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Summary: They correspond to BUFFER_LOAD/STORE_FORMAT_XYZW and will be used by Mesa to implement the GL_ARB_shader_image_load_store extension. The intention is that for llvm.amdgcn.buffer.load.format, LLVM will decide whether one of the _X/_XY/_XYZ opcodes can be used (similar to image sampling and loads). However, this is not currently implemented. For llvm.amdgcn.buffer.store, LLVM cannot decide to use one of the "smaller" opcodes and therefore the intrinsic is overloaded. Currently, only the v4f32 is actually implemented since GLSL also only has a vec4 variant of the store instructions, although it's conceivable that Mesa will want to be smarter about this in the future. BUFFER_LOAD_FORMAT_XYZW is already exposed via llvm.SI.vs.load.input, which has a legacy name, pretends not to access memory, and does not capture the full flexibility of the instruction. Reviewers: arsenm, tstellarAMD, mareko Subscribers: arsenm, llvm-commits Differential Revision: http://reviews.llvm.org/D17277 git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@263140 91177308-0d34-0410-b5e6-96231b3b80d8
70 lines
3.0 KiB
LLVM
70 lines
3.0 KiB
LLVM
;RUN: llc < %s -march=amdgcn -mcpu=verde -verify-machineinstrs | FileCheck %s
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;RUN: llc < %s -march=amdgcn -mcpu=tonga -verify-machineinstrs | FileCheck %s
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;CHECK-LABEL: {{^}}buffer_load:
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;CHECK: buffer_load_format_xyzw v[0:3], s[0:3], s4
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;CHECK: buffer_load_format_xyzw v[4:7], s[0:3], s4 glc
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;CHECK: buffer_load_format_xyzw v[8:11], s[0:3], s4 slc
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;CHECK: s_waitcnt
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define {<4 x float>, <4 x float>, <4 x float>} @buffer_load(<4 x i32> inreg, i32 inreg) #0 {
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main_body:
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%data = call <4 x float> @llvm.amdgcn.buffer.load.format(<4 x i32> %0, i32 %1, i32 0, i32 0, i32 0, i1 0, i1 0)
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%data_glc = call <4 x float> @llvm.amdgcn.buffer.load.format(<4 x i32> %0, i32 %1, i32 0, i32 0, i32 0, i1 1, i1 0)
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%data_slc = call <4 x float> @llvm.amdgcn.buffer.load.format(<4 x i32> %0, i32 %1, i32 0, i32 0, i32 0, i1 0, i1 1)
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%r0 = insertvalue {<4 x float>, <4 x float>, <4 x float>} undef, <4 x float> %data, 0
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%r1 = insertvalue {<4 x float>, <4 x float>, <4 x float>} %r0, <4 x float> %data_glc, 1
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%r2 = insertvalue {<4 x float>, <4 x float>, <4 x float>} %r1, <4 x float> %data_slc, 2
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ret {<4 x float>, <4 x float>, <4 x float>} %r2
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}
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;CHECK-LABEL: {{^}}buffer_load_immoffs:
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;CHECK: buffer_load_format_xyzw v[0:3], s[0:3], s4 offset:42
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;CHECK: s_waitcnt
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define <4 x float> @buffer_load_immoffs(<4 x i32> inreg, i32 inreg) #0 {
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main_body:
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%data = call <4 x float> @llvm.amdgcn.buffer.load.format(<4 x i32> %0, i32 %1, i32 42, i32 0, i32 0, i1 0, i1 0)
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ret <4 x float> %data
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}
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;CHECK-LABEL: {{^}}buffer_load_idx:
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;CHECK: buffer_load_format_xyzw v[0:3], v0, s[0:3], 0 idxen
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;CHECK: s_waitcnt
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define <4 x float> @buffer_load_idx(<4 x i32> inreg, i32) #0 {
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main_body:
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%data = call <4 x float> @llvm.amdgcn.buffer.load.format(<4 x i32> %0, i32 0, i32 0, i32 %1, i32 0, i1 0, i1 0)
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ret <4 x float> %data
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}
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;CHECK-LABEL: {{^}}buffer_load_ofs:
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;CHECK: buffer_load_format_xyzw v[0:3], v0, s[0:3], 0 offen
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;CHECK: s_waitcnt
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define <4 x float> @buffer_load_ofs(<4 x i32> inreg, i32) #0 {
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main_body:
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%data = call <4 x float> @llvm.amdgcn.buffer.load.format(<4 x i32> %0, i32 0, i32 0, i32 0, i32 %1, i1 0, i1 0)
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ret <4 x float> %data
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}
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;CHECK-LABEL: {{^}}buffer_load_both:
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;CHECK: buffer_load_format_xyzw v[0:3], v[0:1], s[0:3], 0 idxen offen
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;CHECK: s_waitcnt
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define <4 x float> @buffer_load_both(<4 x i32> inreg, i32, i32) #0 {
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main_body:
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%data = call <4 x float> @llvm.amdgcn.buffer.load.format(<4 x i32> %0, i32 0, i32 0, i32 %1, i32 %2, i1 0, i1 0)
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ret <4 x float> %data
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}
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;CHECK-LABEL: {{^}}buffer_load_both_reversed:
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;CHECK: v_mov_b32_e32 v2, v0
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;CHECK: buffer_load_format_xyzw v[0:3], v[1:2], s[0:3], 0 idxen offen
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;CHECK: s_waitcnt
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define <4 x float> @buffer_load_both_reversed(<4 x i32> inreg, i32, i32) #0 {
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main_body:
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%data = call <4 x float> @llvm.amdgcn.buffer.load.format(<4 x i32> %0, i32 0, i32 0, i32 %2, i32 %1, i1 0, i1 0)
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ret <4 x float> %data
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}
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declare <4 x float> @llvm.amdgcn.buffer.load.format(<4 x i32>, i32, i32, i32, i32, i1, i1) #1
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attributes #0 = { "ShaderType"="0" }
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attributes #1 = { nounwind readonly }
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