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https://github.com/c64scene-ar/llvm-6502.git
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1907cad7c8
When expanding unaligned Altivec loads, we use the decremented offset trick to prevent page faults. Unfortunately, if we have a sequence of consecutive unaligned loads, this leads to suboptimal code generation because the 'extra' load from the first unaligned load can be combined with the base load from the second (but only if the decremented offset trick is not used for the first). Search up and down the chain, through loads and token factors, looking for consecutive loads, and if one is found, don't use the offset reduction trick. These duplicate loads are later combined to yield the desired sequence (in the future, we might want a more-powerful chain search, but that will require some changes to allow the combiner routines to access the AA object). This should complete the initial implementation of the optimized unaligned Altivec load expansion. There is some refactoring that should be done, but that will happen when the unaligned store expansion is added. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@182719 91177308-0d34-0410-b5e6-96231b3b80d8
53 lines
2.2 KiB
LLVM
53 lines
2.2 KiB
LLVM
; RUN: llc < %s -mcpu=g5 | FileCheck %s
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target datalayout = "E-p:64:64:64-i1:8:8-i8:8:8-i16:16:16-i32:32:32-i64:64:64-f32:32:32-f64:64:64-f128:128:128-v128:128:128-n32:64"
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target triple = "powerpc64-unknown-linux-gnu"
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define void @foo(float* noalias nocapture %a, float* noalias nocapture %b) #0 {
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vector.ph:
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br label %vector.body
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vector.body: ; preds = %vector.body, %vector.ph
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%index = phi i64 [ 0, %vector.ph ], [ %index.next, %vector.body ]
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%0 = getelementptr inbounds float* %b, i64 %index
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%1 = bitcast float* %0 to <4 x float>*
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%wide.load = load <4 x float>* %1, align 4
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%.sum11 = or i64 %index, 4
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%2 = getelementptr float* %b, i64 %.sum11
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%3 = bitcast float* %2 to <4 x float>*
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%wide.load8 = load <4 x float>* %3, align 4
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%4 = fadd <4 x float> %wide.load, <float 1.000000e+00, float 1.000000e+00, float 1.000000e+00, float 1.000000e+00>
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%5 = fadd <4 x float> %wide.load8, <float 1.000000e+00, float 1.000000e+00, float 1.000000e+00, float 1.000000e+00>
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%6 = getelementptr inbounds float* %a, i64 %index
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%7 = bitcast float* %6 to <4 x float>*
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store <4 x float> %4, <4 x float>* %7, align 4
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%.sum12 = or i64 %index, 4
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%8 = getelementptr float* %a, i64 %.sum12
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%9 = bitcast float* %8 to <4 x float>*
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store <4 x float> %5, <4 x float>* %9, align 4
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%index.next = add i64 %index, 8
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%10 = icmp eq i64 %index.next, 16000
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br i1 %10, label %for.end, label %vector.body
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; CHECK: @foo
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; CHECK-DAG: li [[C0:[0-9]+]], 0
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; CHECK-DAG: li [[C16:[0-9]+]], 16
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; CHECK-DAG: li [[C31:[0-9]+]], 31
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; CHECK-DAG: lvx [[CNST:[0-9]+]],
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; CHECK: .LBB0_1:
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; CHECK-DAG: lvsl [[PC:[0-9]+]], [[B1:[0-9]+]], [[C0]]
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; CHECK-DAG: lvx [[LD1:[0-9]+]], [[B1]], [[C0]]
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; CHECK-DAG: add [[B3:[0-9]+]], [[B1]], [[C0]]
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; CHECK-DAG: lvx [[LD2:[0-9]+]], [[B3]], [[C16]]
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; CHECK-DAG: lvx [[LD3:[0-9]+]], [[B3]], [[C31]]
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; CHECK-DAG: vperm [[R1:[0-9]+]], [[LD1]], [[LD2]], [[PC]]
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; CHECK-DAG: vperm [[R2:[0-9]+]], [[LD2]], [[LD3]], [[PC]]
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; CHECK-DAG: vaddfp {{[0-9]+}}, [[R1]], [[CNST]]
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; CHECK-DAG: vaddfp {{[0-9]+}}, [[R2]], [[CNST]]
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; CHECK: blr
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for.end: ; preds = %vector.body
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ret void
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}
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attributes #0 = { nounwind }
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