Lines Matching full:cost
45 // Constant "cost factor" to make floating point operations more expensive
46 // in terms of vectorization cost. This isn't the best way, but it should
47 // do. Ultimately, the cost should use cycles.
171 // TODO: Handle other cost kinds. in getMemoryOpCost()
187 // Cost of HVX loads. in getMemoryOpCost()
190 // Cost of constructing HVX vector from scalar loads in getMemoryOpCost()
201 // Add extra cost for floating point types. in getMemoryOpCost()
202 unsigned Cost = in getMemoryOpCost() local
210 return Cost * NumLoads; in getMemoryOpCost()
214 return (3 - LogA) * Cost * NumLoads; in getMemoryOpCost()
278 // TODO: Handle more cost kinds. in getArithmeticInstrCost()
311 InstructionCost Cost = in getCastInstrCost() local
315 return Cost == 0 ? 0 : 1; in getCastInstrCost()
316 return Cost; in getCastInstrCost()
329 unsigned Cost = (Index != 0) ? 2 : 0; in getVectorInstrCost() local
331 return Cost; in getVectorInstrCost()
333 return Cost + getVectorInstrCost(Instruction::ExtractElement, Val, CostKind, in getVectorInstrCost()