[X86, AVX] try to lowerVectorShuffleAsElementInsertion() for all 256-bit vector sub-types

I suggested this change in D7898 (http://llvm.org/viewvc/llvm-project?view=revision&revision=231354)

It improves the v4i64 case although not optimally. This AVX codegen:

  vmovq {{.*#+}} xmm0 = mem[0],zero
  vxorpd %ymm1, %ymm1, %ymm1
  vblendpd {{.*#+}} ymm0 = ymm0[0],ymm1[1,2,3]

Becomes:

  vmovsd {{.*#+}} xmm0 = mem[0],zero

Unfortunately, this doesn't completely solve PR22685. There are still at least 2 problems under here:

    We're not handling v32i8 / v16i16.
    We're not getting the FP / int domains right for instruction selection.

But since this patch alone appears to do no harm, reduces code duplication, and helps v4i64, 
I'm submitting this patch ahead of fixing the above.

Differential Revision: http://reviews.llvm.org/D8341



git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@233704 91177308-0d34-0410-b5e6-96231b3b80d8
This commit is contained in:
Sanjay Patel 2015-03-31 16:32:11 +00:00
parent 360fb1b93b
commit 7ea151449d
4 changed files with 25 additions and 38 deletions

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@ -9281,15 +9281,6 @@ static SDValue lowerV4F64VectorShuffle(SDValue Op, SDValue V1, SDValue V2,
if (isShuffleEquivalent(V1, V2, Mask, {5, 1, 7, 3}))
return DAG.getNode(X86ISD::UNPCKH, DL, MVT::v4f64, V2, V1);
// If we have a single input to the zero element, insert that into V1 if we
// can do so cheaply.
int NumV2Elements =
std::count_if(Mask.begin(), Mask.end(), [](int M) { return M >= 4; });
if (NumV2Elements == 1 && Mask[0] >= 4)
if (SDValue Insertion = lowerVectorShuffleAsElementInsertion(
DL, MVT::v4f64, V1, V2, Mask, Subtarget, DAG))
return Insertion;
if (SDValue Blend = lowerVectorShuffleAsBlend(DL, MVT::v4f64, V1, V2, Mask,
Subtarget, DAG))
return Blend;
@ -9432,15 +9423,6 @@ static SDValue lowerV8F32VectorShuffle(SDValue Op, SDValue V1, SDValue V2,
ArrayRef<int> Mask = SVOp->getMask();
assert(Mask.size() == 8 && "Unexpected mask size for v8 shuffle!");
// If we have a single input to the zero element, insert that into V1 if we
// can do so cheaply.
int NumV2Elements =
std::count_if(Mask.begin(), Mask.end(), [](int M) { return M >= 8; });
if (NumV2Elements == 1 && Mask[0] >= 8)
if (SDValue Insertion = lowerVectorShuffleAsElementInsertion(
DL, MVT::v8f32, V1, V2, Mask, Subtarget, DAG))
return Insertion;
if (SDValue Blend = lowerVectorShuffleAsBlend(DL, MVT::v8f32, V1, V2, Mask,
Subtarget, DAG))
return Blend;
@ -9811,6 +9793,18 @@ static SDValue lower256BitVectorShuffle(SDValue Op, SDValue V1, SDValue V2,
ShuffleVectorSDNode *SVOp = cast<ShuffleVectorSDNode>(Op);
ArrayRef<int> Mask = SVOp->getMask();
// If we have a single input to the zero element, insert that into V1 if we
// can do so cheaply.
int NumElts = VT.getVectorNumElements();
int NumV2Elements = std::count_if(Mask.begin(), Mask.end(), [NumElts](int M) {
return M >= NumElts;
});
if (NumV2Elements == 1 && Mask[0] >= NumElts)
if (SDValue Insertion = lowerVectorShuffleAsElementInsertion(
DL, VT, V1, V2, Mask, Subtarget, DAG))
return Insertion;
// There is a really nice hard cut-over between AVX1 and AVX2 that means we can
// check for those subtargets here and avoid much of the subtarget querying in
// the per-vector-type lowering routines. With AVX1 we have essentially *zero*

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@ -3,25 +3,26 @@
target datalayout = "e-p:32:32:32-i1:8:8-i8:8:8-i16:16:16-i32:32:32-i64:64:64-f32:32:32-f64:64:64-f80:128:128-v64:64:64-v128:128:128-a0:0:64-f80:32:32-n8:16:32-S32"
target triple = "i686-pc-win32"
;CHECK-LABEL: bad_cast:
; CHECK-LABEL: bad_cast:
define void @bad_cast() {
entry:
%vext.i = shufflevector <2 x i64> undef, <2 x i64> undef, <3 x i32> <i32 0, i32 1, i32 undef>
%vecinit8.i = shufflevector <3 x i64> zeroinitializer, <3 x i64> %vext.i, <3 x i32> <i32 0, i32 3, i32 4>
store <3 x i64> %vecinit8.i, <3 x i64>* undef, align 32
;CHECK: ret
; CHECK: ret
ret void
}
;CHECK-LABEL: bad_insert:
; CHECK-LABEL: bad_insert:
define void @bad_insert(i32 %t) {
entry:
;CHECK: vxorps %ymm1, %ymm1, %ymm1
;CHECK-NEXT: vblendps {{.*#+}} ymm0 = ymm0[0],ymm1[1,2,3,4,5,6,7]
; CHECK: vmovss {{.*#+}} xmm0 = mem[0],zero,zero,zero
; CHECK-NEXT: vmovaps %ymm0
; CHECK: ret
%v2 = insertelement <8 x i32> zeroinitializer, i32 %t, i32 0
store <8 x i32> %v2, <8 x i32> addrspace(1)* undef, align 32
;CHECK: ret
ret void
}

