Add a bit to TargetInfo to specify that vectors are element-aligned rather than naturally aligned. This is needed to match DirectX's Data Layout in LLVM. Note that this removes the `Opts.HLSL` early exit from `checkDataLayoutConsistency` so that we actually get these checks when compiling HLSL. This check looks like it was put there because of similarity between OpenCL and HLSL, but it isn't actually necessary. Resolves #123968
193 lines
9.5 KiB
HLSL
193 lines
9.5 KiB
HLSL
// NOTE: Assertions have been autogenerated by utils/update_cc_test_checks.py UTC_ARGS: --version 6
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// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.7-library -disable-llvm-passes -emit-llvm -finclude-default-header -o - %s | FileCheck %s
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// CHECK-LABEL: define hidden void @_Z13ConstantSplatv(
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// CHECK-SAME: ) #[[ATTR0:[0-9]+]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[M:%.*]] = alloca [4 x <4 x i32>], align 4
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// CHECK-NEXT: store <16 x i32> splat (i32 1), ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void ConstantSplat() {
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int4x4 M = 1;
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}
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// CHECK-LABEL: define hidden void @_Z18ConstantFloatSplatv(
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// CHECK-SAME: ) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[M:%.*]] = alloca [2 x <2 x float>], align 4
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// CHECK-NEXT: store <4 x float> splat (float 3.250000e+00), ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void ConstantFloatSplat() {
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float2x2 M = 3.25;
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}
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// CHECK-LABEL: define hidden void @_Z21ConstantTrueBoolSplatv(
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// CHECK-SAME: ) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[M:%.*]] = alloca [3 x <3 x i32>], align 4
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// CHECK-NEXT: store <9 x i32> splat (i32 1), ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void ConstantTrueBoolSplat() {
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bool3x3 M = true;
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}
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// CHECK-LABEL: define hidden void @_Z22ConstantFalseBoolSplatv(
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// CHECK-SAME: ) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[M:%.*]] = alloca [3 x <3 x i32>], align 4
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// CHECK-NEXT: store <9 x i32> zeroinitializer, ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void ConstantFalseBoolSplat() {
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bool3x3 M = false;
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}
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// CHECK-LABEL: define hidden void @_Z12DynamicSplatf(
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// CHECK-SAME: float noundef nofpclass(nan inf) [[VALUE:%.*]]) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[VALUE_ADDR:%.*]] = alloca float, align 4
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// CHECK-NEXT: [[M:%.*]] = alloca [3 x <3 x float>], align 4
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// CHECK-NEXT: store float [[VALUE]], ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TMP0:%.*]] = load float, ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[SPLAT_SPLATINSERT:%.*]] = insertelement <9 x float> poison, float [[TMP0]], i64 0
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// CHECK-NEXT: [[SPLAT_SPLAT:%.*]] = shufflevector <9 x float> [[SPLAT_SPLATINSERT]], <9 x float> poison, <9 x i32> zeroinitializer
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// CHECK-NEXT: store <9 x float> [[SPLAT_SPLAT]], ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void DynamicSplat(float Value) {
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float3x3 M = Value;
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}
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// CHECK-LABEL: define hidden void @_Z16DynamicBoolSplatb(
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// CHECK-SAME: i1 noundef [[VALUE:%.*]]) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[VALUE_ADDR:%.*]] = alloca i32, align 4
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// CHECK-NEXT: [[M:%.*]] = alloca [4 x <4 x i32>], align 4
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// CHECK-NEXT: [[STOREDV:%.*]] = zext i1 [[VALUE]] to i32
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// CHECK-NEXT: store i32 [[STOREDV]], ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TMP0:%.*]] = load i32, ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[LOADEDV:%.*]] = trunc i32 [[TMP0]] to i1
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// CHECK-NEXT: [[SPLAT_SPLATINSERT:%.*]] = insertelement <16 x i1> poison, i1 [[LOADEDV]], i64 0
