[X86, AVX] instcombine vperm2 intrinsics with zero inputs into shuffles

This is the IR optimizer follow-on patch for D8563: the x86 backend patch
that converts this kind of shuffle back into a vperm2.

This is also a continuation of the transform that started in D8486. 
In that patch, Andrea suggested that we could convert vperm2 intrinsics that
use zero masks into a single shuffle. 

This is an implementation of that suggestion.

Differential Revision: http://reviews.llvm.org/D8567

llvm-svn: 233110
diff --git a/llvm/lib/Transforms/InstCombine/InstCombineCalls.cpp b/llvm/lib/Transforms/InstCombine/InstCombineCalls.cpp
index b59c9f5..8f7825a 100644
--- a/llvm/lib/Transforms/InstCombine/InstCombineCalls.cpp
+++ b/llvm/lib/Transforms/InstCombine/InstCombineCalls.cpp
@@ -204,7 +204,7 @@
                                 InstCombiner::BuilderTy &Builder) {
   if (auto CInt = dyn_cast<ConstantInt>(II.getArgOperand(2))) {
     VectorType *VecTy = cast<VectorType>(II.getType());
-    uint8_t Imm = CInt->getZExtValue();
+    ConstantAggregateZero *ZeroVector = ConstantAggregateZero::get(VecTy);
 
     // The immediate permute control byte looks like this:
     //    [1:0] - select 128 bits from sources for low half of destination
@@ -213,37 +213,51 @@
     //    [5:4] - select 128 bits from sources for high half of destination
     //    [6]   - ignore
     //    [7]   - zero high half of destination
+
+    uint8_t Imm = CInt->getZExtValue();
+
+    bool LowHalfZero = Imm & 0x08;
+    bool HighHalfZero = Imm & 0x80;
+
+    // If both zero mask bits are set, this was just a weird way to
+    // generate a zero vector.
+    if (LowHalfZero && HighHalfZero)
+      return ZeroVector;
+
+    // If 0 or 1 zero mask bits are set, this is a simple shuffle.
+    unsigned NumElts = VecTy->getNumElements();
+    unsigned HalfSize = NumElts / 2;
+    SmallVector<int, 8> ShuffleMask(NumElts);
+
+    // The high bit of the selection field chooses the 1st or 2nd operand.
+    bool LowInputSelect = Imm & 0x02;
+    bool HighInputSelect = Imm & 0x20;
     
-    if ((Imm & 0x88) == 0x88) {
-      // If both zero mask bits are set, this was just a weird way to
-      // generate a zero vector.
-      return ConstantAggregateZero::get(VecTy);
-    }
+    // The low bit of the selection field chooses the low or high half
+    // of the selected operand.
+    bool LowHalfSelect = Imm & 0x01;
+    bool HighHalfSelect = Imm & 0x10;
 
-    // TODO: If a single zero bit is set, replace one of the source operands
-    // with a zero vector and use the same mask generation logic as below.
-
-    if ((Imm & 0x88) == 0x00) {
-      // If neither zero mask bit is set, this is a simple shuffle.
-      unsigned NumElts = VecTy->getNumElements();
-      unsigned HalfSize = NumElts / 2;
-      unsigned HalfBegin;
-      SmallVector<int, 8> ShuffleMask(NumElts);
-
-      // Permute low half of result.
-      HalfBegin = (Imm & 0x3) * HalfSize;
-      for (unsigned i = 0; i != HalfSize; ++i)
-        ShuffleMask[i] = HalfBegin + i;
+    // Determine which operand(s) are actually in use for this instruction.
+    Value *V0 = LowInputSelect ? II.getArgOperand(1) : II.getArgOperand(0);
+    Value *V1 = HighInputSelect ? II.getArgOperand(1) : II.getArgOperand(0);
     
-      // Permute high half of result.
-      HalfBegin = ((Imm >> 4) & 0x3) * HalfSize;
-      for (unsigned i = HalfSize; i != NumElts; ++i)
-        ShuffleMask[i] = HalfBegin + i - HalfSize;
+    // If needed, replace operands based on zero mask.
+    V0 = LowHalfZero ? ZeroVector : V0;
+    V1 = HighHalfZero ? ZeroVector : V1;
+    
+    // Permute low half of result.
+    unsigned StartIndex = LowHalfSelect ? HalfSize : 0;
+    for (unsigned i = 0; i < HalfSize; ++i)
+      ShuffleMask[i] = StartIndex + i;
 
-      Value *Op0 = II.getArgOperand(0);
-      Value *Op1 = II.getArgOperand(1);
-      return Builder.CreateShuffleVector(Op0, Op1, ShuffleMask);
-    }
+    // Permute high half of result.
+    StartIndex = HighHalfSelect ? HalfSize : 0;
+    StartIndex += NumElts;
+    for (unsigned i = 0; i < HalfSize; ++i)
+      ShuffleMask[i + HalfSize] = StartIndex + i;
+
+    return Builder.CreateShuffleVector(V0, V1, ShuffleMask);
   }
   return nullptr;
 }