Files
clang-p2996/llvm/test/Transforms/SLPVectorizer/AArch64/accelerate-vector-functions.ll
Farzon Lotfi 918313d17d [SLPVectorizer] Support SLPVectorizer cases of tan across all backends (#95517)
This PR is intended to address the limited SLPVectorizer support of tan
raised in the comments of this PR:
https://github.com/llvm/llvm-project/pull/94559.

Right now emitting the tan intrinsisic allows you to vectorize tan, but
emitting the libfunc does not. to address this the libcall needs to be
mapped to the intrinsic. and the libcall and function name need to be
marked approriately so they can be optimized or defined as a call
lowering.
2024-06-27 15:15:13 -04:00

1055 lines
58 KiB
LLVM

; NOTE: Assertions have been autogenerated by utils/update_test_checks.py
; RUN: opt -passes=inject-tli-mappings,slp-vectorizer -vector-library=Accelerate -S %s | FileCheck %s
; RUN: opt -passes=inject-tli-mappings,slp-vectorizer -S %s | FileCheck --check-prefix NOACCELERATE %s
target datalayout = "e-m:o-i64:64-i128:128-n32:64-S128"
target triple = "arm64-apple-ios14.0.0"
declare float @llvm.sin.f32(float)
; Accelerate provides sin() for <4 x float>
define <4 x float> @int_sin_4x(ptr %a) {
; CHECK-LABEL: @int_sin_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vsinf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @int_sin_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[TMP3:%.*]] = shufflevector <4 x float> [[TMP0]], <4 x float> poison, <2 x i32> <i32 2, i32 3>
; NOACCELERATE-NEXT: [[TMP4:%.*]] = call fast <2 x float> @llvm.sin.v2f32(<2 x float> [[TMP3]])
; NOACCELERATE-NEXT: [[TMP5:%.*]] = shufflevector <2 x float> [[TMP4]], <2 x float> poison, <4 x i32> <i32 0, i32 1, i32 poison, i32 poison>
; NOACCELERATE-NEXT: [[VECINS_31:%.*]] = shufflevector <4 x float> [[VECINS_1]], <4 x float> [[TMP5]], <4 x i32> <i32 0, i32 1, i32 4, i32 5>
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_31]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @llvm.sin.f32(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @llvm.sin.f32(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @llvm.sin.f32(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @llvm.sin.f32(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @ceilf(float) readonly nounwind willreturn
define <4 x float> @ceil_4x(ptr %a) {
; CHECK-LABEL: @ceil_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.ceil.v4f32(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @ceil_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.ceil.v4f32(<4 x float> [[TMP0]])
; NOACCELERATE-NEXT: ret <4 x float> [[TMP1]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @ceilf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @ceilf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @ceilf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @ceilf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @fabsf(float) readonly nounwind willreturn
define <4 x float> @fabs_4x(ptr %a) {
; CHECK-LABEL: @fabs_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.fabs.v4f32(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @fabs_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.fabs.v4f32(<4 x float> [[TMP0]])
; NOACCELERATE-NEXT: ret <4 x float> [[TMP1]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @fabsf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @fabsf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @fabsf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @fabsf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @llvm.fabs.f32(float)
define <4 x float> @int_fabs_4x(ptr %a) {
; CHECK-LABEL: @int_fabs_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.fabs.v4f32(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @int_fabs_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.fabs.v4f32(<4 x float> [[TMP0]])
; NOACCELERATE-NEXT: ret <4 x float> [[TMP1]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @llvm.fabs.f32(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @llvm.fabs.f32(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @llvm.fabs.f32(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @llvm.fabs.f32(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @floorf(float) readonly nounwind willreturn
define <4 x float> @floor_4x(ptr %a) {
; CHECK-LABEL: @floor_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.floor.v4f32(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @floor_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.floor.v4f32(<4 x float> [[TMP0]])
; NOACCELERATE-NEXT: ret <4 x float> [[TMP1]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @floorf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @floorf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @floorf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @floorf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @sqrtf(float) readonly nounwind willreturn
define <4 x float> @sqrt_4x(ptr %a) {
; CHECK-LABEL: @sqrt_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.sqrt.v4f32(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @sqrt_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[TMP1:%.*]] = call fast <4 x float> @llvm.sqrt.v4f32(<4 x float> [[TMP0]])
; NOACCELERATE-NEXT: ret <4 x float> [[TMP1]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @sqrtf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @sqrtf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @sqrtf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @sqrtf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @expf(float) readonly nounwind willreturn
