v0, v1
82; VI-NEXT:    v_lshlrev_b32_e32 v0, 9, v0
83; VI-NEXT:    ; return to shader part epilog
84;
85; GFX9-LABEL: add_shl_vgpr_const:
86; GFX9:       ; %bb.0:
87; GFX9-NEXT:    v_add_lshl_u32 v0, v0, v1, 9
88; GFX9-NEXT:    ; return to shader part epilog
89;
90; GFX10-LABEL: add_shl_vgpr_const:
91; GFX10:       ; %bb.0:
92; GFX10-NEXT:    v_add_lshl_u32 v0, v0, v1, 9
93; GFX10-NEXT:    ; return to shader part epilog
94  %x = add i32 %a, %b
95  %result = shl i32 %x, 9
96  %bc = bitcast i32 %result to float
97  ret float %bc
98}
99
100define amdgpu_ps float @add_shl_vgpr_const_inline_const(i32 %a) {
101; VI-LABEL: add_shl_vgpr_const_inline_const:
102; VI:       ; %bb.0:
103; VI-NEXT:    v_lshlrev_b32_e32 v0, 9, v0
104; VI-NEXT:    v_add_u32_e32 v0, vcc, 0x7e800, v0
105; VI-NEXT:    ; return to shader part epilog
106;
107; GFX9-LABEL: add_shl_vgpr_const_inline_const:
108; GFX9:       ; %bb.0:
109; GFX9-NEXT:    v_mov_b32_e32 v1, 0x7e800
110; GFX9-NEXT:    v_lshl_add_u32 v0, v0, 9, v1
111; GFX9-NEXT:    ; return to shader part epilog
112;
113; GFX10-LABEL: add_shl_vgpr_const_inline_const:
114; GFX10:       ; %bb.0:
115; GFX10-NEXT:    v_lshl_add_u32 v0, v0, 9, 0x7e800
116; GFX10-NEXT:    ; return to shader part epilog
117  %x = add i32 %a, 1012
118  %result = shl i32 %x, 9
119  %bc = bitcast i32 %result to float
120  ret float %bc
121}
122
123; TODO: Non-optimal code generation because SelectionDAG combines
124;       (shl (add x, CONST), y) ---> (add (shl x, y), CONST').
125;
126define amdgpu_ps float @add_shl_vgpr_inline_const_x2(i32 %a) {
127; VI-LABEL: add_shl_vgpr_inline_const_x2:
128; VI:       ; %bb.0:
129; VI-NEXT:    v_lshlrev_b32_e32 v0, 9, v0
130; VI-NEXT:    v_add_u32_e32 v0, vcc, 0x600, v0
131; VI-NEXT:    ; return to shader part epilog
132;
133; GFX9-LABEL: add_shl_vgpr_inline_const_x2:
134; GFX9:       ; %bb.0:
135; GFX9-NEXT:    v_mov_b32_e32 v1, 0x600
136; GFX9-NEXT:    v_lshl_add_u32 v0, v0, 9, v1
137; GFX9-NEXT:    ; return to shader part epilog
138;
139; GFX10-LABEL: add_shl_vgpr_inline_const_x2:
140; GFX10:       ; %bb.0:
141; GFX10-NEXT:    v_lshl_add_u32 v0, v0, 9, 0x600
142; GFX10-NEXT:    ; return to shader part epilog
143  %x = add i32 %a, 3
144  %result = shl i32 %x, 9
145  %bc = bitcast i32 %result to float
146  ret float %bc
147}
148