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David L Kreitzer01a057a2016-10-14 18:20:41 +00001//===------- X86InterleavedAccess.cpp --------------===//
2//
3// The LLVM Compiler Infrastructure
4//
5// This file is distributed under the University of Illinois Open Source
6// License. See LICENSE.TXT for details.
7//
8//===----------------------------------------------------------------------===//
9//
10// This file contains the X86 implementation of the interleaved accesses
11// optimization generating X86-specific instructions/intrinsics for interleaved
12// access groups.
13//
14//===----------------------------------------------------------------------===//
15
16#include "X86ISelLowering.h"
17#include "X86TargetMachine.h"
18
19using namespace llvm;
20
21/// Returns true if the interleaved access group represented by the shuffles
22/// is supported for the subtarget. Returns false otherwise.
23static bool isSupported(const X86Subtarget &SubTarget,
24 const LoadInst *LI,
25 const ArrayRef<ShuffleVectorInst *> &Shuffles,
26 unsigned Factor) {
27
28 const DataLayout &DL = Shuffles[0]->getModule()->getDataLayout();
29 VectorType *ShuffleVecTy = Shuffles[0]->getType();
30 unsigned ShuffleVecSize = DL.getTypeSizeInBits(ShuffleVecTy);
31 Type *ShuffleEltTy = ShuffleVecTy->getVectorElementType();
32
33 if (DL.getTypeSizeInBits(LI->getType()) < Factor * ShuffleVecSize)
34 return false;
35
36 // Currently, lowering is supported for 64 bits on AVX.
37 if (!SubTarget.hasAVX() || ShuffleVecSize != 256 ||
38 DL.getTypeSizeInBits(ShuffleEltTy) != 64 ||
39 Factor != 4)
40 return false;
41
42 return true;
43}
44
45/// \brief Lower interleaved load(s) into target specific instructions/
46/// intrinsics. Lowering sequence varies depending on the vector-types, factor,
47/// number of shuffles and ISA.
48/// Currently, lowering is supported for 4x64 bits with Factor = 4 on AVX.
49bool X86TargetLowering::lowerInterleavedLoad(
50 LoadInst *LI, ArrayRef<ShuffleVectorInst *> Shuffles,
51 ArrayRef<unsigned> Indices, unsigned Factor) const {
52 assert(Factor >= 2 && Factor <= getMaxSupportedInterleaveFactor() &&
53 "Invalid interleave factor");
54 assert(!Shuffles.empty() && "Empty shufflevector input");
55 assert(Shuffles.size() == Indices.size() &&
56 "Unmatched number of shufflevectors and indices");
57
58 if (!isSupported(Subtarget, LI, Shuffles, Factor))
59 return false;
60
61 VectorType *ShuffleVecTy = Shuffles[0]->getType();
62
63 Type *VecBasePtrTy = ShuffleVecTy->getPointerTo(LI->getPointerAddressSpace());
64
65 IRBuilder<> Builder(LI);
66 SmallVector<Instruction *, 4> NewLoads;
67 SmallVector<Value *, 4> NewShuffles;
68 NewShuffles.resize(Factor);
69
70 Value *VecBasePtr =
71 Builder.CreateBitCast(LI->getPointerOperand(), VecBasePtrTy);
72
73 // Generate 4 loads of type v4xT64
74 for (unsigned Part = 0; Part < Factor; Part++) {
75 // TODO: Support inbounds GEP
76 Value *NewBasePtr =
77 Builder.CreateGEP(VecBasePtr, Builder.getInt32(Part));
78 Instruction *NewLoad =
79 Builder.CreateAlignedLoad(NewBasePtr, LI->getAlignment());
80 NewLoads.push_back(NewLoad);
81 }
82
83 // dst = src1[0,1],src2[0,1]
84 uint32_t IntMask1[] = {0, 1, 4, 5};
85 ArrayRef<unsigned int> ShuffleMask = makeArrayRef(IntMask1, 4);
86 Value *IntrVec1 =
87 Builder.CreateShuffleVector(NewLoads[0], NewLoads[2], ShuffleMask);
88 Value *IntrVec2 =
89 Builder.CreateShuffleVector(NewLoads[1], NewLoads[3], ShuffleMask);
90
91 // dst = src1[2,3],src2[2,3]
92 uint32_t IntMask2[] = {2, 3, 6, 7};
93 ShuffleMask = makeArrayRef(IntMask2, 4);
94 Value *IntrVec3 =
95 Builder.CreateShuffleVector(NewLoads[0], NewLoads[2], ShuffleMask);
96 Value *IntrVec4 =
97 Builder.CreateShuffleVector(NewLoads[1], NewLoads[3], ShuffleMask);
98
99 // dst = src1[0],src2[0],src1[2],src2[2]
100 uint32_t IntMask3[] = {0, 4, 2, 6};
101 ShuffleMask = makeArrayRef(IntMask3, 4);
102 NewShuffles[0] = Builder.CreateShuffleVector(IntrVec1, IntrVec2, ShuffleMask);
103 NewShuffles[2] = Builder.CreateShuffleVector(IntrVec3, IntrVec4, ShuffleMask);
104
105 // dst = src1[1],src2[1],src1[3],src2[3]
106 uint32_t IntMask4[] = {1, 5, 3, 7};
107 ShuffleMask = makeArrayRef(IntMask4, 4);
108 NewShuffles[1] = Builder.CreateShuffleVector(IntrVec1, IntrVec2, ShuffleMask);
109 NewShuffles[3] = Builder.CreateShuffleVector(IntrVec3, IntrVec4, ShuffleMask);
110
111 for (unsigned i = 0; i < Shuffles.size(); i++) {
112 unsigned Index = Indices[i];
113 Shuffles[i]->replaceAllUsesWith(NewShuffles[Index]);
114 }
115
116 return true;
117}