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Diffstat (limited to 'contrib/llvm-project/llvm/lib/Target/X86/X86InterleavedAccess.cpp')
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diff --git a/contrib/llvm-project/llvm/lib/Target/X86/X86InterleavedAccess.cpp b/contrib/llvm-project/llvm/lib/Target/X86/X86InterleavedAccess.cpp new file mode 100644 index 000000000000..8f74a8fe041d --- /dev/null +++ b/contrib/llvm-project/llvm/lib/Target/X86/X86InterleavedAccess.cpp @@ -0,0 +1,847 @@ +//===- X86InterleavedAccess.cpp -------------------------------------------===// +// +// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions. +// See https://llvm.org/LICENSE.txt for license information. +// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception +// +//===----------------------------------------------------------------------===// +// +/// \file +/// This file contains the X86 implementation of the interleaved accesses +/// optimization generating X86-specific instructions/intrinsics for +/// interleaved access groups. +// +//===----------------------------------------------------------------------===// + +#include "X86ISelLowering.h" +#include "X86Subtarget.h" +#include "llvm/ADT/ArrayRef.h" +#include "llvm/ADT/SmallVector.h" +#include "llvm/Analysis/VectorUtils.h" +#include "llvm/IR/Constants.h" +#include "llvm/IR/DataLayout.h" +#include "llvm/IR/DerivedTypes.h" +#include "llvm/IR/IRBuilder.h" +#include "llvm/IR/Instruction.h" +#include "llvm/IR/Instructions.h" +#include "llvm/IR/Module.h" +#include "llvm/IR/Type.h" +#include "llvm/IR/Value.h" +#include "llvm/Support/Casting.h" +#include "llvm/Support/MachineValueType.h" +#include <algorithm> +#include <cassert> +#include <cmath> +#include <cstdint> + +using namespace llvm; + +namespace { + +/// This class holds necessary information to represent an interleaved +/// access group and supports utilities to lower the group into +/// X86-specific instructions/intrinsics. +/// E.g. A group of interleaving access loads (Factor = 2; accessing every +/// other element) +/// %wide.vec = load <8 x i32>, <8 x i32>* %ptr +/// %v0 = shuffle <8 x i32> %wide.vec, <8 x i32> undef, <0, 2, 4, 6> +/// %v1 = shuffle <8 x i32> %wide.vec, <8 x i32> undef, <1, 3, 5, 7> +class X86InterleavedAccessGroup { + /// Reference to the wide-load instruction of an interleaved access + /// group. + Instruction *const Inst; + + /// Reference to the shuffle(s), consumer(s) of the (load) 'Inst'. + ArrayRef<ShuffleVectorInst *> Shuffles; + + /// Reference to the starting index of each user-shuffle. + ArrayRef<unsigned> Indices; + + /// Reference to the interleaving stride in terms of elements. + const unsigned Factor; + + /// Reference to the underlying target. + const X86Subtarget &Subtarget; + + const DataLayout &DL; + + IRBuilder<> &Builder; + + /// Breaks down a vector \p 'Inst' of N elements into \p NumSubVectors + /// sub vectors of type \p T. Returns the sub-vectors in \p DecomposedVectors. + void decompose(Instruction *Inst, unsigned NumSubVectors, VectorType *T, + SmallVectorImpl<Instruction *> &DecomposedVectors); + + /// Performs matrix transposition on a 4x4 matrix \p InputVectors and + /// returns the transposed-vectors in \p TransposedVectors. + /// E.g. + /// InputVectors: + /// In-V0 = p1, p2, p3, p4 + /// In-V1 = q1, q2, q3, q4 + /// In-V2 = r1, r2, r3, r4 + /// In-V3 = s1, s2, s3, s4 + /// OutputVectors: + /// Out-V0 = p1, q1, r1, s1 + /// Out-V1 = p2, q2, r2, s2 + /// Out-V2 = p3, q3, r3, s3 + /// Out-V3 = P4, q4, r4, s4 + void transpose_4x4(ArrayRef<Instruction *> InputVectors, + SmallVectorImpl<Value *> &TransposedMatrix); + void interleave8bitStride4(ArrayRef<Instruction *> InputVectors, + SmallVectorImpl<Value *> &TransposedMatrix, + unsigned NumSubVecElems); + void interleave8bitStride4VF8(ArrayRef<Instruction *> InputVectors, + SmallVectorImpl<Value *> &TransposedMatrix); + void interleave8bitStride3(ArrayRef<Instruction *> InputVectors, + SmallVectorImpl<Value *> &TransposedMatrix, + unsigned