Files
archived-llvm/lib/Target/X86/X86InterleavedAccess.cpp
Michael Zuckerman 563f2fdd92 [X86][LLVM]Expanding Supports lowerInterleavedLoad() in X86InterleavedAccess (VF{8|16|32} stride 3).
This patch expands the support of lowerInterleavedload to {8|16|32}x8i stride 3.

LLVM creates suboptimal shuffle code-gen for AVX2. In overall, this patch is a specific fix for the pattern (Strid=3 VF={8|16|32}) and we plan to include the store (deinterleved side).

The patch goal is to optimize the following sequence:
a0 b0 c0 a1 b1 c1 a2 b2
c2 a3 b3 c3 a4 b4 c4 a5
b5 c5 a6 b6 c6 a7 b7 c7

into

a0 a1 a2 a3 a4 a5 a6 a7
b0 b1 b2 b3 b4 b5 b6 b7
c0 c1 c2 c3 c4 c5 c6 c7

Reviewers
1. zvi
2. igor
3. guyblank
4. dorit
5. Ayal

git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@312722 91177308-0d34-0410-b5e6-96231b3b80d8
2017-09-07 14:02:13 +00:00

609 lines
24 KiB
C++

//===--------- X86InterleavedAccess.cpp ----------------------------------===//
//
// The LLVM Compiler Infrastructure
//
// This file is distributed under the University of Illinois Open Source
// License. See LICENSE.TXT for details.
//
//===--------------------------------------------------------------------===//
///
/// \file
/// This file contains the X86 implementation of the interleaved accesses
/// optimization generating X86-specific instructions/intrinsics for
/// interleaved access groups.
///
//===--------------------------------------------------------------------===//
#include "X86TargetMachine.h"
#include "llvm/Analysis/VectorUtils.h"
using namespace llvm;
namespace {
/// \brief This class holds necessary information to represent an interleaved
/// access group and supports utilities to lower the group into
/// X86-specific instructions/intrinsics.
/// E.g. A group of interleaving access loads (Factor = 2; accessing every
/// other element)
/// %wide.vec = load <8 x i32>, <8 x i32>* %ptr
/// %v0 = shuffle <8 x i32> %wide.vec, <8 x i32> undef, <0, 2, 4, 6>
/// %v1 = shuffle <8 x i32> %wide.vec, <8 x i32> undef, <1, 3, 5, 7>
class X86InterleavedAccessGroup {
/// \brief Reference to the wide-load instruction of an interleaved access
/// group.
Instruction *const Inst;
/// \brief Reference to the shuffle(s), consumer(s) of the (load) 'Inst'.
ArrayRef<ShuffleVectorInst *> Shuffles;
/// \brief Reference to the starting index of each user-shuffle.
ArrayRef<unsigned> Indices;
/// \brief Reference to the interleaving stride in terms of elements.
const unsigned Factor;
/// \brief Reference to the underlying target.
const X86Subtarget &Subtarget;
const DataLayout &DL;
IRBuilder<> &Builder;
/// \brief Breaks down a vector \p 'Inst' of N elements into \p NumSubVectors
/// sub vectors of type \p T. Returns the sub-vectors in \p DecomposedVectors.
void decompose(Instruction *Inst, unsigned NumSubVectors, VectorType *T,
SmallVectorImpl<Instruction *> &DecomposedVectors);
/// \brief Performs matrix transposition on a 4x4 matrix \p InputVectors and
/// returns the transposed-vectors in \p TransposedVectors.
/// E.g.
