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
109 lines
4.7 KiB
HLSL
109 lines
4.7 KiB
HLSL
// RUN: %clang_cc1 -finclude-default-header -triple dxil-pc-shadermodel6.3-library -emit-llvm -disable-llvm-passes -o - %s | FileCheck %s
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// CHECK: %struct.S = type { <2 x i32>, float }
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// CHECK: [[ConstS:@.*]] = private unnamed_addr constant %struct.S { <2 x i32> splat (i32 1), float 1.000000e+00 }, align 1
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// CHECK: [[ConstArr:.*]] = private unnamed_addr constant [2 x <2 x i32>] [<2 x i32> splat (i32 1), <2 x i32> zeroinitializer], align 4
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struct S {
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bool2 bv;
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float f;
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};
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// CHECK-LABEL: define hidden noundef i1 {{.*}}fn1{{.*}}
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// CHECK: [[B:%.*]] = alloca <2 x i32>, align 4
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// CHECK-NEXT: store <2 x i32> splat (i32 1), ptr [[B]], align 4
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// CHECK-NEXT: [[BoolVec:%.*]] = load <2 x i32>, ptr [[B]], align 4
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// CHECK-NEXT: [[L:%.*]] = trunc <2 x i32> [[BoolVec:%.*]] to <2 x i1>
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// CHECK-NEXT: [[VecExt:%.*]] = extractelement <2 x i1> [[L]], i32 0
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// CHECK-NEXT: ret i1 [[VecExt]]
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bool fn1() {
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bool2 B = {true,true};
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return B[0];
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}
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// CHECK-LABEL: define hidden noundef <2 x i1> {{.*}}fn2{{.*}}
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// CHECK: [[VAddr:%.*]] = alloca i32, align 4
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// CHECK-NEXT: [[A:%.*]] = alloca <2 x i32>, align 4
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// CHECK-NEXT: [[StoreV:%.*]] = zext i1 {{.*}} to i32
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// CHECK-NEXT: store i32 [[StoreV]], ptr [[VAddr]], align 4
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// CHECK-NEXT: [[L:%.*]] = load i32, ptr [[VAddr]], align 4
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// CHECK-NEXT: [[LoadV:%.*]] = trunc i32 [[L]] to i1
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// CHECK-NEXT: [[Vec:%.*]] = insertelement <2 x i1> poison, i1 [[LoadV]], i32 0
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// CHECK-NEXT: [[Vec1:%.*]] = insertelement <2 x i1> [[Vec]], i1 true, i32 1
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// CHECK-NEXT: [[Z:%.*]] = zext <2 x i1> [[Vec1]] to <2 x i32>
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// CHECK-NEXT: store <2 x i32> [[Z]], ptr [[A]], align 4
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// CHECK-NEXT: [[LoadBV:%.*]] = load <2 x i32>, ptr [[A]], align 4
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// CHECK-NEXT: [[LoadV2:%.*]] = trunc <2 x i32> [[LoadBV]] to <2 x i1>
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// CHECK-NEXT: ret <2 x i1> [[LoadV2]]
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bool2 fn2(bool V) {
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bool2 A = {V,true};
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return A;
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}
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// CHECK-LABEL: define hidden noundef i1 {{.*}}fn3{{.*}}
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// CHECK: [[s:%.*]] = alloca %struct.S, align 1
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// CHECK-NEXT: call void @llvm.memcpy.p0.p0.i32(ptr align 1 [[s]], ptr align 1 [[ConstS]], i32 12, i1 false)
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// CHECK-NEXT: [[BV:%.*]] = getelementptr inbounds nuw %struct.S, ptr [[s]], i32 0, i32 0
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// CHECK-NEXT: [[LBV:%.*]] = load <2 x i32>, ptr [[BV]], align 1
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// CHECK-NEXT: [[LV:%.*]] = trunc <2 x i32> [[LBV]] to <2 x i1>
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// CHECK-NEXT: [[VX:%.*]] = extractelement <2 x i1> [[LV]], i32 0
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// CHECK-NEXT: ret i1 [[VX]]
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bool fn3() {
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S s = {{true,true}, 1.0};
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return s.bv[0];
