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clang-p2996/llvm/test/CodeGen/AMDGPU/GlobalISel/llvm.amdgcn.image.load.2darraymsaa.ll
Jay Foad f2c164c815 [AMDGPU] Do not wait for vscnt on function entry and return
SIInsertWaitcnts inserts waitcnt instructions to resolve data
dependencies. The GFX10+ vscnt (VMEM store count) counter is never used
in this way. It is only used to resolve memory dependencies, and that is
handled by SIMemoryLegalizer. Hence there is no need to conservatively
wait for vscnt to be 0 on function entry and before returns.

Differential Revision: https://reviews.llvm.org/D153537
2023-07-04 12:22:38 +01:00

224 lines
9.6 KiB
LLVM

; NOTE: Assertions have been autogenerated by utils/update_llc_test_checks.py
; RUN: llc -global-isel -mtriple=amdgcn-mesa-mesa3d -mcpu=tahiti -verify-machineinstrs < %s | FileCheck -check-prefix=GFX6 %s
; RUN: llc -global-isel -mtriple=amdgcn-mesa-mesa3d -mcpu=gfx1010 -verify-machineinstrs < %s | FileCheck -check-prefixes=GFX10PLUS,GFX10 %s
; RUN: llc -global-isel -mtriple=amdgcn-mesa-mesa3d -mcpu=gfx1100 -verify-machineinstrs < %s | FileCheck -check-prefixes=GFX10PLUS,GFX11 %s
define amdgpu_ps <4 x float> @load_2darraymsaa_v4f32_xyzw(<8 x i32> inreg %rsrc, i32 %s, i32 %t, i32 %slice, i32 %fragid) {
; GFX6-LABEL: load_2darraymsaa_v4f32_xyzw:
; GFX6: ; %bb.0:
; 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: image_load v[0:3], v[0:3], s[0:7] dmask:0xf unorm da
; GFX6-NEXT: s_waitcnt vmcnt(0)
; GFX6-NEXT: ; return to shader part epilog
;
; GFX10PLUS-LABEL: load_2darraymsaa_v4f32_xyzw:
; GFX10PLUS: ; %bb.0:
; GFX10PLUS-NEXT: s_mov_b32 s0, s2
; GFX10PLUS-NEXT: s_mov_b32 s1, s3
; GFX10PLUS-NEXT: s_mov_b32 s2, s4
; GFX10PLUS-NEXT: s_mov_b32 s3, s5
; GFX10PLUS-NEXT: s_mov_b32 s4, s6
; GFX10PLUS-NEXT: s_mov_b32 s5, s7
; GFX10PLUS-NEXT: s_mov_b32 s6, s8
; GFX10PLUS-NEXT: s_mov_b32 s7, s9
; GFX10PLUS-NEXT: image_load v[0:3], v[0:3], s[0:7] dmask:0xf dim:SQ_RSRC_IMG_2D_MSAA_ARRAY unorm
; GFX10PLUS-NEXT: s_waitcnt vmcnt(0)
; GFX10PLUS-NEXT: ; return to shader part epilog
%v = call <4 x float> @llvm.amdgcn.image.load.2darraymsaa.v4f32.i32(i32 15, i32 %s, i32 %t, i32 %slice, i32 %fragid, <8 x i32> %rsrc, i32 0, i32 0)
ret <4 x float> %v
}
define amdgpu_ps <4 x float> @load_2darraymsaa_v4f32_xyzw_tfe(<8 x i32> inreg %rsrc, ptr addrspace(1) inreg %out, i32 %s, i32 %t, i32 %slice, i32 %fragid) {
