File: standard_conversion_sequences.hlsl

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// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library -x hlsl -emit-llvm -disable-llvm-passes -o - %s | FileCheck %s

// CHECK-LABEL: f3_to_d4
// CHECK: [[f3:%.*]] = alloca <3 x float>
// CHECK: [[d4:%.*]] = alloca <4 x double>
// CHECK: store <3 x float> <float 1.000000e+00, float 1.000000e+00, float 1.000000e+00>, ptr [[f3]]
// CHECK: [[vecf3:%.*]] = load <3 x float>, ptr [[f3]]
// CHECK: [[vecf4:%.*]] = shufflevector <3 x float> [[vecf3]], <3 x float> poison, <4 x i32> <i32 0, i32 1, i32 2, i32 0>
// CHECK: [[vecd4:%.*]] = fpext <4 x float> [[vecf4]] to <4 x double>
// CHECK: store <4 x double> [[vecd4]], ptr [[d4]]
void f3_to_d4() {
  vector<float,3> f3 = 1.0;
  vector<double,4> d4 = f3.xyzx;
}

// CHECK-LABEL: f3_to_f2
// CHECK: [[f3:%.*]] = alloca <3 x float>
// CHECK: [[f2:%.*]] = alloca <2 x float>
// CHECK: store <3 x float> <float 2.000000e+00, float 2.000000e+00, float 2.000000e+00>, ptr [[f3]]
// CHECK: [[vecf3:%.*]] = load <3 x float>, ptr [[f3]]
// CHECK: [[vecf2:%.*]] = shufflevector <3 x float> [[vecf3]], <3 x float> poison, <2 x i32> <i32 0, i32 1>
// CHECK: store <2 x float> [[vecf2]], ptr [[f2]]
void f3_to_f2() {
  vector<float,3> f3 = 2.0;
  vector<float,2> f2 = f3;
}

// CHECK-LABEL: d4_to_f2
// CHECK: [[d4:%.*]] = alloca <4 x double>
// CHECK: [[f2:%.*]] = alloca <2 x float>
// CHECK: store <4 x double> <double 3.000000e+00, double 3.000000e+00, double 3.000000e+00, double 3.000000e+00>, ptr [[d4]]
// CHECK: [[vecd4:%.*]] = load <4 x double>, ptr [[d4]]
// CHECK: [[vecf4:%.*]] = fptrunc <4 x double> [[vecd4]] to <4 x float>
// CHECK: [[vecf2:%.*]] = shufflevector <4 x float> [[vecf4]], <4 x float> poison, <2 x i32> <i32 0, i32 1>
// CHECK: store <2 x float> [[vecf2]], ptr [[f2]]
void d4_to_f2() {
  vector<double,4> d4 = 3.0;
  vector<float,2> f2 = d4;
}

// CHECK-LABEL: f2_to_i2
// CHECK: [[f2:%.*]] = alloca <2 x float>
// CHECK: [[i2:%.*]] = alloca <2 x i32>
// CHECK: store <2 x float> <float 4.000000e+00, float 4.000000e+00>, ptr [[f2]]
// CHECK: [[vecf2:%.*]] = load <2 x float>, ptr [[f2]]
// CHECK: [[veci2:%.*]] = fptosi <2 x float> [[vecf2]] to <2 x i32>
// CHECK: store <2 x i32> [[veci2]], ptr [[i2]]
void f2_to_i2() {
  vector<float,2> f2 = 4.0;
  vector<int,2> i2 = f2;
}

// CHECK-LABEL: d4_to_i2
// CHECK: [[f4:%.*]] = alloca <4 x double>
// CHECK: [[i2:%.*]] = alloca <2 x i32>
// CHECK: store <4 x double> <double 5.000000e+00, double 5.000000e+00, double 5.000000e+00, double 5.000000e+00>, ptr [[d4]]
// CHECK: [[vecd4:%.*]] = load <4 x double>, ptr [[d4]]
// CHECK: [[veci4:%.*]] = fptosi <4 x double> [[vecd4]] to <4 x i32>
// CHECK: [[veci2:%.*]] = shufflevector <4 x i32> [[veci4]], <4 x i32> poison, <2 x i32> <i32 0, i32 1>
// CHECK: store <2 x i32> [[veci2]], ptr [[i2]]
void d4_to_i2() {
  vector<double,4> d4 = 5.0;
  vector<int,2> i2 = d4;
}

