; NOTE: Assertions have been autogenerated by utils/update_test_checks.py ; RUN: opt -slp-vectorizer -vector-library=Accelerate -S %s | FileCheck %s ; RUN: opt -slp-vectorizer -S %s | FileCheck --check-prefix NOACCELERATE %s target datalayout = "e-m:o-i64:64-i128:128-n32:64-S128" target triple = "arm64-apple-ios14.0.0" declare float @llvm.sin.f32(float) #1 ; Accelerate provides sin() for <4 x float> define <4 x float> @sin_4x(<4 x float>* %a) { ; CHECK-LABEL: @sin_4x( ; CHECK-NEXT: entry: ; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, <4 x float>* [[A:%.*]], align 16 ; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vsinf(<4 x float> [[TMP0]]) ; CHECK-NEXT: [[TMP2:%.*]] = extractelement <4 x float> [[TMP1]], i32 0 ; CHECK-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP2]], i32 0 ; CHECK-NEXT: [[TMP3:%.*]] = extractelement <4 x float> [[TMP1]], i32 1 ; CHECK-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP3]], i32 1 ; CHECK-NEXT: [[TMP4:%.*]] = extractelement <4 x float> [[TMP1]], i32 2 ; CHECK-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP4]], i32 2 ; CHECK-NEXT: [[TMP5:%.*]] = extractelement <4 x float> [[TMP1]], i32 3 ; CHECK-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP5]], i32 3 ; CHECK-NEXT: ret <4 x float> [[VECINS_3]] ; ; NOACCELERATE-LABEL: @sin_4x( ; NOACCELERATE-NEXT: entry: ; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, <4 x float>* [[A:%.*]], align 16 ; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0 ; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT]]) ; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0 ; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1 ; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT_1]]) ; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1 ; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2 ; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT_2]]) ; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2 ; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3 ; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT_3]]) ; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3 ; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]] ; entry: %0 = load <4 x float>, <4 x float>* %a, align 16 %vecext = extractelement <4 x float> %0, i32 0 %1 = tail call fast float @llvm.sin.f32(float %vecext) %vecins = insertelement <4 x float> undef, float %1, i32 0 %vecext.1 = extractelement <4 x float> %0, i32 1 %2 = tail call fast float @llvm.sin.f32(float %vecext.1) %vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1 %vecext.2 = extractelement <4 x float> %0, i32 2 %3 = tail call fast float @llvm.sin.f32(float %vecext.2) %vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2 %vecext.3 = extractelement <4 x float> %0, i32 3 %4 = tail call fast float @llvm.sin.f32(float %vecext.3) %vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3 ret <4 x float> %vecins.3 } ; Accelerate *does not* provide sin() for <2 x float>. define <2 x float> @sin_2x(<2 x float>* %a) { ; CHECK-LABEL: @sin_2x( ; CHECK-NEXT: entry: ; CHECK-NEXT: [[TMP0:%.*]] = load <2 x float>, <2 x float>* [[A:%.*]], align 16 ; CHECK-NEXT: [[VECEXT:%.*]] = extractelement <2 x float> [[TMP0]], i32 0 ; CHECK-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT]]) #1 ; CHECK-NEXT: [[VECINS:%.*]] = insertelement <2 x float> undef, float [[TMP1]], i32 0 ; CHECK-NEXT: [[VECEXT_1:%.*]] = extractelement <2 x float> [[TMP0]], i32 1 ; CHECK-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT_1]]) #1 ; CHECK-NEXT: [[VECINS_1:%.*]] = insertelement <2 x float> [[VECINS]], float [[TMP2]], i32 1 ; CHECK-NEXT: ret <2 x float> [[VECINS_1]] ; ; NOACCELERATE-LABEL: @sin_2x( ; NOACCELERATE-NEXT: entry: ; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <2 x float>, <2 x float>* [[A:%.*]], align 16 ; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <2 x float> [[TMP0]], i32 0 ; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT]]) ; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <2 x float> undef, float [[TMP1]], i32 0 ; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <2 x float> [[TMP0]], i32 1 ; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.sin.f32(float [[VECEXT_1]]) ; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <2 x float> [[VECINS]], float [[TMP2]], i32 1 ; NOACCELERATE-NEXT: ret <2 x float> [[VECINS_1]] ; entry: %0 = load <2 x float>, <2 x float>* %a, align 16 %vecext = extractelement <2 x float> %0, i32 0 %1 = tail call fast float @llvm.sin.f32(float %vecext) %vecins = insertelement <2 x float> undef, float %1, i32 0 %vecext.1 = extractelement <2 x float> %0, i32 1 %2 = tail call fast float @llvm.sin.f32(float %vecext.1) %vecins.1 = insertelement <2 x float> %vecins, float %2, i32 1 ret <2 x float> %vecins.1 } declare float @llvm.cos.f32(float) #1 ; Accelerate provides cos() for <4 x float> define <4 x float> @cos_4x(<4 x float>* %a) { ; CHECK-LABEL: @cos_4x( ; CHECK-NEXT: entry: ; CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, <4 x float>* [[A:%.