/// InputVectors:
/// In-V0 = p1, p2, p3, p4
/// In-V1 = q1, q2, q3, q4
/// In-V2 = r1, r2, r3, r4
/// In-V3 = s1, s2, s3, s4
/// OutputVectors:
/// Out-V0 = p1, q1, r1, s1
/// Out-V1 = p2, q2, r2, s2
/// Out-V2 = p3, q3, r3, s3
/// Out-V3 = P4, q4, r4, s4
void transpose_4x4(ArrayRef<Instruction *> InputVectors,
SmallVectorImpl<Value *> &TransposedMatrix);
void interleave8bitStride4(ArrayRef<Instruction *> InputVectors,
SmallVectorImpl<Value *> &TransposedMatrix,
unsigned NumSubVecElems);
void deinterleave8bitStride3(ArrayRef<Instruction *> InputVectors,
SmallVectorImpl<Value *> &TransposedMatrix,
unsigned NumSubVecElems);
public:
/// In order to form an interleaved access group X86InterleavedAccessGroup
/// requires a wide-load instruction \p 'I', a group of interleaved-vectors
/// \p Shuffs, reference to the first indices of each interleaved-vector
/// \p 'Ind' and the interleaving stride factor \p F. In order to generate
/// X86-specific instructions/intrinsics it also requires the underlying
/// target information \p STarget.
explicit X86InterleavedAccessGroup(Instruction *I,
ArrayRef<ShuffleVectorInst *> Shuffs,
ArrayRef<unsigned> Ind, const unsigned F,
const X86Subtarget &STarget,
IRBuilder<> &B)
: Inst(I), Shuffles(Shuffs), Indices(Ind), Factor(F), Subtarget(STarget),
DL(Inst->getModule()->getDataLayout()), Builder(B) {}
/// \brief Returns true if this interleaved access group can be lowered into
/// x86-specific instructions/intrinsics, false otherwise.
bool isSupported() const;
/// \brief Lowers this interleaved access group into X86-specific
/// instructions/intrinsics.
bool lowerIntoOptimizedSequence();
};
} // end anonymous namespace
bool X86InterleavedAccessGroup::isSupported() const {
VectorType *ShuffleVecTy = Shuffles[0]->getType();
Type *ShuffleEltTy = ShuffleVecTy->getVectorElementType();
unsigned ShuffleElemSize = DL.getTypeSizeInBits(ShuffleEltTy);
unsigned WideInstSize;
// Currently, lowering is supported for the following vectors:
// Stride 4:
// 1. Store and load of 4-element vectors of 64 bits on AVX.
// 2. Store of 16/32-element vectors of 8 bits on AVX.
// Stride 3:
// 1. Load of 16/32-element vecotrs of 8 bits on AVX.
if (!Subtarget.hasAVX() || (Factor != 4 && Factor != 3))
return false;
if (isa<LoadInst>(Inst)) {
WideInstSize = DL.getTypeSizeInBits(Inst->getType());
} else
WideInstSize = DL.getTypeSizeInBits(Shuffles[0]->getType());
// We support shuffle represents stride 4 for byte type with size of
// WideInstSize.
if (ShuffleElemSize == 64 && WideInstSize == 1024 && Factor == 4)
return true;
if (ShuffleElemSize == 8 && isa<StoreInst>(Inst) && Factor == 4 &&
(WideInstSize == 512 || WideInstSize == 1024))
return true;
if (ShuffleElemSize == 8 && isa<LoadInst>(Inst) && Factor == 3 &&
(WideInstSize == 384 || WideInstSize == 768))
return true;
return false;
}
void X86InterleavedAccessGroup::decompose(
Instruction *VecInst, unsigned NumSubVectors, VectorType *SubVecTy,
SmallVectorImpl<Instruction *> &DecomposedVectors) {
assert((isa<LoadInst>(VecInst) || isa<ShuffleVectorInst>(VecInst)) &&
"Expected Load or Shuffle");
Type *VecTy = VecInst->getType();
(void)VecTy;
assert(VecTy->isVectorTy() &&
DL.getTypeSizeInBits(VecTy) >=
DL.getTypeSizeInBits(SubVecTy) * NumSubVectors &&
"Invalid Inst-size!!!");
if (auto *SVI = dyn_cast<ShuffleVectorInst>(VecInst)) {
Value *Op0 = SVI->getOperand(0);
Value *Op1 = SVI->getOperand(1);
// Generate N(= NumSubVectors) shuffles of T(= SubVecTy) type.