; GFX6-LABEL: load_2darraymsaa_v4f32_xyzw_tfe:
; GFX6: ; %bb.0:
; GFX6-NEXT: v_mov_b32_e32 v5, v0
; GFX6-NEXT: v_mov_b32_e32 v0, 0
; 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: v_mov_b32_e32 v6, v1
; GFX6-NEXT: v_mov_b32_e32 v7, v2
; GFX6-NEXT: v_mov_b32_e32 v8, v3
; GFX6-NEXT: v_mov_b32_e32 v1, v0
; GFX6-NEXT: v_mov_b32_e32 v2, v0
; GFX6-NEXT: v_mov_b32_e32 v3, v0
; GFX6-NEXT: v_mov_b32_e32 v4, v0
; GFX6-NEXT: image_load v[0:4], v[5:8], s[0:7] dmask:0xf unorm tfe da
; GFX6-NEXT: s_mov_b32 s8, s10
; GFX6-NEXT: s_mov_b32 s9, s11
; GFX6-NEXT: s_mov_b32 s10, -1
; GFX6-NEXT: s_mov_b32 s11, 0xf000
; GFX6-NEXT: s_waitcnt vmcnt(0)
; GFX6-NEXT: buffer_store_dword v4, off, s[8:11], 0
; GFX6-NEXT: s_waitcnt vmcnt(0) expcnt(0)
; GFX6-NEXT: ; return to shader part epilog
;
; GFX10-LABEL: load_2darraymsaa_v4f32_xyzw_tfe:
; GFX10: ; %bb.0:
; GFX10-NEXT: v_mov_b32_e32 v9, 0
; GFX10-NEXT: v_mov_b32_e32 v5, v0
; GFX10-NEXT: v_mov_b32_e32 v6, v1
; GFX10-NEXT: v_mov_b32_e32 v7, v2
; GFX10-NEXT: v_mov_b32_e32 v8, v3
; GFX10-NEXT: v_mov_b32_e32 v10, v9
; GFX10-NEXT: v_mov_b32_e32 v11, v9
; GFX10-NEXT: v_mov_b32_e32 v12, v9
; GFX10-NEXT: v_mov_b32_e32 v13, v9
; GFX10-NEXT: s_mov_b32 s0, s2
; GFX10-NEXT: s_mov_b32 s1, s3
; GFX10-NEXT: s_mov_b32 s2, s4
; GFX10-NEXT: s_mov_b32 s3, s5
; GFX10-NEXT: s_mov_b32 s4, s6
; GFX10-NEXT: s_mov_b32 s5, s7
; GFX10-NEXT: s_mov_b32 s6, s8
; GFX10-NEXT: s_mov_b32 s7, s9
; GFX10-NEXT: v_mov_b32_e32 v0, v9
; GFX10-NEXT: v_mov_b32_e32 v1, v10
; GFX10-NEXT: v_mov_b32_e32 v2, v11
; GFX10-NEXT: v_mov_b32_e32 v3, v12
; GFX10-NEXT: v_mov_b32_e32 v4, v13
; GFX10-NEXT: image_load v[0:4], v[5:8], s[0:7] dmask:0xf dim:SQ_RSRC_IMG_2D_MSAA_ARRAY unorm tfe
; GFX10-NEXT: s_waitcnt vmcnt(0)
; GFX10-NEXT: global_store_dword v9, v4, s[10:11]
; GFX10-NEXT: ; return to shader part epilog
;
; GFX11-LABEL: load_2darraymsaa_v4f32_xyzw_tfe:
; GFX11: ; %bb.0:
; GFX11-NEXT: v_mov_b32_e32 v9, 0
; GFX11-NEXT: v_dual_mov_b32 v5, v0 :: v_dual_mov_b32 v6, v1
; GFX11-NEXT: v_dual_mov_b32 v7, v2 :: v_dual_mov_b32 v8, v3
; GFX11-NEXT: s_delay_alu instid0(VALU_DEP_3)
; GFX11-NEXT: v_mov_b32_e32 v10, v9
; GFX11-NEXT: v_mov_b32_e32 v11, v9
; GFX11-NEXT: v_mov_b32_e32 v12, v9
; GFX11-NEXT: v_mov_b32_e32 v13, v9
; GFX11-NEXT: s_mov_b32 s0, s2