define <4 x float> @exp_4x(ptr %a) {
; CHECK-LABEL: @exp_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vexpf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @exp_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @expf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @expf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[TMP3:%.*]] = shufflevector <4 x float> [[TMP0]], <4 x float> poison, <2 x i32> <i32 2, i32 3>
; NOACCELERATE-NEXT: [[TMP4:%.*]] = call fast <2 x float> @llvm.exp.v2f32(<2 x float> [[TMP3]])
; NOACCELERATE-NEXT: [[TMP5:%.*]] = shufflevector <2 x float> [[TMP4]], <2 x float> poison, <4 x i32> <i32 0, i32 1, i32 poison, i32 poison>
; NOACCELERATE-NEXT: [[VECINS_31:%.*]] = shufflevector <4 x float> [[VECINS_1]], <4 x float> [[TMP5]], <4 x i32> <i32 0, i32 1, i32 4, i32 5>
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_31]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @expf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @expf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @expf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @expf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @expm1f(float) readonly nounwind willreturn
define <4 x float> @expm1_4x(ptr %a) {
; CHECK-LABEL: @expm1_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vexpm1f(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @expm1_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @expm1f(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @expm1f(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @expm1f(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @expm1f(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @expm1f(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @expm1f(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @expm1f(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @expm1f(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @logf(float) readonly nounwind willreturn
define <4 x float> @log_4x(ptr %a) {
; CHECK-LABEL: @log_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vlogf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @log_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @logf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @logf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[TMP3:%.*]] = shufflevector <4 x float> [[TMP0]], <4 x float> poison, <2 x i32> <i32 2, i32 3>
; NOACCELERATE-NEXT: [[TMP4:%.*]] = call fast <2 x float> @llvm.log.v2f32(<2 x float> [[TMP3]])
; NOACCELERATE-NEXT: [[TMP5:%.*]] = shufflevector <2 x float> [[TMP4]], <2 x float> poison, <4 x i32> <i32 0, i32 1, i32 poison, i32 poison>
; NOACCELERATE-NEXT: [[VECINS_31:%.*]] = shufflevector <4 x float> [[VECINS_1]], <4 x float> [[TMP5]], <4 x i32> <i32 0, i32 1, i32 4, i32 5>
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_31]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @logf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @logf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @logf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @logf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @log1pf(float) readonly nounwind willreturn
define <4 x float> @log1p_4x(ptr %a) {
; CHECK-LABEL: @log1p_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vlog1pf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @log1p_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @log1pf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @log1pf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @log1pf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @log1pf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @log1pf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @log1pf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @log1pf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @log1pf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @log10pf(float) readonly nounwind willreturn
define <4 x float> @log10p_4x(ptr %a) {
; CHECK-LABEL: @log10p_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; CHECK-NEXT: [[TMP1:%.*]] = tail call fast float @log10pf(float [[VECEXT]])
; CHECK-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; CHECK-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; CHECK-NEXT: [[TMP2:%.*]] = tail call fast float @log10pf(float [[VECEXT_1]])
; CHECK-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; CHECK-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; CHECK-NEXT: [[TMP3:%.*]] = tail call fast float @log10pf(float [[VECEXT_2]])
; CHECK-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; CHECK-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; CHECK-NEXT: [[TMP4:%.*]] = tail call fast float @log10pf(float [[VECEXT_3]])
; CHECK-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; CHECK-NEXT: ret <4 x float> [[VECINS_3]]
;
; NOACCELERATE-LABEL: @log10p_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @log10pf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @log10pf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @log10pf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @log10pf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @log10pf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @log10pf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @log10pf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @log10pf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @logbf(float) readonly nounwind willreturn
