118 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			118 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
| //===------- X86InterleavedAccess.cpp --------------===//
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| //
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| //                     The LLVM Compiler Infrastructure
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| //
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| // This file is distributed under the University of Illinois Open Source
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| // License. See LICENSE.TXT for details.
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| //
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| //===----------------------------------------------------------------------===//
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| //
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| // This file contains the X86 implementation of the interleaved accesses
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| // optimization generating X86-specific instructions/intrinsics for interleaved
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| // access groups.
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| //
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| //===----------------------------------------------------------------------===//
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| 
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| #include "X86ISelLowering.h"
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| #include "X86TargetMachine.h"
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| 
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| using namespace llvm;
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| 
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| /// Returns true if the interleaved access group represented by the shuffles
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| /// is supported for the subtarget. Returns false otherwise.
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| static bool isSupported(const X86Subtarget &SubTarget,
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|                         const LoadInst *LI,
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|                         const ArrayRef<ShuffleVectorInst *> &Shuffles,
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|                         unsigned Factor) {
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| 
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|   const DataLayout &DL = Shuffles[0]->getModule()->getDataLayout();
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|   VectorType *ShuffleVecTy = Shuffles[0]->getType();
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|   unsigned ShuffleVecSize = DL.getTypeSizeInBits(ShuffleVecTy);
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|   Type *ShuffleEltTy = ShuffleVecTy->getVectorElementType();
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| 
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|   if (DL.getTypeSizeInBits(LI->getType()) < Factor * ShuffleVecSize)
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|     return false;
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| 
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|   // Currently, lowering is supported for 64 bits on AVX.
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|   if (!SubTarget.hasAVX() || ShuffleVecSize != 256 ||
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|       DL.getTypeSizeInBits(ShuffleEltTy) != 64 ||
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|       Factor != 4)
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|     return false;
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| 
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|   return true;
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| }
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| 
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| /// \brief Lower interleaved load(s) into target specific instructions/
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| /// intrinsics. Lowering sequence varies depending on the vector-types, factor,
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| /// number of shuffles and ISA.
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| /// Currently, lowering is supported for 4x64 bits with Factor = 4 on AVX.
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| bool X86TargetLowering::lowerInterleavedLoad(
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|     LoadInst *LI, ArrayRef<ShuffleVectorInst *> Shuffles,
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|     ArrayRef<unsigned> Indices, unsigned Factor) const {
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|   assert(Factor >= 2 && Factor <= getMaxSupportedInterleaveFactor() &&
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|          "Invalid interleave factor");
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|   assert(!Shuffles.empty() && "Empty shufflevector input");
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|   assert(Shuffles.size() == Indices.size() &&
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|          "Unmatched number of shufflevectors and indices");
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| 
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|   if (!isSupported(Subtarget, LI, Shuffles, Factor))
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|     return false;
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| 
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|   VectorType *ShuffleVecTy = Shuffles[0]->getType();
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| 
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|   Type *VecBasePtrTy = ShuffleVecTy->getPointerTo(LI->getPointerAddressSpace());
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| 
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|   IRBuilder<> Builder(LI);
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|   SmallVector<Instruction *, 4> NewLoads;
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|   SmallVector<Value *, 4> NewShuffles;
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|   NewShuffles.resize(Factor);
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| 
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|   Value *VecBasePtr =
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|       Builder.CreateBitCast(LI->getPointerOperand(), VecBasePtrTy);
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| 
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|   // Generate 4 loads of type v4xT64
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|   for (unsigned Part = 0; Part < Factor; Part++) {
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|     // TODO: Support inbounds GEP
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|     Value *NewBasePtr =
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|         Builder.CreateGEP(VecBasePtr, Builder.getInt32(Part));
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|     Instruction *NewLoad =
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|         Builder.CreateAlignedLoad(NewBasePtr, LI->getAlignment());
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|     NewLoads.push_back(NewLoad);
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|   }
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| 
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|   // dst = src1[0,1],src2[0,1]
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|   uint32_t IntMask1[] = {0, 1, 4, 5};
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|   ArrayRef<unsigned int> ShuffleMask = makeArrayRef(IntMask1, 4);
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|   Value *IntrVec1 =
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|       Builder.CreateShuffleVector(NewLoads[0], NewLoads[2], ShuffleMask);
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|   Value *IntrVec2 =
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|       Builder.CreateShuffleVector(NewLoads[1], NewLoads[3], ShuffleMask);
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| 
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|   // dst = src1[2,3],src2[2,3]
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|   uint32_t IntMask2[] = {2, 3, 6, 7};
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|   ShuffleMask = makeArrayRef(IntMask2, 4);
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|   Value *IntrVec3 =
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|       Builder.CreateShuffleVector(NewLoads[0], NewLoads[2], ShuffleMask);
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|   Value *IntrVec4 =
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|       Builder.CreateShuffleVector(NewLoads[1], NewLoads[3], ShuffleMask);
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| 
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|   // dst = src1[0],src2[0],src1[2],src2[2]
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|   uint32_t IntMask3[] = {0, 4, 2, 6};
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|   ShuffleMask = makeArrayRef(IntMask3, 4);
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|   NewShuffles[0] = Builder.CreateShuffleVector(IntrVec1, IntrVec2, ShuffleMask);
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|   NewShuffles[2] = Builder.CreateShuffleVector(IntrVec3, IntrVec4, ShuffleMask);
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| 
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|   // dst = src1[1],src2[1],src1[3],src2[3]
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|   uint32_t IntMask4[] = {1, 5, 3, 7};
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|   ShuffleMask = makeArrayRef(IntMask4, 4);
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|   NewShuffles[1] = Builder.CreateShuffleVector(IntrVec1, IntrVec2, ShuffleMask);
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|   NewShuffles[3] = Builder.CreateShuffleVector(IntrVec3, IntrVec4, ShuffleMask);
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| 
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|   for (unsigned i = 0; i < Shuffles.size(); i++) {
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|     unsigned Index = Indices[i];
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|     Shuffles[i]->replaceAllUsesWith(NewShuffles[Index]);
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|   }
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| 
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|   return true;
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| }
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