*]], align 16 ; CHECK-NEXT: [[TMP1:%.*]] = call fast <4 x float> @vcosf(<4 x float> [[TMP0]]) ; CHECK-NEXT: [[TMP2:%.*]] = extractelement <4 x float> [[TMP1]], i32 0 ; CHECK-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP2]], i32 0 ; CHECK-NEXT: [[TMP3:%.*]] = extractelement <4 x float> [[TMP1]], i32 1 ; CHECK-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP3]], i32 1 ; CHECK-NEXT: [[TMP4:%.*]] = extractelement <4 x float> [[TMP1]], i32 2 ; CHECK-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP4]], i32 2 ; CHECK-NEXT: [[TMP5:%.*]] = extractelement <4 x float> [[TMP1]], i32 3 ; CHECK-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP5]], i32 3 ; CHECK-NEXT: ret <4 x float> [[VECINS_3]] ; ; NOACCELERATE-LABEL: @cos_4x( ; NOACCELERATE-NEXT: entry: ; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <4 x float>, <4 x float>* [[A:%.*]], align 16 ; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <4 x float> [[TMP0]], i32 0 ; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT]]) ; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <4 x float> undef, float [[TMP1]], i32 0 ; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <4 x float> [[TMP0]], i32 1 ; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT_1]]) ; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <4 x float> [[VECINS]], float [[TMP2]], i32 1 ; NOACCELERATE-NEXT: [[VECEXT_2:%.*]] = extractelement <4 x float> [[TMP0]], i32 2 ; NOACCELERATE-NEXT: [[TMP3:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT_2]]) ; NOACCELERATE-NEXT: [[VECINS_2:%.*]] = insertelement <4 x float> [[VECINS_1]], float [[TMP3]], i32 2 ; NOACCELERATE-NEXT: [[VECEXT_3:%.*]] = extractelement <4 x float> [[TMP0]], i32 3 ; NOACCELERATE-NEXT: [[TMP4:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT_3]]) ; NOACCELERATE-NEXT: [[VECINS_3:%.*]] = insertelement <4 x float> [[VECINS_2]], float [[TMP4]], i32 3 ; NOACCELERATE-NEXT: ret <4 x float> [[VECINS_3]] ; entry: %0 = load <4 x float>, <4 x float>* %a, align 16 %vecext = extractelement <4 x float> %0, i32 0 %1 = tail call fast float @llvm.cos.f32(float %vecext) %vecins = insertelement <4 x float> undef, float %1, i32 0 %vecext.1 = extractelement <4 x float> %0, i32 1 %2 = tail call fast float @llvm.cos.f32(float %vecext.1) %vecins.1 = insertelement <4 x float> %vecins, float %2, i32 1 %vecext.2 = extractelement <4 x float> %0, i32 2 %3 = tail call fast float @llvm.cos.f32(float %vecext.2) %vecins.2 = insertelement <4 x float> %vecins.1, float %3, i32 2 %vecext.3 = extractelement <4 x float> %0, i32 3 %4 = tail call fast float @llvm.cos.f32(float %vecext.3) %vecins.3 = insertelement <4 x float> %vecins.2, float %4, i32 3 ret <4 x float> %vecins.3 } ; Accelerate *does not* provide cos() for <2 x float>. define <2 x float> @cos_2x(<2 x float>* %a) { ; CHECK-LABEL: @cos_2x( ; CHECK-NEXT: entry: ; CHECK-NEXT: [[TMP0:%.*]] = load <2 x float>, <2 x float>* [[A:%.*]], align 16 ; CHECK-NEXT: [[VECEXT:%.*]] = extractelement <2 x float> [[TMP0]], i32 0 ; CHECK-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT]]) #2 ; CHECK-NEXT: [[VECINS:%.*]] = insertelement <2 x float> undef, float [[TMP1]], i32 0 ; CHECK-NEXT: [[VECEXT_1:%.*]] = extractelement <2 x float> [[TMP0]], i32 1 ; CHECK-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT_1]]) #2 ; CHECK-NEXT: [[VECINS_1:%.*]] = insertelement <2 x float> [[VECINS]], float [[TMP2]], i32 1 ; CHECK-NEXT: ret <2 x float> [[VECINS_1]] ; ; NOACCELERATE-LABEL: @cos_2x( ; NOACCELERATE-NEXT: entry: ; NOACCELERATE-NEXT: [[TMP0:%.*]] = load <2 x float>, <2 x float>* [[A:%.*]], align 16 ; NOACCELERATE-NEXT: [[VECEXT:%.*]] = extractelement <2 x float> [[TMP0]], i32 0 ; NOACCELERATE-NEXT: [[TMP1:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT]]) ; NOACCELERATE-NEXT: [[VECINS:%.*]] = insertelement <2 x float> undef, float [[TMP1]], i32 0 ; NOACCELERATE-NEXT: [[VECEXT_1:%.*]] = extractelement <2 x float> [[TMP0]], i32 1 ; NOACCELERATE-NEXT: [[TMP2:%.*]] = tail call fast float @llvm.cos.f32(float [[VECEXT_1]]) ; NOACCELERATE-NEXT: [[VECINS_1:%.*]] = insertelement <2 x float> [[VECINS]], float [[TMP2]], i32 1 ; NOACCELERATE-NEXT: ret <2 x float> [[VECINS_1]] ; entry: %0 = load <2 x float>, <2 x float>* %a, align 16 %vecext = extractelement <2 x float> %0, i32 0 %1 = tail call fast float @llvm.cos.f32(float %vecext) %vecins = insertelement <2 x float> undef, float %1, i32 0 %vecext.1 = extractelement <2 x float> %0, i32 1 %2 = tail call fast float @llvm.cos.f32(float %vecext.1) %vecins.1 = insertelement <2 x float> %vecins, float %2, i32 1 ret <2 x float> %vecins.1 }