for (unsigned i = 0; i < NumSubVectors; ++i)
DecomposedVectors.push_back(
cast<ShuffleVectorInst>(Builder.CreateShuffleVector(
Op0, Op1,
createSequentialMask(Builder, Indices[i],
SubVecTy->getVectorNumElements(), 0))));
return;
}
// Decompose the load instruction.
LoadInst *LI = cast<LoadInst>(VecInst);
Type *VecBasePtrTy = SubVecTy->getPointerTo(LI->getPointerAddressSpace());
Value *VecBasePtr;
unsigned int NumLoads = NumSubVectors;
// In the case of stride 3 with a vector of 32 elements load the information
// in the following way:
// [0,1...,VF/2-1,VF/2+VF,VF/2+VF+1,...,2VF-1]
if (DL.getTypeSizeInBits(VecTy) == 768) {
Type *VecTran =
VectorType::get(Type::getInt8Ty(LI->getContext()), 16)->getPointerTo();
VecBasePtr = Builder.CreateBitCast(LI->getPointerOperand(), VecTran);
NumLoads = NumSubVectors * 2;
} else
VecBasePtr = Builder.CreateBitCast(LI->getPointerOperand(), VecBasePtrTy);
// Generate N loads of T type.
for (unsigned i = 0; i < NumLoads; i++) {
// TODO: Support inbounds GEP.
Value *NewBasePtr = Builder.CreateGEP(VecBasePtr, Builder.getInt32(i));
Instruction *NewLoad =
Builder.CreateAlignedLoad(NewBasePtr, LI->getAlignment());
DecomposedVectors.push_back(NewLoad);
}
}
// Create shuffle mask for concatenation of two half vectors.
// Low = false: mask generated for the shuffle
// shuffle(VEC1,VEC2,{NumElement/2, NumElement/2+1, NumElement/2+2...,
// NumElement-1, NumElement+NumElement/2,
// NumElement+NumElement/2+1..., 2*NumElement-1})
// = concat(high_half(VEC1),high_half(VEC2))
// Low = true: mask generated for the shuffle
// shuffle(VEC1,VEC2,{0,1,2,...,NumElement/2-1,NumElement,
// NumElement+1...,NumElement+NumElement/2-1})
// = concat(low_half(VEC1),low_half(VEC2))
static void createConcatShuffleMask(int NumElements,
SmallVectorImpl<uint32_t> &Mask, bool Low) {
int NumHalfElements = NumElements / 2;
int Offset = Low ? 0 : NumHalfElements;
for (int i = 0; i < NumHalfElements; ++i)
Mask.push_back(i + Offset);
for (int i = 0; i < NumHalfElements; ++i)
Mask.push_back(i + Offset + NumElements);
}
void X86InterleavedAccessGroup::interleave8bitStride4(
ArrayRef<Instruction *> Matrix, SmallVectorImpl<Value *> &TransposedMatrix,
unsigned numberOfElement) {
// Example: Assuming we start from the following vectors:
// Matrix[0]= c0 c1 c2 c3 c4 ... c31
// Matrix[1]= m0 m1 m2 m3 m4 ... m31
// Matrix[2]= y0 y1 y2 y3 y4 ... y31
// Matrix[3]= k0 k1 k2 k3 k4 ... k31
Type *VecTyepVt = VectorType::get(Type::getInt8Ty(Shuffles[0]->getContext()),
numberOfElement);
Type *VecTyepVtHalf = VectorType::get(
Type::getInt16Ty(Shuffles[0]->getContext()), numberOfElement / 2);
MVT VT = MVT::getVT(VecTyepVt);
MVT HalfVT = MVT::getVT(VecTyepVtHalf);
TransposedMatrix.resize(4);
SmallVector<uint32_t, 32> MaskHighTemp;
SmallVector<uint32_t, 32> MaskLowTemp;
SmallVector<uint32_t, 32> MaskHighTemp1;
SmallVector<uint32_t, 32> MaskLowTemp1;
SmallVector<uint32_t, 32> MaskHighTemp2;
SmallVector<uint32_t, 32> MaskLowTemp2;
SmallVector<uint32_t, 32> ConcatLow;
SmallVector<uint32_t, 32> ConcatHigh;
// MaskHighTemp and MaskLowTemp built in the vpunpckhbw and vpunpcklbw X86
// shuffle pattern.
