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[AMDGPU][GlobalISel] Add RegBankLegalize support for G_AMDGPU_FMED3 (#173085)
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llvm/lib/Target/AMDGPU/AMDGPURegBankLegalizeRules.cpp

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@@ -996,6 +996,12 @@ RegBankLegalizeRules::RegBankLegalizeRules(const GCNSubtarget &_ST,
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.Uni(V2S16, {{UniInVgprV2S16}, {VgprV2S16, VgprV2S16, VgprV2S16}},
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!hasSALUFloat);
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addRulesForGOpcs({G_AMDGPU_FMED3}, Standard)
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.Uni(S16, {{UniInVgprS16}, {Vgpr16, Vgpr16, Vgpr16}})
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.Div(S16, {{Vgpr16}, {Vgpr16, Vgpr16, Vgpr16}})
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.Uni(S32, {{UniInVgprS32}, {Vgpr32, Vgpr32, Vgpr32}})
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.Div(S32, {{Vgpr32}, {Vgpr32, Vgpr32, Vgpr32}});
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// FNEG and FABS are either folded as source modifiers or can be selected as
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// bitwise XOR and AND with Mask. XOR and AND are available on SALU but for
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// targets without SALU float we still select them as VGPR since there would
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; NOTE: Assertions have been autogenerated by utils/update_llc_test_checks.py
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; RUN: llc -global-isel -new-reg-bank-select -mtriple=amdgcn -mcpu=gfx900 -o - %s | FileCheck -check-prefix=GFX9 %s
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; RUN: llc -global-isel -new-reg-bank-select -mtriple=amdgcn -mcpu=gfx1200 -o - %s | FileCheck -check-prefix=GFX12 %s
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define amdgpu_ps half @fmed3_s16_uniform(half inreg %a, half inreg %b, half inreg %c) {
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; GFX9-LABEL: fmed3_s16_uniform:
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; GFX9: ; %bb.0:
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; GFX9-NEXT: v_mov_b32_e32 v0, s1
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; GFX9-NEXT: v_mov_b32_e32 v1, s2
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; GFX9-NEXT: v_med3_f16 v0, s0, v0, v1
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; GFX9-NEXT: ; return to shader part epilog
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;
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; GFX12-LABEL: fmed3_s16_uniform:
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; GFX12: ; %bb.0:
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; GFX12-NEXT: v_mov_b32_e32 v0, s2
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; GFX12-NEXT: s_delay_alu instid0(VALU_DEP_1)
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; GFX12-NEXT: v_med3_num_f16 v0, s0, s1, v0
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; GFX12-NEXT: ; return to shader part epilog
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%result = call half @llvm.amdgcn.fmed3.f16(half %a, half %b, half %c)
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ret half %result
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}
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define amdgpu_ps half @fmed3_s16_uniform_salu_use(half inreg %a, half inreg %b, half inreg %c, half inreg %d) {
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; GFX9-LABEL: fmed3_s16_uniform_salu_use:
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; GFX9: ; %bb.0:
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; GFX9-NEXT: v_mov_b32_e32 v0, s1
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; GFX9-NEXT: v_mov_b32_e32 v1, s2
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; GFX9-NEXT: v_med3_f16 v0, s0, v0, v1
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; GFX9-NEXT: v_add_f16_e32 v0, s3, v0
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; GFX9-NEXT: ; return to shader part epilog
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;
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; GFX12-LABEL: fmed3_s16_uniform_salu_use:
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; GFX12: ; %bb.0:
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; GFX12-NEXT: v_mov_b32_e32 v0, s2
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; GFX12-NEXT: s_delay_alu instid0(VALU_DEP_1) | instskip(NEXT) | instid1(VALU_DEP_1)
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; GFX12-NEXT: v_med3_num_f16 v0, s0, s1, v0
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; GFX12-NEXT: v_readfirstlane_b32 s0, v0
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; GFX12-NEXT: s_add_f16 s0, s0, s3
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; GFX12-NEXT: s_wait_alu depctr_sa_sdst(0)
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; GFX12-NEXT: s_delay_alu instid0(SALU_CYCLE_2)
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; GFX12-NEXT: v_mov_b32_e32 v0, s0
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; GFX12-NEXT: ; return to shader part epilog
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%result = call half @llvm.amdgcn.fmed3.f16(half %a, half %b, half %c)
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%add = fadd half %result, %d
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ret half %add
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}
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define amdgpu_ps half @fmed3_s16_div(half %a, half %b, half %c) {
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; GFX9-LABEL: fmed3_s16_div:
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; GFX9: ; %bb.0:
