1; NOTE: Assertions have been autogenerated by utils/update_llc_test_checks.py
2; RUN: llc -global-isel -mtriple=amdgcn-mesa-mesa3d -mcpu=tahiti -verify-machineinstrs < %s | FileCheck -check-prefix=GFX6 %s
3; RUN: llc -global-isel -mtriple=amdgcn-mesa-mesa3d -mcpu=gfx1010 -verify-machineinstrs < %s | FileCheck -check-prefix=GFX10 %s
4
5define amdgpu_ps <4 x float> @load_2darraymsaa_v4f32_xyzw(<8 x i32> inreg %rsrc, i32 %s, i32 %t, i32 %slice, i32 %fragid) {
6; GFX6-LABEL: load_2darraymsaa_v4f32_xyzw:
7; GFX6:       ; %bb.0:
8; GFX6-NEXT:    s_mov_b32 s0, s2
9; GFX6-NEXT:    s_mov_b32 s1, s3
10; GFX6-NEXT:    s_mov_b32 s2, s4
11; GFX6-NEXT:    s_mov_b32 s3, s5
12; GFX6-NEXT:    s_mov_b32 s4, s6
13; GFX6-NEXT:    s_mov_b32 s5, s7
14; GFX6-NEXT:    s_mov_b32 s6, s8
15; GFX6-NEXT:    s_mov_b32 s7, s9
16; GFX6-NEXT:    image_load v[0:3], v[0:3], s[0:7] dmask:0xf unorm da
17; GFX6-NEXT:    s_waitcnt vmcnt(0)
18; GFX6-NEXT:    ; return to shader part epilog
19;
20; GFX10-LABEL: load_2darraymsaa_v4f32_xyzw:
21; GFX10:       ; %bb.0:
22; GFX10-NEXT:    s_mov_b32 s0, s2
23; GFX10-NEXT:    s_mov_b32 s1, s3
24; GFX10-NEXT:    s_mov_b32 s2, s4
25; GFX10-NEXT:    s_mov_b32 s3, s5
26; GFX10-NEXT:    s_mov_b32 s4, s6
27; GFX10-NEXT:    s_mov_b32 s5, s7
28; GFX10-NEXT:    s_mov_b32 s6, s8
29; GFX10-NEXT:    s_mov_b32 s7, s9
30; GFX10-NEXT:    image_load v[0:3], v[0:3], s[0:7] dmask:0xf dim:SQ_RSRC_IMG_2D_MSAA_ARRAY unorm
31; GFX10-NEXT:    s_waitcnt vmcnt(0)
32; GFX10-NEXT:    ; return to shader part epilog
33  %v = call <4 x float> @llvm.amdgcn.image.load.2darraymsaa.v4f32.i32(i32 15, i32 %s, i32 %t, i32 %slice, i32 %fragid, <8 x i32> %rsrc, i32 0, i32 0)
34  ret <4 x float> %v
35}
36
37define amdgpu_ps <4 x float> @load_2darraymsaa_v4f32_xyzw_tfe(<8 x i32> inreg %rsrc, i32 addrspace(1)* inreg %out, i32 %s, i32 %t, i32 %slice, i32 %fragid) {
38; GFX6-LABEL: load_2darraymsaa_v4f32_xyzw_tfe:
39; GFX6:       ; %bb.0:
40; GFX6-NEXT:    v_mov_b32_e32 v5, v0
41; GFX6-NEXT:    v_mov_b32_e32 v0, 0
42; GFX6-NEXT:    s_mov_b32 s0, s2
43; GFX6-NEXT:    s_mov_b32 s1, s3
44; GFX6-NEXT:    s_mov_b32 s2, s4
45; GFX6-NEXT:    s_mov_b32 s3, s5
46; GFX6-NEXT:    s_mov_b32 s4, s6
47; GFX6-NEXT:    s_mov_b32 s5, s7
48; GFX6-NEXT:    s_mov_b32 s6, s8
49; GFX6-NEXT:    s_mov_b32 s7, s9
50; GFX6-NEXT:    v_mov_b32_e32 v6, v1
51; GFX6-NEXT:    v_mov_b32_e32 v7, v2
52; GFX6-NEXT:    v_mov_b32_e32 v8, v3
53; GFX6-NEXT:    v_mov_b32_e32 v1, v0
54; GFX6-NEXT:    v_mov_b32_e32 v2, v0
55; GFX6-NEXT:    v_mov_b32_e32 v3, v0
56; GFX6-NEXT:    v_mov_b32_e32 v4, v0
57; GFX6-NEXT:    image_load v[0:4], v[5:8], s[0:7] dmask:0xf unorm tfe da
