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// RUN: %clang_cc1 -emit-llvm %s -o - | FileCheck %s
typedef __attribute__(( ext_vector_type(4) )) float float4;
typedef __attribute__(( ext_vector_type(2) )) float float2;
typedef __attribute__(( ext_vector_type(4) )) int int4;
typedef __attribute__(( ext_vector_type(4) )) unsigned int uint4;
// CHECK: @foo = {{(dso_local )?}}global <4 x float> <float 1.000000e+00, float 2.000000e+00, float 3.000000e+00, float 4.000000e+00>
float4 foo = (float4){ 1.0, 2.0, 3.0, 4.0 };
// CHECK: @bar = {{(dso_local )?}}constant <4 x float> <float 1.000000e+00, float 2.000000e+00, float 3.000000e+00, float 0x7FF0000000000000>
const float4 bar = (float4){ 1.0, 2.0, 3.0, __builtin_inff() };
// CHECK: @test1
// CHECK: fadd <4 x float>
float4 test1(float4 V) {
return V.wzyx+V;
}
float2 vec2, vec2_2;
float4 vec4, vec4_2;
float f;
// CHECK: @test2
// CHECK: shufflevector {{.*}} <i32 0, i32 1>
// CHECK: extractelement
// CHECK: shufflevector {{.*}} <i32 1, i32 1, i32 1, i32 1>
// CHECK: insertelement
// CHECK: shufflevector {{.*}} <i32 1, i32 0>
void test2(void) {
vec2 = vec4.xy; // shorten
f = vec2.x; // extract elt
vec4 = vec4.yyyy; // splat
vec2.x = f; // insert one.
vec2.yx = vec2; // reverse
}
// CHECK: @test3
// CHECK: store <4 x float> <float 1.000000e+00, float 2.000000e+00, float 3.000000e+00, float 4.000000e+00>
void test3(float4 *out) {
*out = ((float4) {1.0f, 2.0f, 3.0f, 4.0f });
}
// CHECK: @test4
// CHECK: store <4 x float>
// CHECK: store <4 x float>
void test4(float4 *out) {
float a = 1.0f;
float b = 2.0f;
float c = 3.0f;
float d = 4.0f;
*out = ((float4) {a,b,c,d});
}
// CHECK: @test5
// CHECK: shufflevector {{.*}} <4 x i32> zeroinitializer
// CHECK: fmul <4 x float>
// CHECK: fmul <4 x float>
// CHECK: shufflevector {{.*}} <4 x i32> zeroinitializer
// CHECK: fmul <4 x float>
void test5(float4 *out) {
float a;
float4 b;
a = 1.0f;
b = a;
b = b * 5.0f;
b = 5.0f * b;
b *= a;
*out = b;
}
// CHECK: @test6
void test6(float4 *ap, float4 *bp, float c) {
float4 a = *ap;
float4 b = *bp;
// CHECK: fadd <4 x float>
// CHECK: fsub <4 x float>
// CHECK: fmul <4 x float>
// CHECK: fdiv <4 x float>
a = a + b;
a = a - b;
a = a * b;
a = a / b;
// CHECK: fadd <4 x float>
// CHECK: fsub <4 x float>
// CHECK: fmul <4 x float>
// CHECK: fdiv <4 x float>
a = a + c;
a = a - c;
a = a * c;
a = a / c;
// CHECK: fadd <4 x float>
// CHECK: fsub <4 x float>
// CHECK: fmul <4 x float>
// CHECK: fdiv <4 x float>
a += b;
a -= b;
a *= b;
a /= b;
// CHECK: fadd <4 x float>
// CHECK: fsub <4 x float>
// CHECK: fmul <4 x float>
// CHECK: fdiv <4 x float>
a += c;
a -= c;
a *= c;
a /= c;
// Vector comparisons can sometimes crash the x86 backend: rdar://6326239,
// reject them until the implementation is stable.
#if 0
int4 cmp;
cmp = a < b;
cmp = a <= b;
cmp = a < b;
cmp = a >= b;
cmp = a == b;
cmp = a != b;
#endif
}
// CHECK: @test7
void test7(int4 *ap, int4 *bp, int c) {
int4 a = *ap;
int4 b = *bp;
// CHECK: add <4 x i32>
// CHECK: sub <4 x i32>
// CHECK: mul <4 x i32>
// CHECK: sdiv <4 x i32>
// CHECK: srem <4 x i32>
a = a + b;
a = a - b;
a = a * b;
a = a / b;
a = a % b;
// CHECK: add <4 x i32>
// CHECK: sub <4 x i32>
// CHECK: mul <4 x i32>
// CHECK: sdiv <4 x i32>
// CHECK: srem <4 x i32>
a = a + c;
a = a - c;
a = a * c;
a = a / c;
a = a % c;
// CHECK: add <4 x i32>
// CHECK: sub <4 x i32>
// CHECK: mul <4 x i32>
// CHECK: sdiv <4 x i32>
// CHECK: srem <4 x i32>
a += b;
a -= b;
a *= b;
a /= b;
a %= b;
// CHECK: add <4 x i32>
// CHECK: sub <4 x i32>
// CHECK: mul <4 x i32>
// CHECK: sdiv <4 x i32>
// CHECK: srem <4 x i32>
a += c;
a -= c;
a *= c;
a /= c;
a %= c;
// Vector comparisons.