NumSubVecElems); + void deinterleave8bitStride3(ArrayRef<Instruction *> InputVectors, + SmallVectorImpl<Value *> &TransposedMatrix, + unsigned NumSubVecElems); + +public: + /// In order to form an interleaved access group X86InterleavedAccessGroup + /// requires a wide-load instruction \p 'I', a group of interleaved-vectors + /// \p Shuffs, reference to the first indices of each interleaved-vector + /// \p 'Ind' and the interleaving stride factor \p F. In order to generate + /// X86-specific instructions/intrinsics it also requires the underlying + /// target information \p STarget. + explicit X86InterleavedAccessGroup(Instruction *I, + ArrayRef<ShuffleVectorInst *> Shuffs, + ArrayRef<unsigned> Ind, const unsigned F, + const X86Subtarget &STarget, + IRBuilder<> &B) + : Inst(I), Shuffles(Shuffs), Indices(Ind), Factor(F), Subtarget(STarget), + DL(Inst->getModule()->getDataLayout()), Builder(B) {} + + /// Returns true if this interleaved access group can be lowered into + /// x86-specific instructions/intrinsics, false otherwise. + bool isSupported() const; + + /// Lowers this interleaved access group into X86-specific + /// instructions/intrinsics. + bool lowerIntoOptimizedSequence(); +}; + +} // end anonymous namespace + +bool X86InterleavedAccessGroup::isSupported() const { + VectorType *ShuffleVecTy = Shuffles[0]->getType(); + Type *ShuffleEltTy = ShuffleVecTy->getVectorElementType(); + unsigned ShuffleElemSize = DL.getTypeSizeInBits(ShuffleEltTy); + unsigned WideInstSize; + + // Currently, lowering is supported for the following vectors: + // Stride 4: + // 1. Store and load of 4-element vectors of 64 bits on AVX. + // 2. Store of 16/32-element vectors of 8 bits on AVX. + // Stride 3: + // 1. Load of 16/32-element vectors of 8 bits on AVX. + if (!Subtarget.hasAVX() || (Factor != 4 && Factor != 3)) + return false; + + if (isa<LoadInst>(Inst)) { + WideInstSize = DL.getTypeSizeInBits(Inst->getType()); + if (cast<LoadInst>(Inst)->getPointerAddressSpace()) + return false; + } else + WideInstSize = DL.getTypeSizeInBits(Shuffles[0]->getType()); + + // We support shuffle represents stride 4 for byte type with size of + // WideInstSize. + if (ShuffleElemSize == 64 && WideInstSize == 1024 && Factor == 4) + return true; + + if (ShuffleElemSize == 8 && isa<StoreInst>(Inst) && Factor == 4 && + (WideInstSize == 256 || WideInstSize == 512 || WideInstSize == 1024 || + WideInstSize == 2048)) + return true; + + if (ShuffleElemSize == 8 && Factor == 3 && + (WideInstSize == 384 || WideInstSize == 768 || WideInstSize == 1536)) + return true; + + return false; +} + +void X86InterleavedAccessGroup::decompose( + Instruction *VecInst, unsigned NumSubVectors, VectorType *SubVecTy, + SmallVectorImpl<Instruction *> &DecomposedVectors) { + assert((isa<LoadInst>(VecInst) || isa<ShuffleVectorInst>(VecInst)) && + "Expected Load or Shuffle"); + + Type *VecWidth = VecInst->getType(); + (void)VecWidth; + assert(VecWidth->isVectorTy() && + DL.getTypeSizeInBits(VecWidth) >= + DL.getTypeSizeInBits(SubVecTy) * NumSubVectors && + "Invalid Inst-size!!!"); + + if (auto *SVI = dyn_cast<ShuffleVectorInst>(VecInst)) { + Value *Op0 = SVI->getOperand(0); + Value *Op1 = SVI->getOperand(1); + + // Generate N(= NumSubVectors) shuffles of T(= SubVecTy) type. + for (unsigned i = 0; i < NumSubVectors; ++i) + DecomposedVectors.push_back( + cast<ShuffleVectorInst>(Builder.CreateShuffleVector( + Op0, Op1, + createSequentialMask(Builder, Indices[i], + SubVecTy->getVectorNumElements(), 0)))); + return; + } + + // Decompose the load instruction. + LoadInst *LI = cast<LoadInst>(VecInst); + Type *VecBaseTy, *VecBasePtrTy; + Value *VecBasePtr; + unsigned int NumLoads = NumSubVectors; + // In the case of stride 3 with a vector of 32 elements load the information + // in the following way: + // [0,1...,VF/2-1,VF/2+VF,VF/2+VF+1,...,2VF-1] + unsigned VecLength = DL.getTypeSizeInBits(VecWidth); + if (VecLength == 768 || VecLength == 1536) { + VecBaseTy = VectorType::get(Type::getInt8Ty(LI->getContext()), 