58; GFX6-NEXT:    s_mov_b32 s8, s10
59; GFX6-NEXT:    s_mov_b32 s9, s11
60; GFX6-NEXT:    s_mov_b32 s10, -1
61; GFX6-NEXT:    s_mov_b32 s11, 0xf000
62; GFX6-NEXT:    s_waitcnt vmcnt(0)
63; GFX6-NEXT:    buffer_store_dword v4, off, s[8:11], 0
64; GFX6-NEXT:    s_waitcnt vmcnt(0) expcnt(0)
65; GFX6-NEXT:    ; return to shader part epilog
66;
67; GFX10-LABEL: load_2darraymsaa_v4f32_xyzw_tfe:
68; GFX10:       ; %bb.0:
69; GFX10-NEXT:    v_mov_b32_e32 v9, 0
70; GFX10-NEXT:    v_mov_b32_e32 v5, v0
71; GFX10-NEXT:    v_mov_b32_e32 v6, v1
72; GFX10-NEXT:    v_mov_b32_e32 v7, v2
73; GFX10-NEXT:    v_mov_b32_e32 v8, v3
74; GFX10-NEXT:    v_mov_b32_e32 v10, v9
75; GFX10-NEXT:    v_mov_b32_e32 v11, v9
76; GFX10-NEXT:    v_mov_b32_e32 v12, v9
77; GFX10-NEXT:    v_mov_b32_e32 v13, v9
78; GFX10-NEXT:    s_mov_b32 s0, s2
79; GFX10-NEXT:    s_mov_b32 s1, s3
80; GFX10-NEXT:    s_mov_b32 s2, s4
81; GFX10-NEXT:    s_mov_b32 s3, s5
82; GFX10-NEXT:    s_mov_b32 s4, s6
83; GFX10-NEXT:    s_mov_b32 s5, s7
84; GFX10-NEXT:    s_mov_b32 s6, s8
85; GFX10-NEXT:    s_mov_b32 s7, s9
86; GFX10-NEXT:    v_mov_b32_e32 v0, v9
87; GFX10-NEXT:    v_mov_b32_e32 v1, v10
88; GFX10-NEXT:    v_mov_b32_e32 v2, v11
89; GFX10-NEXT:    v_mov_b32_e32 v3, v12
90; GFX10-NEXT:    v_mov_b32_e32 v4, v13
91; GFX10-NEXT:    image_load v[0:4], v[5:8], s[0:7] dmask:0xf dim:SQ_RSRC_IMG_2D_MSAA_ARRAY unorm tfe
92; GFX10-NEXT:    s_waitcnt vmcnt(0)
93; GFX10-NEXT:    global_store_dword v9, v4, s[10:11]
94; GFX10-NEXT:    s_waitcnt_vscnt null, 0x0
95; GFX10-NEXT:    ; return to shader part epilog
96  %v = call { <4 x float>, i32 } @llvm.amdgcn.image.load.2darraymsaa.sl_v4f32i32s.i32(i32 15, i32 %s, i32 %t, i32 %slice, i32 %fragid, <8 x i32> %rsrc, i32 1, i32 0)
97  %v.vec = extractvalue { <4 x float>, i32 } %v, 0
98  %v.err = extractvalue { <4 x float>, i32 } %v, 1
99  store i32 %v.err, i32 addrspace(1)* %out, align 4
100  ret <4 x float> %v.vec
101}
102
103define amdgpu_ps <4 x float> @load_2darraymsaa_v4f32_xyzw_tfe_lwe(<8 x i32> inreg %rsrc, i32 addrspace(1)* inreg %out, i32 %s, i32 %t, i32 %slice, i32 %fragid) {
104; GFX6-LABEL: load_2darraymsaa_v4f32_xyzw_tfe_lwe:
105; GFX6:       ; %bb.0:
106; GFX6-NEXT:    v_mov_b32_e32 v5, v0
107; GFX6-NEXT:    v_mov_b32_e32 v0, 0
108; GFX6-NEXT:    s_mov_b32 s0, s2
109; GFX6-NEXT:    s_mov_b32 s1, s3
110; GFX6-NEXT:    s_mov_b32 s2, s4
111; GFX6-NEXT:    s_mov_b32 s3, s5
112; GFX6-NEXT:    s_mov_b32 s4, s6
113; GFX6-NEXT:    s_mov_b32 s5, s7
114; GFX6-NEXT:    s_mov_b32 s6, s8
115; GFX6-NEXT:    s_mov_b32 s7, s9
116; GFX6-NEXT:    v_mov_b32_e32 v6, v1
117; GFX6-NEXT:    v_mov_b32_e32 v7, v2