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// CHECK-NEXT: [[SPLAT_SPLAT:%.*]] = shufflevector <16 x i1> [[SPLAT_SPLATINSERT]], <16 x i1> poison, <16 x i32> zeroinitializer
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// CHECK-NEXT: [[TMP1:%.*]] = zext <16 x i1> [[SPLAT_SPLAT]] to <16 x i32>
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// CHECK-NEXT: store <16 x i32> [[TMP1]], ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void DynamicBoolSplat(bool Value) {
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bool4x4 M = Value;
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}
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// CHECK-LABEL: define hidden void @_Z13CastThenSplatDv4_f(
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// CHECK-SAME: <4 x float> noundef nofpclass(nan inf) [[VALUE:%.*]]) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[VALUE_ADDR:%.*]] = alloca <4 x float>, align 4
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// CHECK-NEXT: [[M:%.*]] = alloca [3 x <3 x float>], align 4
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// CHECK-NEXT: store <4 x float> [[VALUE]], ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TMP0:%.*]] = load <4 x float>, ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[CAST_VTRUNC:%.*]] = extractelement <4 x float> [[TMP0]], i32 0
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// CHECK-NEXT: [[SPLAT_SPLATINSERT:%.*]] = insertelement <9 x float> poison, float [[CAST_VTRUNC]], i64 0
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// CHECK-NEXT: [[SPLAT_SPLAT:%.*]] = shufflevector <9 x float> [[SPLAT_SPLATINSERT]], <9 x float> poison, <9 x i32> zeroinitializer
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// CHECK-NEXT: store <9 x float> [[SPLAT_SPLAT]], ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void CastThenSplat(float4 Value) {
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float3x3 M = (float) Value;
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}
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// CHECK-LABEL: define hidden void @_Z30ExplicitIntToBoolCastThenSplatDv3_i(
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// CHECK-SAME: <3 x i32> noundef [[VALUE:%.*]]) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[VALUE_ADDR:%.*]] = alloca <3 x i32>, align 4
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// CHECK-NEXT: [[M:%.*]] = alloca [2 x <2 x i32>], align 4
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// CHECK-NEXT: store <3 x i32> [[VALUE]], ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TMP0:%.*]] = load <3 x i32>, ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TOBOOL:%.*]] = icmp ne <3 x i32> [[TMP0]], zeroinitializer
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// CHECK-NEXT: [[CAST_VTRUNC:%.*]] = extractelement <3 x i1> [[TOBOOL]], i32 0
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// CHECK-NEXT: [[SPLAT_SPLATINSERT:%.*]] = insertelement <4 x i1> poison, i1 [[CAST_VTRUNC]], i64 0
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// CHECK-NEXT: [[SPLAT_SPLAT:%.*]] = shufflevector <4 x i1> [[SPLAT_SPLATINSERT]], <4 x i1> poison, <4 x i32> zeroinitializer
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// CHECK-NEXT: [[TMP1:%.*]] = zext <4 x i1> [[SPLAT_SPLAT]] to <4 x i32>
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// CHECK-NEXT: store <4 x i32> [[TMP1]], ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void ExplicitIntToBoolCastThenSplat(int3 Value) {
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bool2x2 M = (bool) Value;
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}
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// CHECK-LABEL: define hidden void @_Z32ExplicitFloatToBoolCastThenSplatDv2_f(
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// CHECK-SAME: <2 x float> noundef nofpclass(nan inf) [[VALUE:%.*]]) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[VALUE_ADDR:%.*]] = alloca <2 x float>, align 4
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// CHECK-NEXT: [[M:%.*]] = alloca [3 x <2 x i32>], align 4
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// CHECK-NEXT: store <2 x float> [[VALUE]], ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TMP0:%.*]] = load <2 x float>, ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TOBOOL:%.*]] = fcmp reassoc nnan ninf nsz arcp afn une <2 x float> [[TMP0]], zeroinitializer
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// CHECK-NEXT: [[CAST_VTRUNC:%.*]] = extractelement <2 x i1> [[TOBOOL]], i32 0
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// CHECK-NEXT: [[SPLAT_SPLATINSERT:%.*]] = insertelement <6 x i1> poison, i1 [[CAST_VTRUNC]], i64 0
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// CHECK-NEXT: [[SPLAT_SPLAT:%.*]] = shufflevector <6 x i1> [[SPLAT_SPLATINSERT]], <6 x i1> poison, <6 x i32> zeroinitializer
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// CHECK-NEXT: [[TMP1:%.*]] = zext <6 x i1> [[SPLAT_SPLAT]] to <6 x i32>
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// CHECK-NEXT: store <6 x i32> [[TMP1]], ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void ExplicitFloatToBoolCastThenSplat(float2 Value) {