16); + VecBasePtrTy = VecBaseTy->getPointerTo(LI->getPointerAddressSpace()); + VecBasePtr = Builder.CreateBitCast(LI->getPointerOperand(), VecBasePtrTy); + NumLoads = NumSubVectors * (VecLength / 384); + } else { + VecBaseTy = SubVecTy; + VecBasePtrTy = VecBaseTy->getPointerTo(LI->getPointerAddressSpace()); + VecBasePtr = Builder.CreateBitCast(LI->getPointerOperand(), VecBasePtrTy); + } + // Generate N loads of T type. + for (unsigned i = 0; i < NumLoads; i++) { + // TODO: Support inbounds GEP. + Value *NewBasePtr = + Builder.CreateGEP(VecBaseTy, VecBasePtr, Builder.getInt32(i)); + Instruction *NewLoad = + Builder.CreateAlignedLoad(VecBaseTy, NewBasePtr, LI->getAlignment()); + DecomposedVectors.push_back(NewLoad); + } +} + +// Changing the scale of the vector type by reducing the number of elements and +// doubling the scalar size. +static MVT scaleVectorType(MVT VT) { + unsigned ScalarSize = VT.getVectorElementType().getScalarSizeInBits() * 2; + return MVT::getVectorVT(MVT::getIntegerVT(ScalarSize), + VT.getVectorNumElements() / 2); +} + +static uint32_t Concat[] = { + 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, + 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, + 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, + 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63 }; + +// genShuffleBland - Creates shuffle according to two vectors.This function is +// only works on instructions with lane inside 256 registers. According to +// the mask 'Mask' creates a new Mask 'Out' by the offset of the mask. The +// offset amount depends on the two integer, 'LowOffset' and 'HighOffset'. +// Where the 'LowOffset' refers to the first vector and the highOffset refers to +// the second vector. +// |a0....a5,b0....b4,c0....c4|a16..a21,b16..b20,c16..c20| +// |c5...c10,a5....a9,b5....b9|c21..c26,a22..a26,b21..b25| +// |b10..b15,c11..c15,a10..a15|b26..b31,c27..c31,a27..a31| +// For the sequence to work as a mirror to the load. +// We must consider the elements order as above. +// In this function we are combining two types of shuffles. +// The first one is vpshufed and the second is a type of "blend" shuffle. +// By computing the shuffle on a sequence of 16 elements(one lane) and add the +// correct offset. We are creating a vpsuffed + blend sequence between two +// shuffles. +static void genShuffleBland(MVT VT, ArrayRef<uint32_t> Mask, + SmallVectorImpl<uint32_t> &Out, int LowOffset, + int HighOffset) { + assert(VT.getSizeInBits() >= 256 && + "This function doesn't accept width smaller then 256"); + unsigned NumOfElm = VT.getVectorNumElements(); + for (unsigned i = 0; i < Mask.size(); i++) + Out.push_back(Mask[i] + LowOffset); + for (unsigned i = 0; i < Mask.size(); i++) + Out.push_back(Mask[i] + HighOffset + NumOfElm); +} + +// reorderSubVector returns the data to is the original state. And de-facto is +// the opposite of the function concatSubVector. + +// For VecElems = 16 +// Invec[0] - |0| TransposedMatrix[0] - |0| +// Invec[1] - |1| => TransposedMatrix[1] - |1| +// Invec[2] - |2| TransposedMatrix[2] - |2| + +// For VecElems = 32 +// Invec[0] - |0|3| TransposedMatrix[0] - |0|1| +// Invec[1] - |1|4| => TransposedMatrix[1] - |2|3| +// Invec[2] - |2|5| TransposedMatrix[2] - |4|5| + +// For VecElems = 64 +// Invec[0] - |0|3|6|9 | TransposedMatrix[0] - |0|1|2 |3 | +// Invec[1] - |1|4|7|10| => TransposedMatrix[1] - |4|5|6 |7 | +// Invec[2] - |2|5|8|11| TransposedMatrix[2] - |8|9|10|11| + +static void reorderSubVector(MVT VT, SmallVectorImpl<Value *> &TransposedMatrix, + ArrayRef<Value *> Vec, ArrayRef<uint32_t> VPShuf, + unsigned VecElems, unsigned Stride, + IRBuilder<> Builder) { + + if (VecElems == 16) { + for (unsigned i = 0; i < Stride; i++) + TransposedMatrix[i] = Builder.CreateShuffleVector( + Vec[i], UndefValue::get(Vec[i]->getType()), VPShuf); + return; + } + + SmallVector<uint32_t, 32> OptimizeShuf; + Value *Temp[8]; + + for (unsigned i = 0; i < (VecElems / 16) * Stride; i += 2) { + genShuffleBland(VT, VPShuf, OptimizeShuf, (i / Stride) * 