; 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 ; =================================================================================== ; V_AND_OR_B32 ; =================================================================================== define amdgpu_ps float @and_or(i32 %a, i32 %b, i32 %c) { ; VI-LABEL: and_or: ; VI: ; %bb.0: ; VI-NEXT: v_and_b32_e32 v0, v0, v1 ; VI-NEXT: v_or_b32_e32 v0, v0, v2 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: and_or: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_and_or_b32 v0, v0, v1, v2 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: and_or: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_and_or_b32 v0, v0, v1, v2 ; GFX10-NEXT: ; return to shader part epilog %x = and i32 %a, %b %result = or i32 %x, %c %bc = bitcast i32 %result to float ret float %bc } ; ThreeOp instruction variant not used due to Constant Bus Limitations define amdgpu_ps float @and_or_vgpr_b(i32 inreg %a, i32 %b, i32 inreg %c) { ; VI-LABEL: and_or_vgpr_b: ; VI: ; %bb.0: ; VI-NEXT: v_and_b32_e32 v0, s2, v0 ; VI-NEXT: v_or_b32_e32 v0, s3, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: and_or_vgpr_b: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_and_b32_e32 v0, s2, v0 ; GFX9-NEXT: v_or_b32_e32 v0, s3, v0 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: and_or_vgpr_b: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_and_or_b32 v0, s2, v0, s3 ; GFX10-NEXT: ; return to shader part epilog %x = and i32 %a, %b %result = or i32 %x, %c %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @and_or_vgpr_ab(i32 %a, i32 %b, i32 inreg %c) { ; VI-LABEL: and_or_vgpr_ab: ; VI: ; %bb.0: ; VI-NEXT: v_and_b32_e32 v0, v0, v1 ; VI-NEXT: v_or_b32_e32 v0, s2, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: and_or_vgpr_ab: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_and_or_b32 v0, v0, v1, s2 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: and_or_vgpr_ab: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_and_or_b32 v0, v0, v1, s2 ; GFX10-NEXT: ; return to shader part epilog %x = and i32 %a, %b %result = or i32 %x, %c %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @and_or_vgpr_const(i32 %a, i32 %b) { ; VI-LABEL: and_or_vgpr_const: ; VI: ; %bb.0: ; VI-NEXT: v_and_b32_e32 v0, 4, v0 ; VI-NEXT: v_or_b32_e32 v0, v0, v1 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: and_or_vgpr_const: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_and_or_b32 v0, v0, 4, v1 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: and_or_vgpr_const: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_and_or_b32 v0, v0, 4, v1 ; GFX10-NEXT: ; return to shader part epilog %x = and i32 4, %a %result = or i32 %x, %b %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @and_or_vgpr_const_inline_const(i32 %a) { ; VI-LABEL: and_or_vgpr_const_inline_const: ; VI: ; %bb.0: ; VI-NEXT: v_and_b32_e32 v0, 20, v0 ; VI-NEXT: v_or_b32_e32 v0, 0x808, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: and_or_vgpr_const_inline_const: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_mov_b32_e32 v1, 0x808 ; GFX9-NEXT: v_and_or_b32 v0, v0, 20, v1 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: and_or_vgpr_const_inline_const: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_and_or_b32 v0, v0, 20, 0x808 ; GFX10-NEXT: ; return to shader part epilog %x = and i32 20, %a %result = or i32 %x, 2056 %bc = bitcast i32 %result to float ret float %bc } define amdgpu_ps float @and_or_vgpr_inline_const_x2(i32 %a) { ; VI-LABEL: and_or_vgpr_inline_const_x2: ; VI: ; %bb.0: ; VI-NEXT: v_and_b32_e32 v0, 4, v0 ; VI-NEXT: v_or_b32_e32 v0, 1, v0 ; VI-NEXT: ; return to shader part epilog ; ; GFX9-LABEL: and_or_vgpr_inline_const_x2: ; GFX9: ; %bb.0: ; GFX9-NEXT: v_and_or_b32 v0, v0, 4, 1 ; GFX9-NEXT: ; return to shader part epilog ; ; GFX10-LABEL: and_or_vgpr_inline_const_x2: ; GFX10: ; %bb.0: ; GFX10-NEXT: v_and_or_b32 v0, v0, 4, 1 ; GFX10-NEXT: ; return to shader part epilog %x = and i32 4, %a %result = or i32 %x, 1 %bc = bitcast i32 %result to float ret float %bc }