; GFX11-NEXT: s_mov_b32 s1, s3
; GFX11-NEXT: s_mov_b32 s2, s4
; GFX11-NEXT: s_mov_b32 s3, s5
; GFX11-NEXT: s_mov_b32 s4, s6
; GFX11-NEXT: s_mov_b32 s5, s7
; GFX11-NEXT: s_mov_b32 s6, s8
; GFX11-NEXT: s_mov_b32 s7, s9
; GFX11-NEXT: v_dual_mov_b32 v0, v9 :: v_dual_mov_b32 v1, v10
; GFX11-NEXT: v_dual_mov_b32 v2, v11 :: v_dual_mov_b32 v3, v12
; GFX11-NEXT: v_mov_b32_e32 v4, v13
; GFX11-NEXT: image_load v[0:4], v[5:8], s[0:7] dmask:0xf dim:SQ_RSRC_IMG_2D_MSAA_ARRAY unorm tfe
; GFX11-NEXT: s_waitcnt vmcnt(0)
; GFX11-NEXT: global_store_b32 v9, v4, s[10:11]
; GFX11-NEXT: ; return to shader part epilog
%v = call { <4 x float>, i32 } @llvm.amdgcn.image.load.2darraymsaa.sl_v4f32i32s.i32(i32 15, i32 %s, i32 %t, i32 %slice, i32 %fragid, <8 x i32> %rsrc, i32 1, i32 0)
%v.vec = extractvalue { <4 x float>, i32 } %v, 0
%v.err = extractvalue { <4 x float>, i32 } %v, 1
store i32 %v.err, ptr addrspace(1) %out, align 4
ret <4 x float> %v.vec
}
define amdgpu_ps <4 x float> @load_2darraymsaa_v4f32_xyzw_tfe_lwe(<8 x i32> inreg %rsrc, ptr addrspace(1) inreg %out, i32 %s, i32 %t, i32 %slice, i32 %fragid) {
; GFX6-LABEL: load_2darraymsaa_v4f32_xyzw_tfe_lwe:
; GFX6: ; %bb.0:
; GFX6-NEXT: v_mov_b32_e32 v5, v0
; GFX6-NEXT: v_mov_b32_e32 v0, 0
; 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: v_mov_b32_e32 v6, v1
; GFX6-NEXT: v_mov_b32_e32 v7, v2
; GFX6-NEXT: v_mov_b32_e32 v8, v3
; GFX6-NEXT: v_mov_b32_e32 v1, v0
; GFX6-NEXT: v_mov_b32_e32 v2, v0
; GFX6-NEXT: v_mov_b32_e32 v3, v0
; GFX6-NEXT: v_mov_b32_e32 v4, v0
; GFX6-NEXT: image_load v[0:4], v[5:8], s[0:7] dmask:0xf unorm tfe lwe da
; GFX6-NEXT: s_mov_b32 s8, s10
; GFX6-NEXT: s_mov_b32 s9, s11
; GFX6-NEXT: s_mov_b32 s10, -1
; GFX6-NEXT: s_mov_b32 s11, 0xf000
; GFX6-NEXT: s_waitcnt vmcnt(0)
; GFX6-NEXT: buffer_store_dword v4, off, s[8:11], 0
; GFX6-NEXT: s_waitcnt vmcnt(0) expcnt(0)
; GFX6-NEXT: ; return to shader part epilog
;
; GFX10-LABEL: load_2darraymsaa_v4f32_xyzw_tfe_lwe:
; GFX10: ; %bb.0:
; GFX10-NEXT: v_mov_b32_e32 v9, 0
; GFX10-NEXT: v_mov_b32_e32 v5, v0
; GFX10-NEXT: v_mov_b32_e32 v6, v1
; GFX10-NEXT: v_mov_b32_e32 v7, v2
; GFX10-NEXT: v_mov_b32_e32 v8, v3
; GFX10-NEXT: v_mov_b32_e32 v10, v9
; GFX10-NEXT: v_mov_b32_e32 v11, v9
; GFX10-NEXT: v_mov_b32_e32 v12, v9
; GFX10-NEXT: v_mov_b32_e32 v13, v9
; GFX10-NEXT: s_mov_b32 s0, s2
; GFX10-NEXT: s_mov_b32 s1, s3