16, + (i + 1) / Stride * 16); + Temp[i / 2] = Builder.CreateShuffleVector( + Vec[i % Stride], Vec[(i + 1) % Stride], OptimizeShuf); + OptimizeShuf.clear(); + } + + if (VecElems == 32) { + std::copy(Temp, Temp + Stride, TransposedMatrix.begin()); + return; + } + else + for (unsigned i = 0; i < Stride; i++) + TransposedMatrix[i] = + Builder.CreateShuffleVector(Temp[2 * i], Temp[2 * i + 1], Concat); +} + +void X86InterleavedAccessGroup::interleave8bitStride4VF8( + ArrayRef<Instruction *> Matrix, + SmallVectorImpl<Value *> &TransposedMatrix) { + // Assuming we start from the following vectors: + // Matrix[0]= c0 c1 c2 c3 c4 ... c7 + // Matrix[1]= m0 m1 m2 m3 m4 ... m7 + // Matrix[2]= y0 y1 y2 y3 y4 ... y7 + // Matrix[3]= k0 k1 k2 k3 k4 ... k7 + + MVT VT = MVT::v8i16; + TransposedMatrix.resize(2); + SmallVector<uint32_t, 16> MaskLow; + SmallVector<uint32_t, 32> MaskLowTemp1, MaskLowWord; + SmallVector<uint32_t, 32> MaskHighTemp1, MaskHighWord; + + for (unsigned i = 0; i < 8; ++i) { + MaskLow.push_back(i); + MaskLow.push_back(i + 8); + } + + createUnpackShuffleMask<uint32_t>(VT, MaskLowTemp1, true, false); + createUnpackShuffleMask<uint32_t>(VT, MaskHighTemp1, false, false); + scaleShuffleMask<uint32_t>(2, MaskHighTemp1, MaskHighWord); + scaleShuffleMask<uint32_t>(2, MaskLowTemp1, MaskLowWord); + // IntrVec1Low = c0 m0 c1 m1 c2 m2 c3 m3 c4 m4 c5 m5 c6 m6 c7 m7 + // IntrVec2Low = y0 k0 y1 k1 y2 k2 y3 k3 y4 k4 y5 k5 y6 k6 y7 k7 + Value *IntrVec1Low = + Builder.CreateShuffleVector(Matrix[0], Matrix[1], MaskLow); + Value *IntrVec2Low = + Builder.CreateShuffleVector(Matrix[2], Matrix[3], MaskLow); + + // TransposedMatrix[0] = c0 m0 y0 k0 c1 m1 y1 k1 c2 m2 y2 k2 c3 m3 y3 k3 + // TransposedMatrix[1] = c4 m4 y4 k4 c5 m5 y5 k5 c6 m6 y6 k6 c7 m7 y7 k7 + + TransposedMatrix[0] = + Builder.CreateShuffleVector(IntrVec1Low, IntrVec2Low, MaskLowWord); + TransposedMatrix[1] = + Builder.CreateShuffleVector(IntrVec1Low, IntrVec2Low, MaskHighWord); +} + +void X86InterleavedAccessGroup::interleave8bitStride4( + ArrayRef<Instruction *> Matrix, SmallVectorImpl<Value *> &TransposedMatrix, + unsigned NumOfElm) { + // Example: Assuming we start from the following vectors: + // Matrix[0]= c0 c1 c2 c3 c4 ... c31 + // Matrix[1]= m0 m1 m2 m3 m4 ... m31 + // Matrix[2]= y0 y1 y2 y3 y4 ... y31 + // Matrix[3]= k0 k1 k2 k3 k4 ... k31 + + MVT VT = MVT::getVectorVT(MVT::i8, NumOfElm); + MVT HalfVT = scaleVectorType(VT); + + TransposedMatrix.resize(4); + SmallVector<uint32_t, 32> MaskHigh; + SmallVector<uint32_t, 32> MaskLow; + SmallVector<uint32_t, 32> LowHighMask[2]; + SmallVector<uint32_t, 32> MaskHighTemp; + SmallVector<uint32_t, 32> MaskLowTemp; + + // MaskHighTemp and MaskLowTemp built in the vpunpckhbw and vpunpcklbw X86 + // shuffle pattern. + + createUnpackShuffleMask<uint32_t>(VT, MaskLow, true, false); + createUnpackShuffleMask<uint32_t>(VT, MaskHigh, false, false); + + // MaskHighTemp1 and MaskLowTemp1 built in the vpunpckhdw and vpunpckldw X86 + // shuffle pattern. + + createUnpackShuffleMask<uint32_t>(HalfVT, MaskLowTemp, true, false); + createUnpackShuffleMask<uint32_t>(HalfVT, MaskHighTemp, false, false); + scaleShuffleMask<uint32_t>(2, MaskLowTemp, LowHighMask[0]); + scaleShuffleMask<uint32_t>(2, MaskHighTemp, LowHighMask[1]); + + // IntrVec1Low = c0 m0 c1 m1 ... c7 m7 | c16 m16 c17 m17 ... c23 m23 + // IntrVec1High = c8 m8 c9 m9 ... c15 m15 | c24 m24 c25 m25 ... c31 m31 + // IntrVec2Low = y0 k0 y1 k1 ... y7 k7 | y16 k16 y17 k17 ... y23 k23 + // IntrVec2High = y8 k8 y9 k9 ... y15 k15 | y24 k24 y25 k25 ... y31 k31 + Value *IntrVec[4]; + + IntrVec[0] = Builder.CreateShuffleVector(Matrix[0], Matrix[1], MaskLow); + IntrVec[1] = Builder.CreateShuffleVector(Matrix[0], Matrix[1], MaskHigh); + IntrVec[2] = Builder.CreateShuffleVector(Matrix[2], Matrix[3], MaskLow); + IntrVec[3] = Builder.CreateShuffleVector(Matrix[2], Matrix[3], MaskHigh); + + // cmyk4 cmyk5 cmyk6 cmyk7 | cmyk20 cmyk21 cmyk22 cmyk23 + // cmyk12 cmyk13 cmyk14 cmyk15 | cmyk28 cmyk29 cmyk30 cmyk31 + // cmyk0 cmyk1 