createUnpackShuffleMask<uint32_t>(VT, MaskHighTemp, false, false);
createUnpackShuffleMask<uint32_t>(VT, MaskLowTemp, true, false);
ArrayRef<uint32_t> MaskHigh = makeArrayRef(MaskHighTemp);
ArrayRef<uint32_t> MaskLow = makeArrayRef(MaskLowTemp);
// ConcatHigh and ConcatLow built in the vperm2i128 and vinserti128 X86
// shuffle pattern.
createConcatShuffleMask(32, ConcatLow, true);
createConcatShuffleMask(32, ConcatHigh, false);
ArrayRef<uint32_t> MaskConcatLow = makeArrayRef(ConcatLow);
ArrayRef<uint32_t> MaskConcatHigh = makeArrayRef(ConcatHigh);
// MaskHighTemp1 and MaskLowTemp1 built in the vpunpckhdw and vpunpckldw X86
// shuffle pattern.
createUnpackShuffleMask<uint32_t>(HalfVT, MaskLowTemp1, true, false);
createUnpackShuffleMask<uint32_t>(HalfVT, MaskHighTemp1, false, false);
scaleShuffleMask<uint32_t>(2, makeArrayRef(MaskHighTemp1), MaskHighTemp2);
scaleShuffleMask<uint32_t>(2, makeArrayRef(MaskLowTemp1), MaskLowTemp2);
ArrayRef<uint32_t> MaskHighWord = makeArrayRef(MaskHighTemp2);
ArrayRef<uint32_t> MaskLowWord = makeArrayRef(MaskLowTemp2);
// IntrVec1Low = c0 m0 c1 m1 ... c7 m7 | c16 m16 c17 m17 ... c23 m23
// IntrVec1High = c8 m8 c9 m9 ... c15 m15 | c24 m24 c25 m25 ... c31 m31
// IntrVec2Low = y0 k0 y1 k1 ... y7 k7 | y16 k16 y17 k17 ... y23 k23
// IntrVec2High = y8 k8 y9 k9 ... y15 k15 | y24 k24 y25 k25 ... y31 k31
Value *IntrVec1Low =
Builder.CreateShuffleVector(Matrix[0], Matrix[1], MaskLow);
Value *IntrVec1High =
Builder.CreateShuffleVector(Matrix[0], Matrix[1], MaskHigh);
Value *IntrVec2Low =
Builder.CreateShuffleVector(Matrix[2], Matrix[3], MaskLow);
Value *IntrVec2High =
Builder.CreateShuffleVector(Matrix[2], Matrix[3], MaskHigh);
// cmyk4 cmyk5 cmyk6 cmyk7 | cmyk20 cmyk21 cmyk22 cmyk23
// cmyk12 cmyk13 cmyk14 cmyk15 | cmyk28 cmyk29 cmyk30 cmyk31
// cmyk0 cmyk1 cmyk2 cmyk3 | cmyk16 cmyk17 cmyk18 cmyk19
// cmyk8 cmyk9 cmyk10 cmyk11 | cmyk24 cmyk25 cmyk26 cmyk27
Value *High =
Builder.CreateShuffleVector(IntrVec1Low, IntrVec2Low, MaskHighWord);
Value *High1 =
Builder.CreateShuffleVector(IntrVec1High, IntrVec2High, MaskHighWord);
Value *Low =
Builder.CreateShuffleVector(IntrVec1Low, IntrVec2Low, MaskLowWord);
Value *Low1 =
Builder.CreateShuffleVector(IntrVec1High, IntrVec2High, MaskLowWord);
if (VT == MVT::v16i8) {
TransposedMatrix[0] = Low;
TransposedMatrix[1] = High;
TransposedMatrix[2] = Low1;
TransposedMatrix[3] = High1;
