llvm-6502/test/CodeGen/R600/smrd.ll
Matt Arsenault bec5c611e1 R600/SI: Print more immediates in hex format
Print in decimal for inline immediates, and hex otherwise. Use hex
always for offsets in addressing offsets.

This approximately matches what the shader compiler does.

git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@206335 91177308-0d34-0410-b5e6-96231b3b80d8
2014-04-15 22:32:49 +00:00

81 lines
3.8 KiB
LLVM

; RUN: llc < %s -march=r600 -mcpu=SI -show-mc-encoding -verify-machineinstrs | FileCheck %s
; SMRD load with an immediate offset.
; CHECK-LABEL: @smrd0
; CHECK: S_LOAD_DWORD s{{[0-9]}}, s[{{[0-9]:[0-9]}}], 0x1 ; encoding: [0x01
define void @smrd0(i32 addrspace(1)* %out, i32 addrspace(2)* %ptr) {
entry:
%0 = getelementptr i32 addrspace(2)* %ptr, i64 1
%1 = load i32 addrspace(2)* %0
store i32 %1, i32 addrspace(1)* %out
ret void
}
; SMRD load with the largest possible immediate offset.
; CHECK-LABEL: @smrd1
; CHECK: S_LOAD_DWORD s{{[0-9]}}, s[{{[0-9]:[0-9]}}], 0xff ; encoding: [0xff
define void @smrd1(i32 addrspace(1)* %out, i32 addrspace(2)* %ptr) {
entry:
%0 = getelementptr i32 addrspace(2)* %ptr, i64 255
%1 = load i32 addrspace(2)* %0
store i32 %1, i32 addrspace(1)* %out
ret void
}
; SMRD load with an offset greater than the largest possible immediate.
; CHECK-LABEL: @smrd2
; CHECK: S_MOV_B32 s[[OFFSET:[0-9]]], 0x400
; CHECK: S_LOAD_DWORD s{{[0-9]}}, s[{{[0-9]:[0-9]}}], s[[OFFSET]] ; encoding: [0x0[[OFFSET]]
define void @smrd2(i32 addrspace(1)* %out, i32 addrspace(2)* %ptr) {
entry:
%0 = getelementptr i32 addrspace(2)* %ptr, i64 256
%1 = load i32 addrspace(2)* %0
store i32 %1, i32 addrspace(1)* %out
ret void
}
; SMRD load using the load.const intrinsic with an immediate offset
; CHECK-LABEL: @smrd_load_const0
; CHECK: S_BUFFER_LOAD_DWORD s{{[0-9]}}, s[{{[0-9]:[0-9]}}], 0x4 ; encoding: [0x04
define void @smrd_load_const0(<16 x i8> addrspace(2)* inreg, <16 x i8> addrspace(2)* inreg, <32 x i8> addrspace(2)* inreg, i32 inreg, <2 x i32>, <2 x i32>, <2 x i32>, <3 x i32>, <2 x i32>, <2 x i32>, <2 x i32>, float, float, float, float, float, float, float, float, float) #0 {
main_body:
%20 = getelementptr <16 x i8> addrspace(2)* %0, i32 0
%21 = load <16 x i8> addrspace(2)* %20
%22 = call float @llvm.SI.load.const(<16 x i8> %21, i32 16)
call void @llvm.SI.export(i32 15, i32 1, i32 1, i32 0, i32 0, float %22, float %22, float %22, float %22)
ret void
}
; SMRD load using the load.const intrinsic with an offset greater largest possible
; immediate offset.
; CHECK-LABEL: @smrd_load_const1
; CHECK: S_BUFFER_LOAD_DWORD s{{[0-9]}}, s[{{[0-9]:[0-9]}}], 0xff ; encoding: [0xff
define void @smrd_load_const1(<16 x i8> addrspace(2)* inreg, <16 x i8> addrspace(2)* inreg, <32 x i8> addrspace(2)* inreg, i32 inreg, <2 x i32>, <2 x i32>, <2 x i32>, <3 x i32>, <2 x i32>, <2 x i32>, <2 x i32>, float, float, float, float, float, float, float, float, float) #0 {
main_body:
%20 = getelementptr <16 x i8> addrspace(2)* %0, i32 0
%21 = load <16 x i8> addrspace(2)* %20
%22 = call float @llvm.SI.load.const(<16 x i8> %21, i32 1020)
call void @llvm.SI.export(i32 15, i32 1, i32 1, i32 0, i32 0, float %22, float %22, float %22, float %22)
ret void
}
; SMRD load using the load.const intrinsic with the largetst possible
; immediate offset.
; CHECK-LABEL: @smrd_load_const2
; CHECK: S_BUFFER_LOAD_DWORD s{{[0-9]}}, s[{{[0-9]:[0-9]}}], s[[OFFSET]] ; encoding: [0x0[[OFFSET]]
define void @smrd_load_const2(<16 x i8> addrspace(2)* inreg, <16 x i8> addrspace(2)* inreg, <32 x i8> addrspace(2)* inreg, i32 inreg, <2 x i32>, <2 x i32>, <2 x i32>, <3 x i32>, <2 x i32>, <2 x i32>, <2 x i32>, float, float, float, float, float, float, float, float, float) #0 {
main_body:
%20 = getelementptr <16 x i8> addrspace(2)* %0, i32 0
%21 = load <16 x i8> addrspace(2)* %20
%22 = call float @llvm.SI.load.const(<16 x i8> %21, i32 1024)
call void @llvm.SI.export(i32 15, i32 1, i32 1, i32 0, i32 0, float %22, float %22, float %22, float %22)
ret void
}
; Function Attrs: nounwind readnone
declare float @llvm.SI.load.const(<16 x i8>, i32) #1
declare void @llvm.SI.export(i32, i32, i32, i32, i32, float, float, float, float)
attributes #0 = { "ShaderType"="0" }
attributes #1 = { nounwind readnone }