Similarly to D101096, this makes sure that MMO operands get propagated through from MVE gathers/scatters to the Machine Instructions. This allows extra scheduling freedom, not forcing the instructions to act as scheduling barriers. We create MMO's with an unknown size, specifying that they can load from anywhere in memory, similar to the masked_gather or X86 intrinsics.
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Another good MO fix.
llvm/lib/Target/ARM/ARMISelLowering.cpp | ||
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18948 | I see a lot of the same/similar patterns here. A little helper function to set these things comes to mind, but there's enough prior art of having these patterns inline, so either way is fine by me. |
I see a lot of the same/similar patterns here. A little helper function to set these things comes to mind, but there's enough prior art of having these patterns inline, so either way is fine by me.