return;
}
// cmyk0 cmyk1 cmyk2 cmyk3 | cmyk4 cmyk5 cmyk6 cmyk7
// cmyk8 cmyk9 cmyk10 cmyk11 | cmyk12 cmyk13 cmyk14 cmyk15
// cmyk16 cmyk17 cmyk18 cmyk19 | cmyk20 cmyk21 cmyk22 cmyk23
// cmyk24 cmyk25 cmyk26 cmyk27 | cmyk28 cmyk29 cmyk30 cmyk31
TransposedMatrix[0] = Builder.CreateShuffleVector(Low, High, MaskConcatLow);
TransposedMatrix[1] = Builder.CreateShuffleVector(Low1, High1, MaskConcatLow);
TransposedMatrix[2] = Builder.CreateShuffleVector(Low, High, MaskConcatHigh);
TransposedMatrix[3] =
Builder.CreateShuffleVector(Low1, High1, MaskConcatHigh);
}
// createShuffleStride returns shuffle mask of size N.
// The shuffle pattern is as following :
// {0, Stride%(VF/Lane), (2*Stride%(VF/Lane))...(VF*Stride/Lane)%(VF/Lane),
// (VF/ Lane) ,(VF / Lane)+Stride%(VF/Lane),...,
// (VF / Lane)+(VF*Stride/Lane)%(VF/Lane)}
// Where Lane is the # of lanes in a register:
// VectorSize = 128 => Lane = 1
// VectorSize = 256 => Lane = 2
// For example shuffle pattern for VF 16 register size 256 -> lanes = 2
// {<[0|3|6|1|4|7|2|5]-[8|11|14|9|12|15|10|13]>}
static void createShuffleStride(MVT VT, int Stride,
SmallVectorImpl<uint32_t> &Mask) {
int VectorSize = VT.getSizeInBits();
int VF = VT.getVectorNumElements();
int LaneCount = std::max(VectorSize / 128, 1);
for (int Lane = 0; Lane < LaneCount; Lane++)
for (int i = 0, LaneSize = VF / LaneCount; i != LaneSize; ++i)
Mask.push_back((i * Stride) % LaneSize + LaneSize * Lane);
}
// setGroupSize sets 'SizeInfo' to the size(number of elements) of group
// inside mask a shuffleMask. A mask contains exactly 3 groups, where
// each group is a monotonically increasing sequence with stride 3.
// For example shuffleMask {0,3,6,1,4,7,2,5} => {3,3,2}
static void setGroupSize(MVT VT, SmallVectorImpl<uint32_t> &SizeInfo) {
int VectorSize = VT.getSizeInBits();
int VF = VT.getVectorNumElements() / std::max(VectorSize / 128, 1);
for (int i = 0, FirstGroupElement = 0; i < 3; i++) {
int GroupSize = std::ceil((VF - FirstGroupElement) / 3.0);
SizeInfo.push_back(GroupSize);
FirstGroupElement = ((GroupSize)*3 + FirstGroupElement) % VF;
}
}
// DecodePALIGNRMask returns the shuffle mask of vpalign instruction.
// vpalign works according to lanes
// Where Lane is the # of lanes in a register:
// VectorWide = 128 => Lane = 1
// VectorWide = 256 => Lane = 2
// For Lane = 1 shuffle pattern is: {DiffToJump,...,DiffToJump+VF-1}.
