llvm/test/CodeGen/AMDGPU/large-alloca-graphics.ll
Matt Arsenault 0f1b95f818 AMDGPU: Rework how private buffer passed for HSA
If we know we have stack objects, we reserve the registers
that the private buffer resource and wave offset are passed
and use them directly.

If not, reserve the last 5 SGPRs just in case we need to spill.
After register allocation, try to pick the next available registers
instead of the last SGPRs, and then insert copies from the inputs
to the reserved registers in the progloue.

This also only selectively enables all of the input registers
which are really required instead of always enabling them.

git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@254331 91177308-0d34-0410-b5e6-96231b3b80d8
2015-11-30 21:16:03 +00:00

48 lines
1.8 KiB
LLVM

; RUN: llc -march=amdgcn -mcpu=bonaire < %s | FileCheck -check-prefix=GCN -check-prefix=CI -check-prefix=ALL %s
; RUN: llc -march=amdgcn -mcpu=tonga < %s | FileCheck -check-prefix=GCN -check-prefix=VI -check-prefix=ALL %s
; ALL-LABEL: {{^}}large_alloca_pixel_shader:
; GCN: s_mov_b32 s8, SCRATCH_RSRC_DWORD0
; GCN: s_mov_b32 s9, SCRATCH_RSRC_DWORD1
; GCN: s_mov_b32 s10, -1
; CI: s_mov_b32 s11, 0x80f000
; VI: s_mov_b32 s11, 0x800000
; GCN: buffer_store_dword {{v[0-9]+}}, {{v[0-9]+}}, s[8:11], s1 offen
; GCN: buffer_load_dword {{v[0-9]+}}, {{v[0-9]+}}, s[8:11], s1 offen
; ALL: ; ScratchSize: 32772
define void @large_alloca_pixel_shader(i32 %x, i32 %y) #1 {
%large = alloca [8192 x i32], align 4
%gep = getelementptr [8192 x i32], [8192 x i32]* %large, i32 0, i32 8191
store volatile i32 %x, i32* %gep
%gep1 = getelementptr [8192 x i32], [8192 x i32]* %large, i32 0, i32 %y
%val = load volatile i32, i32* %gep1
store volatile i32 %val, i32 addrspace(1)* undef
ret void
}
; ALL-LABEL: {{^}}large_alloca_pixel_shader_inreg:
; GCN: s_mov_b32 s8, SCRATCH_RSRC_DWORD0
; GCN: s_mov_b32 s9, SCRATCH_RSRC_DWORD1
; GCN: s_mov_b32 s10, -1
; CI: s_mov_b32 s11, 0x80f000
; VI: s_mov_b32 s11, 0x800000
; GCN: buffer_store_dword {{v[0-9]+}}, {{v[0-9]+}}, s[8:11], s1 offen
; GCN: buffer_load_dword {{v[0-9]+}}, {{v[0-9]+}}, s[8:11], s1 offen
; ALL: ; ScratchSize: 32772
define void @large_alloca_pixel_shader_inreg(i32 inreg %x, i32 inreg %y) #1 {
%large = alloca [8192 x i32], align 4
%gep = getelementptr [8192 x i32], [8192 x i32]* %large, i32 0, i32 8191
store volatile i32 %x, i32* %gep
%gep1 = getelementptr [8192 x i32], [8192 x i32]* %large, i32 0, i32 %y
%val = load volatile i32, i32* %gep1
store volatile i32 %val, i32 addrspace(1)* undef
ret void
}
attributes #0 = { nounwind }
attributes #1 = { nounwind "ShaderType"="0" }