118; GFX6-NEXT:    v_mov_b32_e32 v8, v3
119; GFX6-NEXT:    v_mov_b32_e32 v1, v0
120; GFX6-NEXT:    v_mov_b32_e32 v2, v0
121; GFX6-NEXT:    v_mov_b32_e32 v3, v0
122; GFX6-NEXT:    v_mov_b32_e32 v4, v0
123; GFX6-NEXT:    image_load v[0:4], v[5:8], s[0:7] dmask:0xf unorm tfe lwe da
124; GFX6-NEXT:    s_mov_b32 s8, s10
125; GFX6-NEXT:    s_mov_b32 s9, s11
126; GFX6-NEXT:    s_mov_b32 s10, -1
127; GFX6-NEXT:    s_mov_b32 s11, 0xf000
128; GFX6-NEXT:    s_waitcnt vmcnt(0)
129; GFX6-NEXT:    buffer_store_dword v4, off, s[8:11], 0
130; GFX6-NEXT:    s_waitcnt vmcnt(0) expcnt(0)
131; GFX6-NEXT:    ; return to shader part epilog
132;
133; GFX10-LABEL: load_2darraymsaa_v4f32_xyzw_tfe_lwe:
134; GFX10:       ; %bb.0:
135; GFX10-NEXT:    v_mov_b32_e32 v9, 0
136; GFX10-NEXT:    v_mov_b32_e32 v5, v0
137; GFX10-NEXT:    v_mov_b32_e32 v6, v1
138; GFX10-NEXT:    v_mov_b32_e32 v7, v2
139; GFX10-NEXT:    v_mov_b32_e32 v8, v3
140; GFX10-NEXT:    v_mov_b32_e32 v10, v9
141; GFX10-NEXT:    v_mov_b32_e32 v11, v9
142; GFX10-NEXT:    v_mov_b32_e32 v12, v9
143; GFX10-NEXT:    v_mov_b32_e32 v13, v9
144; GFX10-NEXT:    s_mov_b32 s0, s2
145; GFX10-NEXT:    s_mov_b32 s1, s3
146; GFX10-NEXT:    s_mov_b32 s2, s4
147; GFX10-NEXT:    s_mov_b32 s3, s5
148; GFX10-NEXT:    s_mov_b32 s4, s6
149; GFX10-NEXT:    s_mov_b32 s5, s7
150; GFX10-NEXT:    s_mov_b32 s6, s8
151; GFX10-NEXT:    s_mov_b32 s7, s9
152; GFX10-NEXT:    v_mov_b32_e32 v0, v9
153; GFX10-NEXT:    v_mov_b32_e32 v1, v10
154; GFX10-NEXT:    v_mov_b32_e32 v2, v11
155; GFX10-NEXT:    v_mov_b32_e32 v3, v12
156; GFX10-NEXT:    v_mov_b32_e32 v4, v13
157; GFX10-NEXT:    image_load v[0:4], v[5:8], s[0:7] dmask:0xf dim:SQ_RSRC_IMG_2D_MSAA_ARRAY unorm tfe lwe
158; GFX10-NEXT:    s_waitcnt vmcnt(0)
159; GFX10-NEXT:    global_store_dword v9, v4, s[10:11]
160; GFX10-NEXT:    s_waitcnt_vscnt null, 0x0
161; GFX10-NEXT:    ; return to shader part epilog
162  %v = call { <4 x float>, i32 } @llvm.amdgcn.image.load.2darraymsaa.sl_v4f32i32s.i32(i32 15, i32 %s, i32 %t, i32 %slice, i32 %fragid, <8 x i32> %rsrc, i32 3, i32 0)
163  %v.vec = extractvalue { <4 x float>, i32 } %v, 0
164  %v.err = extractvalue { <4 x float>, i32 } %v, 1
165  store i32 %v.err, i32 addrspace(1)* %out, align 4
166  ret <4 x float> %v.vec
167}
168
169declare <4 x float> @llvm.amdgcn.image.load.2darraymsaa.v4f32.i32(i32 immarg, i32, i32, i32, i32, <8 x i32>, i32 immarg, i32 immarg) #0
170declare { <4 x float>, i32 } @llvm.amdgcn.image.load.2darraymsaa.sl_v4f32i32s.i32(i32 immarg, i32, i32, i32, i32, <8 x i32>, i32 immarg, i32 immarg) #0
171
172attributes #0 = { nounwind readonly }
173