// For Lane = 2 shuffle pattern is:
// {DiffToJump,...,VF/2-1,VF,...,DiffToJump+VF-1}.
// Imm variable sets the offset amount. The result of the
// function is stored inside ShuffleMask vector and it built as described in
// the begin of the description. AlignDirection is a boolean that indecat the
// direction of the alignment. (false - align to the "right" side while true -
// align to the "left" side)
static void DecodePALIGNRMask(MVT VT, unsigned Imm,
SmallVectorImpl<uint32_t> &ShuffleMask,
bool AlignDirection = true, bool Unary = false) {
unsigned NumElts = VT.getVectorNumElements();
unsigned NumLanes = std::max((int)VT.getSizeInBits() / 128, 1);
unsigned NumLaneElts = NumElts / NumLanes;
Imm = AlignDirection ? Imm : (NumLaneElts - Imm);
unsigned Offset = Imm * (VT.getScalarSizeInBits() / 8);
for (unsigned l = 0; l != NumElts; l += NumLaneElts) {
for (unsigned i = 0; i != NumLaneElts; ++i) {
unsigned Base = i + Offset;
// if i+offset is out of this lane then we actually need the other source
// If Unary the other source is the first source.
if (Base >= NumLaneElts)
Base = Unary ? Base % NumLaneElts : Base + NumElts - NumLaneElts;
ShuffleMask.push_back(Base + l);
}
}
}
void X86InterleavedAccessGroup::deinterleave8bitStride3(
ArrayRef<Instruction *> InVec, SmallVectorImpl<Value *> &TransposedMatrix,
unsigned VecElems) {
// Example: Assuming we start from the following vectors:
// Matrix[0]= a0 b0 c0 a1 b1 c1 a2 b2
// Matrix[1]= c2 a3 b3 c3 a4 b4 c4 a5
// Matrix[2]= b5 c5 a6 b6 c6 a7 b7 c7
TransposedMatrix.resize(3);
SmallVector<uint32_t, 32> Concat;
SmallVector<uint32_t, 32> VPShuf;
SmallVector<uint32_t, 32> VPAlign[2];
SmallVector<uint32_t, 32> VPAlign2;
SmallVector<uint32_t, 32> VPAlign3;
SmallVector<uint32_t, 3> GroupSize;
Value *Vec[3], *TempVector[3];
MVT VT = MVT::getVT(Shuffles[0]->getType());
for (unsigned i = 0; i < VecElems && VecElems == 32; ++i)
Concat.push_back(i);
createShuffleStride(VT, 3, VPShuf);
setGroupSize(VT, GroupSize);
for (int i = 0; i < 2; i++)
DecodePALIGNRMask(VT, GroupSize[2 - i], VPAlign[i], false);
DecodePALIGNRMask(VT, GroupSize[2] + GroupSize[1], VPAlign2, true, true);
DecodePALIGNRMask(VT, GroupSize[1], VPAlign3, true, true);
for (int i = 0; i < 3; i++)
Vec[i] = VecElems == 32
? Builder.CreateShuffleVector(InVec[i], InVec[i + 3], Concat)
: InVec[i];
// Vec[0]= a0 a1 a2 b0 b1 b2 c0 c1
// Vec[1]= c2 c3 c4 a3 a4 a5 b3 b4
// Vec[2]= b5 b6 b7 c5 c6 c7 a6 a7
for (int i = 0; i < 3; i++)
Vec[i] = Builder.CreateShuffleVector(
Vec[i], UndefValue::get(Vec[0]->getType()), VPShuf);
// TempVector[0]= a6 a7 a0 a1 a2 b0 b1 b2
// TempVector[1]= c0 c1 c2 c3 c4 a3 a4 a5
// TempVector[2]= b3 b4 b5 b6 b7 c5 c6 c7
for (int i = 0; i < 3; i++)