cmyk2 cmyk3 | cmyk16 cmyk17 cmyk18 cmyk19 + // cmyk8 cmyk9 cmyk10 cmyk11 | cmyk24 cmyk25 cmyk26 cmyk27 + + Value *VecOut[4]; + for (int i = 0; i < 4; i++) + VecOut[i] = Builder.CreateShuffleVector(IntrVec[i / 2], IntrVec[i / 2 + 2], + LowHighMask[i % 2]); + + // cmyk0 cmyk1 cmyk2 cmyk3 | cmyk4 cmyk5 cmyk6 cmyk7 + // cmyk8 cmyk9 cmyk10 cmyk11 | cmyk12 cmyk13 cmyk14 cmyk15 + // cmyk16 cmyk17 cmyk18 cmyk19 | cmyk20 cmyk21 cmyk22 cmyk23 + // cmyk24 cmyk25 cmyk26 cmyk27 | cmyk28 cmyk29 cmyk30 cmyk31 + + if (VT == MVT::v16i8) { + std::copy(VecOut, VecOut + 4, TransposedMatrix.begin()); + return; + } + + reorderSubVector(VT, TransposedMatrix, VecOut, makeArrayRef(Concat, 16), + NumOfElm, 4, Builder); +} + +// createShuffleStride returns shuffle mask of size N. +// The shuffle pattern is as following : +// {0, Stride%(VF/Lane), (2*Stride%(VF/Lane))...(VF*Stride/Lane)%(VF/Lane), +// (VF/ Lane) ,(VF / Lane)+Stride%(VF/Lane),..., +// (VF / Lane)+(VF*Stride/Lane)%(VF/Lane)} +// Where Lane is the # of lanes in a register: +// VectorSize = 128 => Lane = 1 +// VectorSize = 256 => Lane = 2 +// For example shuffle pattern for VF 16 register size 256 -> lanes = 2 +// {<[0|3|6|1|4|7|2|5]-[8|11|14|9|12|15|10|13]>} +static void createShuffleStride(MVT VT, int Stride, + SmallVectorImpl<uint32_t> &Mask) { + int VectorSize = VT.getSizeInBits(); + int VF = VT.getVectorNumElements(); + int LaneCount = std::max(VectorSize / 128, 1); + for (int Lane = 0; Lane < LaneCount; Lane++) + for (int i = 0, LaneSize = VF / LaneCount; i != LaneSize; ++i) + Mask.push_back((i * Stride) % LaneSize + LaneSize * Lane); +} + +// setGroupSize sets 'SizeInfo' to the size(number of elements) of group +// inside mask a shuffleMask. A mask contains exactly 3 groups, where +// each group is a monotonically increasing sequence with stride 3. +// For example shuffleMask {0,3,6,1,4,7,2,5} => {3,3,2} +static void setGroupSize(MVT VT, SmallVectorImpl<uint32_t> &SizeInfo) { + int VectorSize = VT.getSizeInBits(); + int VF = VT.getVectorNumElements() / std::max(VectorSize / 128, 1); + for (int i = 0, FirstGroupElement = 0; i < 3; i++) { + int GroupSize = std::ceil((VF - FirstGroupElement) / 3.0); + SizeInfo.push_back(GroupSize); + FirstGroupElement = ((GroupSize)*3 + FirstGroupElement) % VF; + } +} + +// DecodePALIGNRMask returns the shuffle mask of vpalign instruction. +// vpalign works according to lanes +// Where Lane is the # of lanes in a register: +// VectorWide = 128 => Lane = 1 +// VectorWide = 256 => Lane = 2 +// For Lane = 1 shuffle pattern is: {DiffToJump,...,DiffToJump+VF-1}. +// For Lane = 2 shuffle pattern is: +// {DiffToJump,...,VF/2-1,VF,...,DiffToJump+VF-1}. +// Imm variable sets the offset amount. The result of the +// function is stored inside ShuffleMask vector and it built as described in +// the begin of the description. AlignDirection is a boolean that indicates the +// direction of the alignment. (false - align to the "right" side while true - +// align to the "left" side) +static void DecodePALIGNRMask(MVT VT, unsigned Imm, + SmallVectorImpl<uint32_t> &ShuffleMask, + bool AlignDirection = true, bool Unary = false) { + unsigned NumElts = VT.getVectorNumElements(); + unsigned NumLanes = std::max((int)VT.getSizeInBits() / 128, 1); + unsigned NumLaneElts = NumElts / NumLanes; + + Imm = AlignDirection ? Imm : (NumLaneElts - Imm); + unsigned Offset = Imm * (VT.getScalarSizeInBits() / 8); + + for (unsigned l = 0; l != NumElts; l += NumLaneElts) { + for (unsigned i = 0; i != NumLaneElts; ++i) { + unsigned Base = i + Offset; + // if i+offset is out of this lane then we actually need the other source + // If Unary the other source is the first source. + if (Base >= NumLaneElts) + Base = Unary ? Base % NumLaneElts : Base + NumElts - NumLaneElts; + ShuffleMask.push_back(Base + l); + } + } +} + +// concatSubVector - The function rebuilds the data to a correct expected +// order. An assumption(The shape of the matrix) was taken for the +// deinterleaved to work with lane's instructions like 