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; GFX9-NEXT: v_med3_f16 v0, v0, v1, v2
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; GFX9-NEXT: ; return to shader part epilog
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;
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; GFX12-LABEL: fmed3_s16_div:
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; GFX12: ; %bb.0:
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; GFX12-NEXT: v_med3_num_f16 v0, v0, v1, v2
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; GFX12-NEXT: ; return to shader part epilog
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%result = call half @llvm.amdgcn.fmed3.f16(half %a, half %b, half %c)
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ret half %result
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}
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define amdgpu_ps float @fmed3_s32_uniform(float inreg %a, float inreg %b, float inreg %c) {
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; GFX9-LABEL: fmed3_s32_uniform:
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; GFX9: ; %bb.0:
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; GFX9-NEXT: v_mov_b32_e32 v0, s1
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; GFX9-NEXT: v_mov_b32_e32 v1, s2
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; GFX9-NEXT: v_med3_f32 v0, s0, v0, v1
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; GFX9-NEXT: ; return to shader part epilog
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;
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; GFX12-LABEL: fmed3_s32_uniform:
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; GFX12: ; %bb.0:
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; GFX12-NEXT: v_mov_b32_e32 v0, s2
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; GFX12-NEXT: s_delay_alu instid0(VALU_DEP_1)
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; GFX12-NEXT: v_med3_num_f32 v0, s0, s1, v0
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; GFX12-NEXT: ; return to shader part epilog
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%result = call float @llvm.amdgcn.fmed3.f32(float %a, float %b, float %c)
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ret float %result
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}
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define amdgpu_ps float @fmed3_s32_uniform_salu_use(float inreg %a, float inreg %b, float inreg %c, float inreg %d) {
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; GFX9-LABEL: fmed3_s32_uniform_salu_use:
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; GFX9: ; %bb.0:
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; GFX9-NEXT: v_mov_b32_e32 v0, s1
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; GFX9-NEXT: v_mov_b32_e32 v1, s2
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; GFX9-NEXT: v_med3_f32 v0, s0, v0, v1
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; GFX9-NEXT: v_add_f32_e32 v0, s3, v0
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; GFX9-NEXT: ; return to shader part epilog
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;
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; GFX12-LABEL: fmed3_s32_uniform_salu_use:
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; GFX12: ; %bb.0:
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; GFX12-NEXT: v_mov_b32_e32 v0, s2
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; GFX12-NEXT: s_delay_alu instid0(VALU_DEP_1) | instskip(NEXT) | instid1(VALU_DEP_1)
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; GFX12-NEXT: v_med3_num_f32 v0, s0, s1, v0
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; GFX12-NEXT: v_readfirstlane_b32 s0, v0
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; GFX12-NEXT: s_add_f32 s0, s0, s3
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; GFX12-NEXT: s_wait_alu depctr_sa_sdst(0)
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; GFX12-NEXT: s_delay_alu instid0(SALU_CYCLE_2)
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; GFX12-NEXT: v_mov_b32_e32 v0, s0
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; GFX12-NEXT: ; return to shader part epilog
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%result = call float @llvm.amdgcn.fmed3.f32(float %a, float %b, float %c)
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%add = fadd float %result, %d
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ret float %add
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}
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define amdgpu_ps float @fmed3_s32_div(float %a, float %b, float %c) {
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; GFX9-LABEL: fmed3_s32_div:
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; GFX9: ; %bb.0:
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; GFX9-NEXT: v_med3_f32 v0, v0, v1, v2
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; GFX9-NEXT: ; return to shader part epilog
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;
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; GFX12-LABEL: fmed3_s32_div:
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; GFX12: ; %bb.0:
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; GFX12-NEXT: v_med3_num_f32 v0, v0, v1, v2
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; GFX12-NEXT: ; return to shader part epilog
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%result = call float @llvm.amdgcn.fmed3.f32(float %a, float %b, float %c)
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ret float %result
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}
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declare half @llvm.amdgcn.fmed3.f16(half, half, half)
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declare float @llvm.amdgcn.fmed3.f32(float, float, float)

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