TempVector[i] =
Builder.CreateShuffleVector(Vec[(i + 2) % 3], Vec[i], VPAlign[0]);
// Vec[0]= a3 a4 a5 a6 a7 a0 a1 a2
// Vec[1]= c5 c6 c7 c0 c1 c2 c3 c4
// Vec[2]= b0 b1 b2 b3 b4 b5 b6 b7
for (int i = 0; i < 3; i++)
Vec[i] = Builder.CreateShuffleVector(TempVector[(i + 1) % 3], TempVector[i],
VPAlign[1]);
// TransposedMatrix[0]= a0 a1 a2 a3 a4 a5 a6 a7
// TransposedMatrix[1]= b0 b1 b2 b3 b4 b5 b6 b7
// TransposedMatrix[2]= c0 c1 c2 c3 c4 c5 c6 c7
Value *TempVec = Builder.CreateShuffleVector(
Vec[1], UndefValue::get(Vec[1]->getType()), VPAlign3);
TransposedMatrix[0] = Builder.CreateShuffleVector(
Vec[0], UndefValue::get(Vec[1]->getType()), VPAlign2);
TransposedMatrix[1] = VecElems == 8 ? Vec[2] : TempVec;
TransposedMatrix[2] = VecElems == 8 ? TempVec : Vec[2];
return;
}
void X86InterleavedAccessGroup::transpose_4x4(
ArrayRef<Instruction *> Matrix,
SmallVectorImpl<Value *> &TransposedMatrix) {
assert(Matrix.size() == 4 && "Invalid matrix size");
TransposedMatrix.resize(4);
// dst = src1[0,1],src2[0,1]
uint32_t IntMask1[] = {0, 1, 4, 5};
ArrayRef<uint32_t> Mask = makeArrayRef(IntMask1, 4);
Value *IntrVec1 = Builder.CreateShuffleVector(Matrix[0], Matrix[2], Mask);
Value *IntrVec2 = Builder.CreateShuffleVector(Matrix[1], Matrix[3], Mask);
// dst = src1[2,3],src2[2,3]
uint32_t IntMask2[] = {2, 3, 6, 7};
Mask = makeArrayRef(IntMask2, 4);
Value *IntrVec3 = Builder.CreateShuffleVector(Matrix[0], Matrix[2], Mask);
Value *IntrVec4 = Builder.CreateShuffleVector(Matrix[1], Matrix[3], Mask);
// dst = src1[0],src2[0],src1[2],src2[2]
uint32_t IntMask3[] = {0, 4, 2, 6};
Mask = makeArrayRef(IntMask3, 4);
TransposedMatrix[0] = Builder.CreateShuffleVector(IntrVec1, IntrVec2, Mask);
TransposedMatrix[2] = Builder.CreateShuffleVector(IntrVec3, IntrVec4, Mask);
// dst = src1[1],src2[1],src1[3],src2[3]
uint32_t IntMask4[] = {1, 5, 3, 7};
Mask = makeArrayRef(IntMask4, 4);
TransposedMatrix[1] = Builder.CreateShuffleVector(IntrVec1, IntrVec2, Mask);
TransposedMatrix[3] = Builder.CreateShuffleVector(IntrVec3, IntrVec4, Mask);
}
// Lowers this interleaved access group into X86-specific
// instructions/intrinsics.
bool X86InterleavedAccessGroup::lowerIntoOptimizedSequence() {
SmallVector<Instruction *, 4> DecomposedVectors;
SmallVector<Value *, 4> TransposedVectors;
VectorType *ShuffleTy = Shuffles[0]->getType();
if (isa<LoadInst>(Inst)) {
// Try to generate target-sized register(/instruction).
decompose(Inst, Factor, ShuffleTy, DecomposedVectors);
Type *ShuffleEltTy = Inst->getType();
unsigned NumSubVecElems = ShuffleEltTy->getVectorNumElements() / Factor;
// Perform matrix-transposition in order to compute interleaved
// results by generating some sort of (optimized) target-specific
// instructions.