'vpalign' or 'vphuf'. +// This function ensures that the data is built in correct way for the lane +// instructions. Each lane inside the vector is a 128-bit length. +// +// The 'InVec' argument contains the data in increasing order. In InVec[0] You +// can find the first 128 bit data. The number of different lanes inside a +// vector depends on the 'VecElems'.In general, the formula is +// VecElems * type / 128. The size of the array 'InVec' depends and equal to +// 'VecElems'. + +// For VecElems = 16 +// Invec[0] - |0| Vec[0] - |0| +// Invec[1] - |1| => Vec[1] - |1| +// Invec[2] - |2| Vec[2] - |2| + +// For VecElems = 32 +// Invec[0] - |0|1| Vec[0] - |0|3| +// Invec[1] - |2|3| => Vec[1] - |1|4| +// Invec[2] - |4|5| Vec[2] - |2|5| + +// For VecElems = 64 +// Invec[0] - |0|1|2 |3 | Vec[0] - |0|3|6|9 | +// Invec[1] - |4|5|6 |7 | => Vec[1] - |1|4|7|10| +// Invec[2] - |8|9|10|11| Vec[2] - |2|5|8|11| + +static void concatSubVector(Value **Vec, ArrayRef<Instruction *> InVec, + unsigned VecElems, IRBuilder<> Builder) { + if (VecElems == 16) { + for (int i = 0; i < 3; i++) + Vec[i] = InVec[i]; + return; + } + + for (unsigned j = 0; j < VecElems / 32; j++) + for (int i = 0; i < 3; i++) + Vec[i + j * 3] = Builder.CreateShuffleVector( + InVec[j * 6 + i], InVec[j * 6 + i + 3], makeArrayRef(Concat, 32)); + + if (VecElems == 32) + return; + + for (int i = 0; i < 3; i++) + Vec[i] = Builder.CreateShuffleVector(Vec[i], Vec[i + 3], Concat); +} + +void X86InterleavedAccessGroup::deinterleave8bitStride3( + ArrayRef<Instruction *> InVec, SmallVectorImpl<Value *> &TransposedMatrix, + unsigned VecElems) { + // Example: Assuming we start from the following vectors: + // Matrix[0]= a0 b0 c0 a1 b1 c1 a2 b2 + // Matrix[1]= c2 a3 b3 c3 a4 b4 c4 a5 + // Matrix[2]= b5 c5 a6 b6 c6 a7 b7 c7 + + TransposedMatrix.resize(3); + SmallVector<uint32_t, 32> VPShuf; + SmallVector<uint32_t, 32> VPAlign[2]; + SmallVector<uint32_t, 32> VPAlign2; + SmallVector<uint32_t, 32> VPAlign3; + SmallVector<uint32_t, 3> GroupSize; + Value *Vec[6], *TempVector[3]; + + MVT VT = MVT::getVT(Shuffles[0]->getType()); + + createShuffleStride(VT, 3, VPShuf); + setGroupSize(VT, GroupSize); + + for (int i = 0; i < 2; i++) + DecodePALIGNRMask(VT, GroupSize[2 - i], VPAlign[i], false); + + DecodePALIGNRMask(VT, GroupSize[2] + GroupSize[1], VPAlign2, true, true); + DecodePALIGNRMask(VT, GroupSize[1], VPAlign3, true, true); + + concatSubVector(Vec, InVec, VecElems, Builder); + // Vec[0]= a0 a1 a2 b0 b1 b2 c0 c1 + // Vec[1]= c2 c3 c4 a3 a4 a5 b3 b4 + // Vec[2]= b5 b6 b7 c5 c6 c7 a6 a7 + + for (int i = 0; i < 3; i++) + Vec[i] = Builder.CreateShuffleVector( + Vec[i], UndefValue::get(Vec[0]->getType()), VPShuf); + + // TempVector[0]= a6 a7 a0 a1 a2 b0 b1 b2 + // TempVector[1]= c0 c1 c2 c3 c4 a3 a4 a5 + // TempVector[2]= b3 b4 b5 b6 b7 c5 c6 c7 + + for (int i = 0; i < 3; i++) + TempVector[i] = + Builder.CreateShuffleVector(Vec[(i + 2) % 3], Vec[i], VPAlign[0]); + + // Vec[0]= a3 a4 a5 a6 a7 a0 a1 a2 + // Vec[1]= c5 c6 c7 c0 c1 c2 c3 c4 + // Vec[2]= b0 b1 b2 b3 b4 b5 b6 b7 + + for (int i = 0; i < 3; i++) + Vec[i] = Builder.CreateShuffleVector(TempVector[(i + 1) % 3], TempVector[i], + VPAlign[1]); + + // TransposedMatrix[0]= a0 a1 a2 a3 a4 a5 a6 a7 + // TransposedMatrix[1]= b0 b1 b2 b3 b4 b5 b6 b7 + // TransposedMatrix[2]= c0 c1 c2 c3 c4 c5 c6 c7 + + Value *TempVec = Builder.CreateShuffleVector( + Vec[1], UndefValue::get(Vec[1]->getType()), VPAlign3); + TransposedMatrix[0] = Builder.CreateShuffleVector( + Vec[0], UndefValue::get(Vec[1]->getType()), VPAlign2); + TransposedMatrix[1] = VecElems == 8 ? Vec[2] : TempVec; + TransposedMatrix[2] = VecElems == 8 ? TempVec : Vec[2]; +} + +// group2Shuffle reorder the shuffle stride back into continuous order. +// For example For VF16 with Mask1 = {0,3,6,9,12,15,2,5,8,11,14,1,4,7,10,13} => +// MaskResult = {0,11,6,1,12,7,2,13,8,3,14,9,4,15,10,5}. +static void group2Shuffle(MVT VT, SmallVectorImpl<uint32_t> &Mask, + SmallVectorImpl<uint32_t> &Output) { + int IndexGroup[3] = {0, 0, 0}; + int