; NOTE: Assertions have been autogenerated by utils/update_llc_test_checks.py ; RUN: llc -global-isel -mtriple=amdgcn-mesa-mesa3d -mcpu=tahiti -o - %s | FileCheck -check-prefix=GFX6 %s ; RUN: llc -global-isel -mtriple=amdgcn-mesa-mesa3d -mcpu=gfx1010 -o - %s | FileCheck -check-prefix=GFX10NSA %s define amdgpu_ps <4 x float> @gather4_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %s, float %t) { ; GFX6-LABEL: gather4_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4 v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4 v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.2d.v4f32.f32(i32 1, float %s, float %t, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_cube(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %s, float %t, float %face) { ; GFX6-LABEL: gather4_cube: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4 v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 da ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_cube: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4 v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_CUBE ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.cube.v4f32.f32(i32 1, float %s, float %t, float %face, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_2darray(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %s, float %t, float %slice) { ; GFX6-LABEL: gather4_2darray: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4 v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 da ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_2darray: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4 v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D_ARRAY ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.2darray.v4f32.f32(i32 1, float %s, float %t, float %slice, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_c_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %zcompare, float %s, float %t) { ; GFX6-LABEL: gather4_c_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4_c v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_c_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_c v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.c.2d.v4f32.f32(i32 1, float %zcompare, float %s, float %t, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_cl_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %s, float %t, float %clamp) { ; GFX6-LABEL: gather4_cl_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4_cl v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_cl_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_cl v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.cl.2d.v4f32.f32(i32 1, float %s, float %t, float %clamp, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_c_cl_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %zcompare, float %s, float %t, float %clamp) { ; GFX6-LABEL: gather4_c_cl_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4_c_cl v[0:3], v[0:3], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_c_cl_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_c_cl v[0:3], v[0:3], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.c.cl.2d.v4f32.f32(i32 1, float %zcompare, float %s, float %t, float %clamp, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_b_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %bias, float %s, float %t) { ; GFX6-LABEL: gather4_b_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4_b v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_b_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_b v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.b.2d.v4f32.f32.f32(i32 1, float %bias, float %s, float %t, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_c_b_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %bias, float %zcompare, float %s, float %t) { ; GFX6-LABEL: gather4_c_b_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4_c_b v[0:3], v[0:3], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_c_b_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_c_b v[0:3], v[0:3], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.c.b.2d.v4f32.f32.f32(i32 1, float %bias, float %zcompare, float %s, float %t, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_b_cl_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %bias, float %s, float %t, float %clamp) { ; GFX6-LABEL: gather4_b_cl_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4_b_cl v[0:3], v[0:3], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_b_cl_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_b_cl v[0:3], v[0:3], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.b.cl.2d.v4f32.f32.f32(i32 1, float %bias, float %s, float %t, float %clamp, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_c_b_cl_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %bias, float %zcompare, float %s, float %t, float %clamp) { ; GFX6-LABEL: gather4_c_b_cl_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4_c_b_cl v[0:3], v[0:7], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_c_b_cl_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_c_b_cl v[0:3], v[0:7], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.c.b.cl.2d.v4f32.f32.f32(i32 1, float %bias, float %zcompare, float %s, float %t, float %clamp, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_l_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %s, float %t, float %lod) { ; GFX6-LABEL: gather4_l_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: image_gather4_l v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_l_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_l v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.l.2d.v4f32.f32(i32 1, float %s, float %t, float %lod, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_c_l_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %zcompare, float %s, float %t, float %lod) { ; GFX6-LABEL: gather4_c_l_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: image_gather4_c_l v[0:3], v[0:3], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_c_l_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_c_l v[0:3], v[0:3], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.c.l.2d.v4f32.f32(i32 1, float %zcompare, float %s, float %t, float %lod, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_lz_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %s, float %t) { ; GFX6-LABEL: gather4_lz_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: image_gather4_lz v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_lz_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_lz v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.lz.2d.v4f32.f32(i32 1, float %s, float %t, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_c_lz_2d(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %zcompare, float %s, float %t) { ; GFX6-LABEL: gather4_c_lz_2d: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: image_gather4_c_lz v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_c_lz_2d: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4_c_lz v[0:3], v[0:2], s[0:7], s[8:11] dmask:0x1 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.c.lz.2d.v4f32.f32(i32 1, float %zcompare, float %s, float %t, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_2d_dmask_2(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %s, float %t) { ; GFX6-LABEL: gather4_2d_dmask_2: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4 v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x2 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_2d_dmask_2: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4 v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x2 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.2d.v4f32.f32(i32 2, float %s, float %t, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_2d_dmask_4(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %s, float %t) { ; GFX6-LABEL: gather4_2d_dmask_4: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4 v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x4 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_2d_dmask_4: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4 v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x4 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.2d.v4f32.f32(i32 4, float %s, float %t, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } define amdgpu_ps <4 x float> @gather4_2d_dmask_8(<8 x i32> inreg %rsrc, <4 x i32> inreg %samp, float %s, float %t) { ; GFX6-LABEL: gather4_2d_dmask_8: ; GFX6: ; %bb.0: ; %main_body ; GFX6-NEXT: s_mov_b32 s0, s2 ; GFX6-NEXT: s_mov_b32 s1, s3 ; GFX6-NEXT: s_mov_b32 s2, s4 ; GFX6-NEXT: s_mov_b32 s3, s5 ; GFX6-NEXT: s_mov_b32 s4, s6 ; GFX6-NEXT: s_mov_b32 s5, s7 ; GFX6-NEXT: s_mov_b32 s6, s8 ; GFX6-NEXT: s_mov_b32 s7, s9 ; GFX6-NEXT: s_mov_b32 s8, s10 ; GFX6-NEXT: s_mov_b32 s9, s11 ; GFX6-NEXT: s_mov_b64 s[14:15], exec ; GFX6-NEXT: s_mov_b32 s10, s12 ; GFX6-NEXT: s_mov_b32 s11, s13 ; GFX6-NEXT: s_wqm_b64 exec, exec ; GFX6-NEXT: s_and_b64 exec, exec, s[14:15] ; GFX6-NEXT: image_gather4 v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x8 ; GFX6-NEXT: s_waitcnt vmcnt(0) ; GFX6-NEXT: ; return to shader part epilog ; ; GFX10NSA-LABEL: gather4_2d_dmask_8: ; GFX10NSA: ; %bb.0: ; %main_body ; GFX10NSA-NEXT: s_mov_b32 s1, exec_lo ; GFX10NSA-NEXT: s_mov_b32 s0, s2 ; GFX10NSA-NEXT: s_wqm_b32 exec_lo, exec_lo ; GFX10NSA-NEXT: s_and_b32 exec_lo, exec_lo, s1 ; GFX10NSA-NEXT: s_mov_b32 s1, s3 ; GFX10NSA-NEXT: s_mov_b32 s2, s4 ; GFX10NSA-NEXT: s_mov_b32 s3, s5 ; GFX10NSA-NEXT: s_mov_b32 s4, s6 ; GFX10NSA-NEXT: s_mov_b32 s5, s7 ; GFX10NSA-NEXT: s_mov_b32 s6, s8 ; GFX10NSA-NEXT: s_mov_b32 s7, s9 ; GFX10NSA-NEXT: s_mov_b32 s8, s10 ; GFX10NSA-NEXT: s_mov_b32 s9, s11 ; GFX10NSA-NEXT: s_mov_b32 s10, s12 ; GFX10NSA-NEXT: s_mov_b32 s11, s13 ; GFX10NSA-NEXT: image_gather4 v[0:3], v[0:1], s[0:7], s[8:11] dmask:0x8 dim:SQ_RSRC_IMG_2D ; GFX10NSA-NEXT: s_waitcnt vmcnt(0) ; GFX10NSA-NEXT: ; return to shader part epilog main_body: %v = call <4 x float> @llvm.amdgcn.image.gather4.2d.v4f32.f32(i32 8, float %s, float %t, <8 x i32> %rsrc, <4 x i32> %samp, i1 false, i32 0, i32 0) ret <4 x float> %v } declare <4 x float> @llvm.amdgcn.image.gather4.2d.v4f32.f32(i32 immarg, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.cube.v4f32.f32(i32 immarg, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.2darray.v4f32.f32(i32 immarg, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.c.2d.v4f32.f32(i32 immarg, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.cl.2d.v4f32.f32(i32 immarg, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.c.cl.2d.v4f32.f32(i32 immarg, float, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.b.2d.v4f32.f32.f32(i32 immarg, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.c.b.2d.v4f32.f32.f32(i32 immarg, float, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.b.cl.2d.v4f32.f32.f32(i32 immarg, float, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.c.b.cl.2d.v4f32.f32.f32(i32 immarg, float, float, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.l.2d.v4f32.f32(i32 immarg, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.c.l.2d.v4f32.f32(i32 immarg, float, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.lz.2d.v4f32.f32(i32 immarg, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 declare <4 x float> @llvm.amdgcn.image.gather4.c.lz.2d.v4f32.f32(i32 immarg, float, float, float, <8 x i32>, <4 x i32>, i1 immarg, i32 immarg, i32 immarg) #0 attributes #0 = { nounwind readonly }