define <4 x float> @logb_4x(ptr %a) {
; CHECK-LABEL: @logb_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vlogbf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @logb_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @logbf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @logbf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @logbf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @logbf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @logbf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @logbf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @logbf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @logbf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @sinf(float) readonly nounwind willreturn
define <4 x float> @sin_4x(ptr %a) {
; CHECK-LABEL: @sin_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vsinf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @sin_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @sinf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @sinf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[TMP3:%.*]] = shufflevector <4 x float> [[TMP0]], <4 x float> poison, <2 x i32> <i32 2, i32 3>
; NOACCELERATE-NEXT: [[TMP4:%.*]] = call fast <2 x float> @llvm.sin.v2f32(<2 x float> [[TMP3]])
; NOACCELERATE-NEXT: [[TMP5:%.*]] = shufflevector <2 x float> [[TMP4]], <2 x float> poison, <4 x i32> <i32 0, i32 1, i32 poison, i32 poison>
; NOACCELERATE-NEXT: [[VECINS_31:%.*]] = shufflevector <4 x float> [[VECINS_1]], <4 x float> [[TMP5]], <4 x i32> <i32 0, i32 1, i32 4, i32 5>
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_31]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @sinf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @sinf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @sinf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @sinf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @cosf(float) readonly nounwind willreturn
define <4 x float> @cos_4x(ptr %a) {
; CHECK-LABEL: @cos_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vcosf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @cos_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @cosf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @cosf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[TMP3:%.*]] = shufflevector <4 x float> [[TMP0]], <4 x float> poison, <2 x i32> <i32 2, i32 3>
; NOACCELERATE-NEXT: [[TMP4:%.*]] = call fast <2 x float> @llvm.cos.v2f32(<2 x float> [[TMP3]])
; NOACCELERATE-NEXT: [[TMP5:%.*]] = shufflevector <2 x float> [[TMP4]], <2 x float> poison, <4 x i32> <i32 0, i32 1, i32 poison, i32 poison>
; NOACCELERATE-NEXT: [[VECINS_31:%.*]] = shufflevector <4 x float> [[VECINS_1]], <4 x float> [[TMP5]], <4 x i32> <i32 0, i32 1, i32 4, i32 5>
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_31]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @cosf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @cosf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @cosf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @cosf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @tanf(float) readonly nounwind willreturn
define <4 x float> @tan_4x(ptr %a) {
; CHECK-LABEL: @tan_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vtanf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @tan_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @tanf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @tanf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[TMP3:%.*]] = shufflevector <4 x float> [[TMP0]], <4 x float> poison, <2 x i32> <i32 2, i32 3>
; NOACCELERATE-NEXT: [[TMP4:%.*]] = call fast <2 x float> @llvm.tan.v2f32(<2 x float> [[TMP3]])
; NOACCELERATE-NEXT: [[TMP5:%.*]] = shufflevector <2 x float> [[TMP4]], <2 x float> poison, <4 x i32> <i32 0, i32 1, i32 poison, i32 poison>
; NOACCELERATE-NEXT: [[VECINS_31:%.*]] = shufflevector <4 x float> [[VECINS_1]], <4 x float> [[TMP5]], <4 x i32> <i32 0, i32 1, i32 4, i32 5>
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_31]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @tanf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @tanf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @tanf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @tanf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @asinf(float) readonly nounwind willreturn
define <4 x float> @asin_4x(ptr %a) {
; CHECK-LABEL: @asin_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vasinf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @asin_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @asinf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @asinf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @asinf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @asinf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @asinf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @asinf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @asinf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @asinf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @acosf(float) readonly nounwind willreturn
define <4 x float> @acos_4x(ptr %a) {
