; NOTE: Assertions have been autogenerated by utils/update_llc_test_checks.py
; RUN: llc -global-isel -mtriple=amdgcn-amd-mesa3d -mcpu=fiji -verify-machineinstrs < %s | FileCheck -check-prefix=VI %s
; RUN: llc -global-isel -mtriple=amdgcn-amd-mesa3d -mcpu=gfx900 -verify-machineinstrs < %s | FileCheck -check-prefix=GFX9 %s
; RUN: llc -global-isel -mtriple=amdgcn-amd-mesa3d -mcpu=gfx1010 -verify-machineinstrs < %s | FileCheck -check-prefix=GFX10 %s
; RUN: llc -global-isel -mtriple=amdgcn-amd-mesa3d -mcpu=gfx1100 -amdgpu-enable-delay-alu=0 -verify-machineinstrs < %s | 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: s_add_i32 s2, s2, s3
; GFX10-NEXT: v_lshlrev_b32_e64 v0, v0, s2
; 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
}
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
}