Index = 0; + int VectorWidth = VT.getSizeInBits(); + int VF = VT.getVectorNumElements(); + // Find the index of the different groups. + int Lane = (VectorWidth / 128 > 0) ? VectorWidth / 128 : 1; + for (int i = 0; i < 3; i++) { + IndexGroup[(Index * 3) % (VF / Lane)] = Index; + Index += Mask[i]; + } + // According to the index compute the convert mask. + for (int i = 0; i < VF / Lane; i++) { + Output.push_back(IndexGroup[i % 3]); + IndexGroup[i % 3]++; + } +} + +void X86InterleavedAccessGroup::interleave8bitStride3( + ArrayRef<Instruction *> InVec, SmallVectorImpl<Value *> &TransposedMatrix, + unsigned VecElems) { + // Example: Assuming we start from the following vectors: + // Matrix[0]= a0 a1 a2 a3 a4 a5 a6 a7 + // Matrix[1]= b0 b1 b2 b3 b4 b5 b6 b7 + // Matrix[2]= c0 c1 c2 c3 c3 a7 b7 c7 + + TransposedMatrix.resize(3); + SmallVector<uint32_t, 3> GroupSize; + SmallVector<uint32_t, 32> VPShuf; + SmallVector<uint32_t, 32> VPAlign[3]; + SmallVector<uint32_t, 32> VPAlign2; + SmallVector<uint32_t, 32> VPAlign3; + + Value *Vec[3], *TempVector[3]; + MVT VT = MVT::getVectorVT(MVT::i8, VecElems); + + setGroupSize(VT, GroupSize); + + for (int i = 0; i < 3; i++) + DecodePALIGNRMask(VT, GroupSize[i], VPAlign[i]); + + DecodePALIGNRMask(VT, GroupSize[1] + GroupSize[2], VPAlign2, false, true); + DecodePALIGNRMask(VT, GroupSize[1], VPAlign3, false, true); + + // Vec[0]= a3 a4 a5 a6 a7 a0 a1 a2 + // Vec[1]= c5 c6 c7 c0 c1 c2 c3 c4 + // Vec[2]= b0 b1 b2 b3 b4 b5 b6 b7 + + Vec[0] = Builder.CreateShuffleVector( + InVec[0], UndefValue::get(InVec[0]->getType()), VPAlign2); + Vec[1] = Builder.CreateShuffleVector( + InVec[1], UndefValue::get(InVec[1]->getType()), VPAlign3); + Vec[2] = InVec[2]; + + // Vec[0]= a6 a7 a0 a1 a2 b0 b1 b2 + // Vec[1]= c0 c1 c2 c3 c4 a3 a4 a5 + // Vec[2]= b3 b4 b5 b6 b7 c5 c6 c7 + + for (int i = 0; i < 3; i++) + TempVector[i] = + Builder.CreateShuffleVector(Vec[i], Vec[(i + 2) % 3], VPAlign[1]); + + // Vec[0]= a0 a1 a2 b0 b1 b2 c0 c1 + // Vec[1]= c2 c3 c4 a3 a4 a5 b3 b4 + // Vec[2]= b5 b6 b7 c5 c6 c7 a6 a7 + + for (int i = 0; i < 3; i++) + Vec[i] = Builder.CreateShuffleVector(TempVector[i], TempVector[(i + 1) % 3], + VPAlign[2]); + + // TransposedMatrix[0] = a0 b0 c0 a1 b1 c1 a2 b2 + // TransposedMatrix[1] = c2 a3 b3 c3 a4 b4 c4 a5 + // TransposedMatrix[2] = b5 c5 a6 b6 c6 a7 b7 c7 + + unsigned NumOfElm = VT.getVectorNumElements(); + group2Shuffle(VT, GroupSize, VPShuf); + reorderSubVector(VT, TransposedMatrix, Vec, VPShuf, NumOfElm,3, Builder); +} + +void X86InterleavedAccessGroup::transpose_4x4( + ArrayRef<Instruction *> Matrix, + SmallVectorImpl<Value *> &TransposedMatrix) { + assert(Matrix.size() == 4 && "Invalid matrix size"); + TransposedMatrix.resize(4); + + // dst = src1[0,1],src2[0,1] + uint32_t IntMask1[] = {0, 1, 4, 5}; + ArrayRef<uint32_t> Mask = makeArrayRef(IntMask1, 4); + Value *IntrVec1 = Builder.CreateShuffleVector(Matrix[0], Matrix[2], Mask); + Value *IntrVec2 = Builder.CreateShuffleVector(Matrix[1], Matrix[3], Mask); + + // dst = src1[2,3],src2[2,3] + uint32_t IntMask2[] = {2, 3, 6, 7}; + Mask = makeArrayRef(IntMask2, 4); + Value *IntrVec3 = Builder.CreateShuffleVector(Matrix[0], Matrix[2], Mask); + Value *IntrVec4 = Builder.CreateShuffleVector(Matrix[1], Matrix[3], Mask); + + // dst = src1[0],src2[0],src1[2],src2[2] + uint32_t IntMask3[] = {0, 4, 2, 6}; + Mask = makeArrayRef(IntMask3, 4); + TransposedMatrix[0] = Builder.CreateShuffleVector(IntrVec1, IntrVec2, Mask); + TransposedMatrix[2] = Builder.CreateShuffleVector(IntrVec3, IntrVec4, Mask); + + // dst = src1[1],src2[1],src1[3],src2[3] + uint32_t IntMask4[] = {1, 5, 3, 7}; + Mask = makeArrayRef(IntMask4, 4); + TransposedMatrix[1] = Builder.CreateShuffleVector(IntrVec1, IntrVec2, Mask); + TransposedMatrix[3] = Builder.CreateShuffleVector(IntrVec3, IntrVec4, Mask); +} + +// Lowers this interleaved access group into X86-specific +// instructions/intrinsics. +bool X86InterleavedAccessGroup::lowerIntoOptimizedSequence() { + SmallVector<Instruction *, 