; GFX10-NEXT: s_mov_b32 s2, s4
; GFX10-NEXT: s_mov_b32 s3, s5
; GFX10-NEXT: s_mov_b32 s4, s6
; GFX10-NEXT: s_mov_b32 s5, s7
; GFX10-NEXT: s_mov_b32 s6, s8
; GFX10-NEXT: s_mov_b32 s7, s9
; GFX10-NEXT: v_mov_b32_e32 v0, v9
; GFX10-NEXT: v_mov_b32_e32 v1, v10
; GFX10-NEXT: v_mov_b32_e32 v2, v11
; GFX10-NEXT: v_mov_b32_e32 v3, v12
; GFX10-NEXT: v_mov_b32_e32 v4, v13
; GFX10-NEXT: image_load v[0:4], v[5:8], s[0:7] dmask:0xf dim:SQ_RSRC_IMG_2D_MSAA_ARRAY unorm tfe lwe
; GFX10-NEXT: s_waitcnt vmcnt(0)
; GFX10-NEXT: global_store_dword v9, v4, s[10:11]
; GFX10-NEXT: ; return to shader part epilog
;
; GFX11-LABEL: load_2darraymsaa_v4f32_xyzw_tfe_lwe:
; GFX11: ; %bb.0:
; GFX11-NEXT: v_mov_b32_e32 v9, 0
; GFX11-NEXT: v_dual_mov_b32 v5, v0 :: v_dual_mov_b32 v6, v1
; GFX11-NEXT: v_dual_mov_b32 v7, v2 :: v_dual_mov_b32 v8, v3
; GFX11-NEXT: s_delay_alu instid0(VALU_DEP_3)
; GFX11-NEXT: v_mov_b32_e32 v10, v9
; GFX11-NEXT: v_mov_b32_e32 v11, v9
; GFX11-NEXT: v_mov_b32_e32 v12, v9
; GFX11-NEXT: v_mov_b32_e32 v13, v9
; GFX11-NEXT: s_mov_b32 s0, s2
; GFX11-NEXT: s_mov_b32 s1, s3
; GFX11-NEXT: s_mov_b32 s2, s4
; GFX11-NEXT: s_mov_b32 s3, s5
; GFX11-NEXT: s_mov_b32 s4, s6
; GFX11-NEXT: s_mov_b32 s5, s7
; GFX11-NEXT: s_mov_b32 s6, s8
; GFX11-NEXT: s_mov_b32 s7, s9
; GFX11-NEXT: v_dual_mov_b32 v0, v9 :: v_dual_mov_b32 v1, v10
; GFX11-NEXT: v_dual_mov_b32 v2, v11 :: v_dual_mov_b32 v3, v12
; GFX11-NEXT: v_mov_b32_e32 v4, v13
; GFX11-NEXT: image_load v[0:4], v[5:8], s[0:7] dmask:0xf dim:SQ_RSRC_IMG_2D_MSAA_ARRAY unorm tfe lwe
; GFX11-NEXT: s_waitcnt vmcnt(0)
; GFX11-NEXT: global_store_b32 v9, v4, s[10:11]
; GFX11-NEXT: ; return to shader part epilog
%v = call { <4 x float>, i32 } @llvm.amdgcn.image.load.2darraymsaa.sl_v4f32i32s.i32(i32 15, i32 %s, i32 %t, i32 %slice, i32 %fragid, <8 x i32> %rsrc, i32 3, i32 0)
%v.vec = extractvalue { <4 x float>, i32 } %v, 0
%v.err = extractvalue { <4 x float>, i32 } %v, 1
store i32 %v.err, ptr addrspace(1) %out, align 4
ret <4 x float> %v.vec
}
declare <4 x float> @llvm.amdgcn.image.load.2darraymsaa.v4f32.i32(i32 immarg, i32, i32, i32, i32, <8 x i32>, i32 immarg, i32 immarg) #0
declare { <4 x float>, i32 } @llvm.amdgcn.image.load.2darraymsaa.sl_v4f32i32s.i32(i32 immarg, i32, i32, i32, i32, <8 x i32>, i32 immarg, i32 immarg) #0
attributes #0 = { nounwind readonly }