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}
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// CHECK-LABEL: define hidden noundef i1 {{.*}}fn4{{.*}}
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// CHECK: [[Arr:%.*]] = alloca [2 x <2 x i32>], align 4
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// CHECK-NEXT: call void @llvm.memcpy.p0.p0.i32(ptr align 4 [[Arr]], ptr align 4 [[ConstArr]], i32 16, i1 false)
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// CHECK-NEXT: [[Idx:%.*]] = getelementptr inbounds [2 x <2 x i32>], ptr [[Arr]], i32 0, i32 0
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// CHECK-NEXT: [[L:%.*]] = load <2 x i32>, ptr [[Idx]], align 4
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// CHECK-NEXT: [[LV:%.*]] = trunc <2 x i32> [[L]] to <2 x i1>
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// CHECK-NEXT: [[VX:%.*]] = extractelement <2 x i1> [[LV]], i32 1
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// CHECK-NEXT: ret i1 [[VX]]
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bool fn4() {
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bool2 Arr[2] = {{true,true}, {false,false}};
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return Arr[0][1];
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}
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// CHECK-LABEL: define hidden void {{.*}}fn5{{.*}}
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// CHECK: [[Arr:%.*]] = alloca <2 x i32>, align 4
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// CHECK-NEXT: store <2 x i32> splat (i32 1), ptr [[Arr]], align 4
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// CHECK-NEXT: [[Ptr:%.*]] = getelementptr <2 x i32>, ptr [[Arr]]
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// CHECK-NEXT: store i32 0, ptr [[Ptr]], align 4
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// CHECK-NEXT: ret void
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void fn5() {
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bool2 Arr = {true,true};
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Arr[1] = false;
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}
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// CHECK-LABEL: define hidden void {{.*}}fn6{{.*}}
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// CHECK: [[V:%.*]] = alloca i32, align 4
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// CHECK-NEXT: [[S:%.*]] = alloca %struct.S, align 1
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// CHECK-NEXT: store i32 0, ptr [[V]], align 4
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// CHECK-NEXT: call void @llvm.memcpy.p0.p0.i32(ptr align 1 [[S]], ptr align 1 {{.*}}, i32 12, i1 false)
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// CHECK-NEXT: [[Y:%.*]] = load i32, ptr [[V]], align 4
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// CHECK-NEXT: [[LV:%.*]] = trunc i32 [[Y]] to i1
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// CHECK-NEXT: [[BV:%.*]] = getelementptr inbounds nuw %struct.S, ptr [[S]], i32 0, i32 0
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// CHECK-NEXT: [[Z:%.*]] = zext i1 [[LV]] to i32
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// CHECK-NEXT: [[Ptr:%.*]] = getelementptr <2 x i32>, ptr [[BV]], i32 0, i32 1
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// CHECK-NEXT: store i32 [[Z]], ptr [[Ptr]], align 4
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// CHECK-NEXT: ret void
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void fn6() {
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bool V = false;
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S s = {{true,true}, 1.0};
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s.bv[1] = V;
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}
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// CHECK-LABEL: define hidden void {{.*}}fn7{{.*}}
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// CHECK: [[Arr:%.*]] = alloca [2 x <2 x i32>], align 4
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// CHECK-NEXT: call void @llvm.memcpy.p0.p0.i32(ptr align 4 [[Arr]], ptr align 4 {{.*}}, i32 16, i1 false)
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// CHECK-NEXT: [[Idx:%.*]] = getelementptr inbounds [2 x <2 x i32>], ptr [[Arr]], i32 0, i32 0
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// CHECK-NEXT: %[[Ptr:.*]] = getelementptr <2 x i32>, ptr [[Idx]], i32 0, i32 1
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// CHECK-NEXT: store i32 0, ptr %[[Ptr]], align 4
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// CHECK-NEXT: ret void
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void fn7() {
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bool2 Arr[2] = {{true,true}, {false,false}};
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Arr[0][1] = false;
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}
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