switch (NumSubVecElems) {
default:
return false;
case 4:
transpose_4x4(DecomposedVectors, TransposedVectors);
break;
case 8:
case 16:
case 32:
deinterleave8bitStride3(DecomposedVectors, TransposedVectors,
NumSubVecElems);
break;
}
// Now replace the unoptimized-interleaved-vectors with the
// transposed-interleaved vectors.
for (unsigned i = 0, e = Shuffles.size(); i < e; ++i)
Shuffles[i]->replaceAllUsesWith(TransposedVectors[Indices[i]]);
return true;
}
Type *ShuffleEltTy = ShuffleTy->getVectorElementType();
unsigned NumSubVecElems = ShuffleTy->getVectorNumElements() / Factor;
// Lower the interleaved stores:
// 1. Decompose the interleaved wide shuffle into individual shuffle
// vectors.
decompose(Shuffles[0], Factor, VectorType::get(ShuffleEltTy, NumSubVecElems),
DecomposedVectors);
// 2. Transpose the interleaved-vectors into vectors of contiguous
// elements.
switch (NumSubVecElems) {
case 4:
transpose_4x4(DecomposedVectors, TransposedVectors);
break;
case 16:
case 32:
interleave8bitStride4(DecomposedVectors, TransposedVectors, NumSubVecElems);
break;
default:
return false;
}
// 3. Concatenate the contiguous-vectors back into a wide vector.
Value *WideVec = concatenateVectors(Builder, TransposedVectors);
// 4. Generate a store instruction for wide-vec.
StoreInst *SI = cast<StoreInst>(Inst);
Builder.CreateAlignedStore(WideVec, SI->getPointerOperand(),
SI->getAlignment());
return true;
}
// Lower interleaved load(s) into target specific instructions/
// intrinsics. Lowering sequence varies depending on the vector-types, factor,
// number of shuffles and ISA.
// Currently, lowering is supported for 4x64 bits with Factor = 4 on AVX.
bool X86TargetLowering::lowerInterleavedLoad(
LoadInst *LI, ArrayRef<ShuffleVectorInst *> Shuffles,
ArrayRef<unsigned> Indices, unsigned Factor) const {
assert(Factor >= 2 && Factor <= getMaxSupportedInterleaveFactor() &&
"Invalid interleave factor");
assert(!Shuffles.empty() && "Empty shufflevector input");
assert(Shuffles.size() == Indices.size() &&
"Unmatched number of shufflevectors and indices");
// Create an interleaved access group.
IRBuilder<> Builder(LI);
X86InterleavedAccessGroup Grp(LI, Shuffles, Indices, Factor, Subtarget,
Builder);
return Grp.isSupported() && Grp.lowerIntoOptimizedSequence();
}
bool X86TargetLowering::lowerInterleavedStore(StoreInst *SI,
ShuffleVectorInst *SVI,
unsigned Factor) const {
assert(Factor >= 2 && Factor <= getMaxSupportedInterleaveFactor() &&
"Invalid interleave factor");
assert(SVI->getType()->getVectorNumElements() % Factor == 0 &&
"Invalid interleaved store");
// Holds the indices of SVI that correspond to the starting index of each
// interleaved shuffle.
SmallVector<unsigned, 4> Indices;
auto Mask = SVI->getShuffleMask();
for (unsigned i = 0; i < Factor; i++)
Indices.push_back(Mask[i]);
ArrayRef<ShuffleVectorInst *> Shuffles = makeArrayRef(SVI);
// Create an interleaved access group.
IRBuilder<> Builder(SI);
X86InterleavedAccessGroup Grp(SI, Shuffles, Indices, Factor, Subtarget,
Builder);
return Grp.isSupported() && Grp.lowerIntoOptimizedSequence();
}