// CHECK-LABEL: d4_to_l4
// CHECK: [[d4:%.*]] = alloca <4 x double>
// CHECK: [[l4:%.*]] = alloca <4 x i64>
// CHECK: store <4 x double> <double 6.000000e+00, double 6.000000e+00, double 6.000000e+00, double 6.000000e+00>, ptr [[d4]]
// CHECK: [[vecd4:%.*]] = load <4 x double>, ptr [[d4]]
// CHECK: [[vecl4:%.*]] = fptosi <4 x double> [[vecd4]] to <4 x i64>
// CHECK: store <4 x i64> [[vecl4]], ptr [[l4]]
void d4_to_l4() {
  vector<double,4> d4 = 6.0;
  vector<long,4> l4 = d4;
}


// CHECK-LABEL: l4_to_i2
// CHECK: [[l4:%.*]] = alloca <4 x i64>
// CHECK: [[i2:%.*]] = alloca <2 x i32>
// CHECK: store <4 x i64> <i64 7, i64 7, i64 7, i64 7>, ptr [[l4]]
// CHECK: [[vecl4:%.*]] = load <4 x i64>, ptr [[l4]]
// CHECK: [[veci4:%.*]] = trunc <4 x i64> [[vecl4]] to <4 x i32>
// CHECK: [[veci2:%.*]] = shufflevector <4 x i32> [[veci4]], <4 x i32> poison, <2 x i32> <i32 0, i32 1>
// CHECK: store <2 x i32> [[veci2]], ptr [[i2]]
void l4_to_i2() {
  vector<long, 4> l4 = 7;
  vector<int,2> i2 = l4;
}

// CHECK-LABEL: i2_to_b2
// CHECK: [[l2:%.*]] = alloca <2 x i32>
// CHECK: [[b2:%.*]] = alloca i8
// CHECK: store <2 x i32> <i32 8, i32 8>, ptr [[i2]]
// CHECK: [[veci2:%.*]] = load <2 x i32>, ptr [[i2]]
// CHECK: [[vecb2:%.*]] = icmp ne <2 x i32> [[veci2]], zeroinitializer
// CHECK: [[vecb8:%.*]] = shufflevector <2 x i1> [[vecb2]], <2 x i1> poison, <8 x i32> <i32 0, i32 1, i32 poison, i32 poison, i32 poison, i32 poison, i32 poison, i32 poison>
// CHECK: [[i8:%.*]] = bitcast <8 x i1> [[vecb8]] to i8
// CHECK: store i8 [[i8]], ptr [[b2]]
void i2_to_b2() {
  vector<int, 2> i2 = 8;
  vector<bool, 2> b2 = i2;
}

// CHECK-LABEL: d4_to_b2
// CHECK: [[d4:%.*]] = alloca <4 x double>
// CHECK: [[b2:%.*]] = alloca i8
// CHECK: store <4 x double> <double 9.000000e+00, double 9.000000e+00, double 9.000000e+00, double 9.000000e+00>, ptr [[d4]]
// CHECK: [[vecd4:%.*]] = load <4 x double>, ptr [[d4]]
// CHECK: [[vecb4:%.*]] = fcmp une <4 x double> [[vecd4]], zeroinitializer
// CHECK: [[vecd2:%.*]] = shufflevector <4 x i1> [[vecb4]], <4 x i1> poison, <2 x i32> <i32 0, i32 1>
// CHECK: [[vecb8:%.*]] = shufflevector <2 x i1> [[vecd2]], <2 x i1> poison, <8 x i32> <i32 0, i32 1, i32 poison, i32 poison, i32 poison, i32 poison, i32 poison, i32 poison>
// CHECK: [[i8:%.*]] = bitcast <8 x i1> [[vecb8]] to i8
// CHECK: store i8 [[i8]], ptr [[b2]]
void d4_to_b2() {
  vector<double,4> d4 = 9.0;
  vector<bool, 2> b2 = d4;
}