4> DecomposedVectors; + SmallVector<Value *, 4> TransposedVectors; + VectorType *ShuffleTy = Shuffles[0]->getType(); + + if (isa<LoadInst>(Inst)) { + // Try to generate target-sized register(/instruction). + decompose(Inst, Factor, ShuffleTy, DecomposedVectors); + + Type *ShuffleEltTy = Inst->getType(); + unsigned NumSubVecElems = ShuffleEltTy->getVectorNumElements() / Factor; + // Perform matrix-transposition in order to compute interleaved + // results by generating some sort of (optimized) target-specific + // instructions. + + switch (NumSubVecElems) { + default: + return false; + case 4: + transpose_4x4(DecomposedVectors, TransposedVectors); + break; + case 8: + case 16: + case 32: + case 64: + deinterleave8bitStride3(DecomposedVectors, TransposedVectors, + NumSubVecElems); + break; + } + + // Now replace the unoptimized-interleaved-vectors with the + // transposed-interleaved vectors. + for (unsigned i = 0, e = Shuffles.size(); i < e; ++i) + Shuffles[i]->replaceAllUsesWith(TransposedVectors[Indices[i]]); + + return true; + } + + Type *ShuffleEltTy = ShuffleTy->getVectorElementType(); + unsigned NumSubVecElems = ShuffleTy->getVectorNumElements() / Factor; + + // Lower the interleaved stores: + // 1. Decompose the interleaved wide shuffle into individual shuffle + // vectors. + decompose(Shuffles[0], Factor, VectorType::get(ShuffleEltTy, NumSubVecElems), + DecomposedVectors); + + // 2. Transpose the interleaved-vectors into vectors of contiguous + // elements. + switch (NumSubVecElems) { + case 4: + transpose_4x4(DecomposedVectors, TransposedVectors); + break; + case 8: + interleave8bitStride4VF8(DecomposedVectors, TransposedVectors); + break; + case 16: + case 32: + case 64: + if (Factor == 4) + interleave8bitStride4(DecomposedVectors, TransposedVectors, + NumSubVecElems); + if (Factor == 3) + interleave8bitStride3(DecomposedVectors, TransposedVectors, + NumSubVecElems); + break; + default: + return false; + } + + // 3. Concatenate the contiguous-vectors back into a wide vector. + Value *WideVec = concatenateVectors(Builder, TransposedVectors); + + // 4. Generate a store instruction for wide-vec. + StoreInst *SI = cast<StoreInst>(Inst); + Builder.CreateAlignedStore(WideVec, SI->getPointerOperand(), + SI->getAlignment()); + + return true; +} + +// Lower interleaved load(s) into target specific instructions/ +// intrinsics. Lowering sequence varies depending on the vector-types, factor, +// number of shuffles and ISA. +// Currently, lowering is supported for 4x64 bits with Factor = 4 on AVX. +bool X86TargetLowering::lowerInterleavedLoad( + LoadInst *LI, ArrayRef<ShuffleVectorInst *> Shuffles, + ArrayRef<unsigned> Indices, unsigned Factor) const { + assert(Factor >= 2 && Factor <= getMaxSupportedInterleaveFactor() && + "Invalid interleave factor"); + assert(!Shuffles.empty() && "Empty shufflevector input"); + assert(Shuffles.size() == Indices.size() && + "Unmatched number of shufflevectors and indices"); + + // Create an interleaved access group. + IRBuilder<> Builder(LI); + X86InterleavedAccessGroup Grp(LI, Shuffles, Indices, Factor, Subtarget, + Builder); + + return Grp.isSupported() && Grp.lowerIntoOptimizedSequence(); +} + +bool X86TargetLowering::lowerInterleavedStore(StoreInst *SI, + ShuffleVectorInst *SVI, + unsigned Factor) const { + assert(Factor >= 2 && Factor <= getMaxSupportedInterleaveFactor() && + "Invalid interleave factor"); + + assert(SVI->getType()->getVectorNumElements() % Factor == 0 && + "Invalid interleaved store"); + + // Holds the indices of SVI that correspond to the starting index of each + // interleaved shuffle. + SmallVector<unsigned, 4> Indices; + auto Mask = SVI->getShuffleMask(); + for (unsigned i = 0; i < Factor; i++) + Indices.push_back(Mask[i]); + + ArrayRef<ShuffleVectorInst *> Shuffles = makeArrayRef(SVI); + + // Create an interleaved access group. + IRBuilder<> Builder(SI); + X86InterleavedAccessGroup Grp(SI, Shuffles, Indices, Factor, Subtarget, + Builder); + + return Grp.isSupported() && Grp.lowerIntoOptimizedSequence(); +} |
