llvm-for-llvmta/test/Transforms/SLPVectorizer/X86/schedule_budget.ll

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2022-04-25 10:02:23 +02:00
; NOTE: Assertions have been autogenerated by utils/update_test_checks.py
; RUN: opt < %s -basic-aa -slp-vectorizer -S -slp-schedule-budget=16 -mtriple=x86_64-apple-macosx10.8.0 -mcpu=corei7-avx | FileCheck %s
target datalayout = "e-m:o-i64:64-f80:128-n8:16:32:64-S128"
target triple = "x86_64-apple-macosx10.9.0"
; Test if the budget for the scheduling region size works.
; We test with a reduced budget of 16 which should prevent vectorizing the loads.
declare void @unknown()
define void @test(float * %a, float * %b, float * %c, float * %d) {
; CHECK-LABEL: @test(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[L0:%.*]] = load float, float* [[A:%.*]], align 4
; CHECK-NEXT: [[A1:%.*]] = getelementptr inbounds float, float* [[A]], i64 1
; CHECK-NEXT: [[L1:%.*]] = load float, float* [[A1]], align 4
; CHECK-NEXT: [[A2:%.*]] = getelementptr inbounds float, float* [[A]], i64 2
; CHECK-NEXT: [[L2:%.*]] = load float, float* [[A2]], align 4
; CHECK-NEXT: [[A3:%.*]] = getelementptr inbounds float, float* [[A]], i64 3
; CHECK-NEXT: [[L3:%.*]] = load float, float* [[A3]], align 4
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: call void @unknown()
; CHECK-NEXT: store float [[L0]], float* [[B:%.*]], align 4
; CHECK-NEXT: [[B1:%.*]] = getelementptr inbounds float, float* [[B]], i64 1
; CHECK-NEXT: store float [[L1]], float* [[B1]], align 4
; CHECK-NEXT: [[B2:%.*]] = getelementptr inbounds float, float* [[B]], i64 2
; CHECK-NEXT: store float [[L2]], float* [[B2]], align 4
; CHECK-NEXT: [[B3:%.*]] = getelementptr inbounds float, float* [[B]], i64 3
; CHECK-NEXT: store float [[L3]], float* [[B3]], align 4
; CHECK-NEXT: [[C1:%.*]] = getelementptr inbounds float, float* [[C:%.*]], i64 1
; CHECK-NEXT: [[C2:%.*]] = getelementptr inbounds float, float* [[C]], i64 2
; CHECK-NEXT: [[C3:%.*]] = getelementptr inbounds float, float* [[C]], i64 3
; CHECK-NEXT: [[TMP0:%.*]] = bitcast float* [[C]] to <4 x float>*
; CHECK-NEXT: [[TMP1:%.*]] = load <4 x float>, <4 x float>* [[TMP0]], align 4
; CHECK-NEXT: [[D1:%.*]] = getelementptr inbounds float, float* [[D:%.*]], i64 1
; CHECK-NEXT: [[D2:%.*]] = getelementptr inbounds float, float* [[D]], i64 2
; CHECK-NEXT: [[D3:%.*]] = getelementptr inbounds float, float* [[D]], i64 3
; CHECK-NEXT: [[TMP2:%.*]] = bitcast float* [[D]] to <4 x float>*
; CHECK-NEXT: store <4 x float> [[TMP1]], <4 x float>* [[TMP2]], align 4
; CHECK-NEXT: ret void
;
entry:
; Don't vectorize these loads.
%l0 = load float, float* %a
%a1 = getelementptr inbounds float, float* %a, i64 1
%l1 = load float, float* %a1
%a2 = getelementptr inbounds float, float* %a, i64 2
%l2 = load float, float* %a2
%a3 = getelementptr inbounds float, float* %a, i64 3
%l3 = load float, float* %a3
; some unrelated instructions inbetween to enlarge the scheduling region
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
call void @unknown()
; Don't vectorize these stores because their operands are too far away.
store float %l0, float* %b
%b1 = getelementptr inbounds float, float* %b, i64 1
store float %l1, float* %b1
%b2 = getelementptr inbounds float, float* %b, i64 2
store float %l2, float* %b2
%b3 = getelementptr inbounds float, float* %b, i64 3
store float %l3, float* %b3
; But still vectorize the following instructions, because even if the budget
; is exceeded there is a minimum region size.
%l4 = load float, float* %c
%c1 = getelementptr inbounds float, float* %c, i64 1
%l5 = load float, float* %c1
%c2 = getelementptr inbounds float, float* %c, i64 2
%l6 = load float, float* %c2
%c3 = getelementptr inbounds float, float* %c, i64 3
%l7 = load float, float* %c3
store float %l4, float* %d
%d1 = getelementptr inbounds float, float* %d, i64 1
store float %l5, float* %d1
%d2 = getelementptr inbounds float, float* %d, i64 2
store float %l6, float* %d2
%d3 = getelementptr inbounds float, float* %d, i64 3
store float %l7, float* %d3
ret void
}