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bool2x3 M = (bool) Value;
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}
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// CHECK-LABEL: define hidden void @_Z32ExplicitBoolToFloatCastThenSplatb(
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// CHECK-SAME: i1 noundef [[VALUE:%.*]]) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[VALUE_ADDR:%.*]] = alloca i32, align 4
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// CHECK-NEXT: [[M:%.*]] = alloca [2 x <3 x float>], align 4
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// CHECK-NEXT: [[STOREDV:%.*]] = zext i1 [[VALUE]] to i32
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// CHECK-NEXT: store i32 [[STOREDV]], ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TMP0:%.*]] = load i32, ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[LOADEDV:%.*]] = trunc i32 [[TMP0]] to i1
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// CHECK-NEXT: [[CONV:%.*]] = uitofp i1 [[LOADEDV]] to float
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// CHECK-NEXT: [[SPLAT_SPLATINSERT:%.*]] = insertelement <6 x float> poison, float [[CONV]], i64 0
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// CHECK-NEXT: [[SPLAT_SPLAT:%.*]] = shufflevector <6 x float> [[SPLAT_SPLATINSERT]], <6 x float> poison, <6 x i32> zeroinitializer
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// CHECK-NEXT: store <6 x float> [[SPLAT_SPLAT]], ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void ExplicitBoolToFloatCastThenSplat(bool Value) {
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float3x2 M = (float) Value;
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}
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// CHECK-LABEL: define hidden void @_Z32ImplicitFloatToBoolCastThenSplatf(
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// CHECK-SAME: float noundef nofpclass(nan inf) [[VALUE:%.*]]) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[VALUE_ADDR:%.*]] = alloca float, align 4
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// CHECK-NEXT: [[M:%.*]] = alloca [3 x <2 x i32>], align 4
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// CHECK-NEXT: store float [[VALUE]], ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TMP0:%.*]] = load float, ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TOBOOL:%.*]] = fcmp reassoc nnan ninf nsz arcp afn une float [[TMP0]], 0.000000e+00
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// CHECK-NEXT: [[SPLAT_SPLATINSERT:%.*]] = insertelement <6 x i1> poison, i1 [[TOBOOL]], i64 0
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// CHECK-NEXT: [[SPLAT_SPLAT:%.*]] = shufflevector <6 x i1> [[SPLAT_SPLATINSERT]], <6 x i1> poison, <6 x i32> zeroinitializer
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// CHECK-NEXT: [[TMP1:%.*]] = zext <6 x i1> [[SPLAT_SPLAT]] to <6 x i32>
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// CHECK-NEXT: store <6 x i32> [[TMP1]], ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void ImplicitFloatToBoolCastThenSplat(float Value) {
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bool2x3 M = Value;
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}
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// CHECK-LABEL: define hidden void @_Z32ImplicitBoolToFloatCastThenSplatb(
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// CHECK-SAME: i1 noundef [[VALUE:%.*]]) #[[ATTR0]] {
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// CHECK-NEXT: [[ENTRY:.*:]]
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// CHECK-NEXT: [[VALUE_ADDR:%.*]] = alloca i32, align 4
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// CHECK-NEXT: [[M:%.*]] = alloca [2 x <3 x float>], align 4
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// CHECK-NEXT: [[STOREDV:%.*]] = zext i1 [[VALUE]] to i32
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// CHECK-NEXT: store i32 [[STOREDV]], ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[TMP0:%.*]] = load i32, ptr [[VALUE_ADDR]], align 4
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// CHECK-NEXT: [[LOADEDV:%.*]] = trunc i32 [[TMP0]] to i1
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// CHECK-NEXT: [[CONV:%.*]] = uitofp i1 [[LOADEDV]] to float
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// CHECK-NEXT: [[SPLAT_SPLATINSERT:%.*]] = insertelement <6 x float> poison, float [[CONV]], i64 0
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// CHECK-NEXT: [[SPLAT_SPLAT:%.*]] = shufflevector <6 x float> [[SPLAT_SPLATINSERT]], <6 x float> poison, <6 x i32> zeroinitializer
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// CHECK-NEXT: store <6 x float> [[SPLAT_SPLAT]], ptr [[M]], align 4
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// CHECK-NEXT: ret void
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//
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void ImplicitBoolToFloatCastThenSplat(bool Value) {
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float3x2 M = Value;
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}
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