// CHECK: icmp slt
// CHECK: icmp sle
// CHECK: icmp sgt
// CHECK: icmp sge
// CHECK: icmp eq
// CHECK: icmp ne
int4 cmp;
cmp = a < b;
cmp = a <= b;
cmp = a > b;
cmp = a >= b;
cmp = a == b;
cmp = a != b;
}
// CHECK: @test8
void test8(float4 *ap, float4 *bp, int c) {
float4 a = *ap;
float4 b = *bp;
// Vector comparisons.
// CHECK: fcmp olt
// CHECK: fcmp ole
// CHECK: fcmp ogt
// CHECK: fcmp oge
// CHECK: fcmp oeq
// CHECK: fcmp une
int4 cmp;
cmp = a < b;
cmp = a <= b;
cmp = a > b;
cmp = a >= b;
cmp = a == b;
cmp = a != b;
}
// CHECK: @test9
// CHECK: extractelement <4 x i32>
int test9(int4 V) {
return V.xy.x;
}
// CHECK: @test10
// CHECK: add <4 x i32>
// CHECK: extractelement <4 x i32>
int test10(int4 V) {
return (V+V).x;
}
// CHECK: @test11
// CHECK: extractelement <4 x i32>
int4 test11a(void);
int test11(void) {
return test11a().x;
}
// CHECK: @test12
// CHECK: shufflevector {{.*}} <i32 2, i32 1, i32 0>
// CHECK: shufflevector {{.*}} <i32 0, i32 1, i32 2, i32 undef>
// CHECK: shufflevector {{.*}} <i32 4, i32 5, i32 6, i32 3>
int4 test12(int4 V) {
V.xyz = V.zyx;
return V;
}
// CHECK: @test13
// CHECK: shufflevector {{.*}} <i32 2, i32 1, i32 0, i32 3>
int4 test13(int4 *V) {
return V->zyxw;
}
// CHECK: @test14
void test14(uint4 *ap, uint4 *bp, unsigned c) {
uint4 a = *ap;
uint4 b = *bp;
int4 d;
// CHECK: udiv <4 x i32>
// CHECK: urem <4 x i32>
a = a / b;
a = a % b;
// CHECK: udiv <4 x i32>
// CHECK: urem <4 x i32>
a = a / c;
a = a % c;
// CHECK: icmp ult
// CHECK: icmp ule
// CHECK: icmp ugt
// CHECK: icmp uge
// CHECK: icmp eq
// CHECK: icmp ne
d = a < b;
d = a <= b;
d = a > b;
d = a >= b;
d = a == b;
d = a != b;
}
// CHECK: @test15
int4 test15(uint4 V0) {
// CHECK: icmp eq <4 x i32>
int4 V = !V0;
V = V && V;
V = V || V;
return V;
}
// CHECK: @test16
void test16(float2 a, float2 b) {
float2 t0 = (a + b) / 2;
}
typedef char char16 __attribute__((ext_vector_type(16)));
// CHECK: @test17
void test17(void) {
char16 valA;
char valB;
char valC;
char16 destVal = valC ? valA : valB;
}
typedef __attribute__(( ext_vector_type(16) )) float float16;
float16 vec16, vec16_2;
// CHECK: @test_rgba
void test_rgba(void) {
// CHECK: fadd <4 x float>
vec4_2 = vec4.abgr + vec4;
// CHECK: shufflevector {{.*}} <i32 0, i32 1>
vec2 = vec4.rg;
// CHECK: shufflevector {{.*}} <i32 2, i32 3>
vec2_2 = vec4.ba;
// CHECK: extractelement {{.*}} 2
f = vec4.b;
// CHECK: shufflevector {{.*}} <i32 2, i32 2, i32 2, i32 2>
vec4_2 = vec4_2.bbbb;
// CHECK: insertelement {{.*}} 0
vec2.r = f;
// CHECK: shufflevector {{.*}} <i32 1, i32 0>
vec2.gr = vec2;
// CHECK: extractelement {{.*}} 0
f = vec4_2.rg.r;
// CHECK: shufflevector {{.*}} <i32 2, i32 1, i32 0>
// CHECK: shufflevector {{.*}} <i32 0, i32 1, i32 2, i32 undef>
// CHECK: shufflevector {{.*}} <i32 4, i32 5, i32 6, i32 3>
vec4.rgb = vec4.bgr;
// CHECK: extractelement {{.*}} 11
// CHECK: insertelement {{.*}} 2
vec4.b = vec16.sb;
// CHECK: shufflevector {{.*}} <i32 10, i32 11, i32 12, i32 13>
vec4_2 = vec16.sabcd;
}
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