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@ -813,15 +813,11 @@ define <4 x i64> @insert_reg_and_zero_v4i64(i64 %a) {
; AVX1-LABEL: insert_reg_and_zero_v4i64:
; AVX1: # BB#0:
; AVX1-NEXT: vmovq %rdi, %xmm0
; AVX1-NEXT: vxorpd %ymm1, %ymm1, %ymm1
; AVX1-NEXT: vblendpd {{.*#+}} ymm0 = ymm0[0],ymm1[1,2,3]
; AVX1-NEXT: retq
;
; AVX2-LABEL: insert_reg_and_zero_v4i64:
; AVX2: # BB#0:
; AVX2-NEXT: vmovq %rdi, %xmm0
; AVX2-NEXT: vpxor %ymm1, %ymm1, %ymm1
; AVX2-NEXT: vpblendd {{.*#+}} ymm0 = ymm0[0,1],ymm1[2,3,4,5,6,7]
; AVX2-NEXT: retq
%v = insertelement <4 x i64> undef, i64 %a, i64 0
%shuffle = shufflevector <4 x i64> %v, <4 x i64> zeroinitializer, <4 x i32> <i32 0, i32 5, i32 6, i32 7>
@ -831,16 +827,12 @@ define <4 x i64> @insert_reg_and_zero_v4i64(i64 %a) {
define <4 x i64> @insert_mem_and_zero_v4i64(i64* %ptr) {
; AVX1-LABEL: insert_mem_and_zero_v4i64:
; AVX1: # BB#0:
; AVX1-NEXT: vmovq {{.*#+}} xmm0 = mem[0],zero
; AVX1-NEXT: vxorpd %ymm1, %ymm1, %ymm1
; AVX1-NEXT: vblendpd {{.*#+}} ymm0 = ymm0[0],ymm1[1,2,3]
; AVX1-NEXT: vmovsd {{.*#+}} xmm0 = mem[0],zero
; AVX1-NEXT: retq
;
; AVX2-LABEL: insert_mem_and_zero_v4i64:
; AVX2: # BB#0:
; AVX2-NEXT: vmovq {{.*#+}} xmm0 = mem[0],zero
; AVX2-NEXT: vpxor %ymm1, %ymm1, %ymm1
; AVX2-NEXT: vpblendd {{.*#+}} ymm0 = ymm0[0,1],ymm1[2,3,4,5,6,7]
; AVX2-NEXT: vmovsd {{.*#+}} xmm0 = mem[0],zero
; AVX2-NEXT: retq
%a = load i64, i64* %ptr
%v = insertelement <4 x i64> undef, i64 %a, i64 0

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@ -133,8 +133,8 @@ define <8 x float> @shuffle_v8f32_70000000(<8 x float> %a, <8 x float> %b) {
; AVX2: # BB#0:
; AVX2-NEXT: movl $7, %eax
; AVX2-NEXT: vmovd %eax, %xmm1
; AVX2-NEXT: vpxor %ymm2, %ymm2, %ymm2
; AVX2-NEXT: vpblendd {{.*#+}} ymm1 = ymm1[0],ymm2[1,2,3,4,5,6,7]
; AVX2-NEXT: vxorps %ymm2, %ymm2, %ymm2
; AVX2-NEXT: vblendps {{.*#+}} ymm1 = ymm1[0],ymm2[1,2,3,4,5,6,7]
; AVX2-NEXT: vpermps %ymm0, %ymm1, %ymm0
; AVX2-NEXT: retq
%shuffle = shufflevector <8 x float> %a, <8 x float> %b, <8 x i32> <i32 7, i32 0, i32 0, i32 0, i32 0, i32 0, i32 0, i32 0>
@ -962,8 +962,8 @@ define <8 x i32> @shuffle_v8i32_70000000(<8 x i32> %a, <8 x i32> %b) {
; AVX2: # BB#0:
; AVX2-NEXT: movl $7, %eax
; AVX2-NEXT: vmovd %eax, %xmm1
; AVX2-NEXT: vpxor %ymm2, %ymm2, %ymm2
; AVX2-NEXT: vpblendd {{.*#+}} ymm1 = ymm1[0],ymm2[1,2,3,4,5,6,7]
; AVX2-NEXT: vxorps %ymm2, %ymm2, %ymm2
; AVX2-NEXT: vblendps {{.*#+}} ymm1 = ymm1[0],ymm2[1,2,3,4,5,6,7]
; AVX2-NEXT: vpermd %ymm0, %ymm1, %ymm0
; AVX2-NEXT: retq
%shuffle = shufflevector <8 x i32> %a, <8 x i32> %b, <8 x i32> <i32 7, i32 0, i32 0, i32 0, i32 0, i32 0, i32 0, i32 0>