; CHECK-LABEL: @acos_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vacosf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @acos_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @acosf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @acosf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @acosf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @acosf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @acosf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @acosf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @acosf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @acosf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @atanf(float) readonly nounwind willreturn
define <4 x float> @atan_4x(ptr %a) {
; CHECK-LABEL: @atan_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vatanf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @atan_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @atanf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @atanf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @atanf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @atanf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @atanf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @atanf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @atanf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @atanf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @sinhf(float) readonly nounwind willreturn
define <4 x float> @sinh_4x(ptr %a) {
; CHECK-LABEL: @sinh_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vsinhf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @sinh_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @sinhf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @sinhf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @sinhf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @sinhf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @sinhf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @sinhf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @sinhf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @sinhf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @coshf(float) readonly nounwind willreturn
define <4 x float> @cosh_4x(ptr %a) {
; CHECK-LABEL: @cosh_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vcoshf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @cosh_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @coshf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @coshf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @coshf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @coshf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @coshf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @coshf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @coshf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @coshf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @tanhf(float) readonly nounwind willreturn
define <4 x float> @tanh_4x(ptr %a) {
; CHECK-LABEL: @tanh_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vtanhf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @tanh_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @tanhf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @tanhf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @tanhf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @tanhf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @tanhf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @tanhf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @tanhf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @tanhf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @asinhf(float) readonly nounwind willreturn
define <4 x float> @asinh_4x(ptr %a) {
; CHECK-LABEL: @asinh_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vasinhf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @asinh_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @asinhf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @asinhf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @asinhf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @asinhf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @asinhf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @asinhf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @asinhf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @asinhf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @acoshf(float) readonly nounwind willreturn
define <4 x float> @acosh_4x(ptr %a) {
; CHECK-LABEL: @acosh_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vacoshf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @acosh_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @acoshf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @acoshf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @acoshf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @acoshf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @acoshf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @acoshf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @acoshf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @acoshf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
declare float @atanhf(float) readonly nounwind willreturn
define <4 x float> @atanh_4x(ptr %a) {
; CHECK-LABEL: @atanh_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vatanhf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @atanh_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @atanhf(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @atanhf(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2
; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @atanhf(float [[VECEXT_2]])
; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2
; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3
; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @atanhf(float [[VECEXT_3]])
; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @atanhf(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @atanhf(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @atanhf(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @atanhf(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
; Accelerate *does not* provide sin() for <2 x float>.
define <2 x float> @sin_2x(ptr %a) {
; CHECK-LABEL: @sin_2x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <2 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[VECEXT:%.*]] = extractelement <2 x float> [[TMP0]], i32 0
; CHECK-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT]]) #[[ATTR2:[0-9]+]]
; CHECK-NEXT: [[VECINS:%.*]] = insertelement <2 x float> undef, float [[TMP1]], i32 0
; CHECK-NEXT: [[VECEXT_1:%.*]] = extractelement <2 x float> [[TMP0]], i32 1
; CHECK-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT_1]]) #[[ATTR2]]
; CHECK-NEXT: [[VECINS_1:%.*]] = insertelement <2 x float> [[VECINS]], float [[TMP2]], i32 1
; CHECK-NEXT: ret <2 x float> [[VECINS_1]]
;
; NOACCELERATE-LABEL: @sin_2x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <2 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <2 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <2 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <2 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <2 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: ret <2 x float> [[VECINS_1]]
;
entry:
%0 = load <2 x float>, ptr %a, align 16
%vecext = extractelement <2 x float> %0, i32 0
%1 = tail call fast float @llvm.sin.f32(float %vecext)
%vecins = insertelement <2 x float> undef, float %1, i32 0
%vecext.1 = extractelement <2 x float> %0, i32 1
%2 = tail call fast float @llvm.sin.f32(float %vecext.1)
%vecins.1 = insertelement <2 x float> %vecins, float %2, i32 1
ret <2 x float> %vecins.1
}
declare float @llvm.cos.f32(float)
; Accelerate provides cos() for <4 x float>
define <4 x float> @int_cos_4x(ptr %a) {
; CHECK-LABEL: @int_cos_4x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vcosf(<4 x float> [[TMP0]])
; CHECK-NEXT: ret <4 x float> [[TMP1]]
;
; NOACCELERATE-LABEL: @int_cos_4x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: [[TMP3:%.*]] = shufflevector <4 x float> [[TMP0]], <4 x float> poison, <2 x i32> <i32 2, i32 3>
; NOACCELERATE-NEXT: [[TMP4:%.*]] = call fast <2 x float> @llvm.cos.v2f32(<2 x float> [[TMP3]])
; NOACCELERATE-NEXT: [[TMP5:%.*]] = shufflevector <2 x float> [[TMP4]], <2 x float> poison, <4 x i32> <i32 0, i32 1, i32 poison, i32 poison>
; NOACCELERATE-NEXT: [[VECINS_31:%.*]] = shufflevector <4 x float> [[VECINS_1]], <4 x float> [[TMP5]], <4 x i32> <i32 0, i32 1, i32 4, i32 5>
; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_31]]
;
entry:
%0 = load <4 x float>, ptr %a, align 16
%vecext = extractelement <4 x float> %0, i32 0
%1 = tail call fast float @llvm.cos.f32(float %vecext)
%vecins = insertelement <4 x float> undef, float %1, i32 0
%vecext.1 = extractelement <4 x float> %0, i32 1
%2 = tail call fast float @llvm.cos.f32(float %vecext.1)
%vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1
%vecext.2 = extractelement <4 x float> %0, i32 2
%3 = tail call fast float @llvm.cos.f32(float %vecext.2)
%vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2
%vecext.3 = extractelement <4 x float> %0, i32 3
%4 = tail call fast float @llvm.cos.f32(float %vecext.3)
%vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3
ret <4 x float> %vecins.3
}
; Accelerate *does not* provide cos() for <2 x float>.
define <2 x float> @cos_2x(ptr %a) {
; CHECK-LABEL: @cos_2x(
; CHECK-NEXT: entry:
; CHECK-NEXT: [[TMP0:%.*]] = load <2 x float>, ptr [[A:%.*]], align 16
; CHECK-NEXT: [[VECEXT:%.*]] = extractelement <2 x float> [[TMP0]], i32 0
; CHECK-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT]]) #[[ATTR3:[0-9]+]]
; CHECK-NEXT: [[VECINS:%.*]] = insertelement <2 x float> undef, float [[TMP1]], i32 0
; CHECK-NEXT: [[VECEXT_1:%.*]] = extractelement <2 x float> [[TMP0]], i32 1
; CHECK-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT_1]]) #[[ATTR3]]
; CHECK-NEXT: [[VECINS_1:%.*]] = insertelement <2 x float> [[VECINS]], float [[TMP2]], i32 1
; CHECK-NEXT: ret <2 x float> [[VECINS_1]]
;
; NOACCELERATE-LABEL: @cos_2x(
; NOACCELERATE-NEXT: entry:
; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <2 x float>, ptr [[A:%.*]], align 16
; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <2 x float> [[TMP0]], i32 0
; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT]])
; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <2 x float> undef, float [[TMP1]], i32 0
; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <2 x float> [[TMP0]], i32 1
; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT_1]])
; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <2 x float> [[VECINS]], float [[TMP2]], i32 1
; NOACCELERATE-NEXT: ret <2 x float> [[VECINS_1]]
;
entry:
%0 = load <2 x float>, ptr %a, align 16
%vecext = extractelement <2 x float> %0, i32 0
%1 = tail call fast float @llvm.cos.f32(float %vecext)
%vecins = insertelement <2 x float> undef, float %1, i32 0
%vecext.1 = extractelement <2 x float> %0, i32 1
%2 = tail call fast float @llvm.cos.f32(float %vecext.1)
%vecins.1 = insertelement <2 x float> %vecins, float %2, i32 1
ret <2 x float> %vecins.1
}