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
124 lines
5.1 KiB
HLSL
124 lines
5.1 KiB
HLSL
// RUN: %clang_cc1 -finclude-default-header -triple dxil-pc-shadermodel6.3-library -x hlsl -emit-llvm -disable-llvm-passes -o - %s | FileCheck %s
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// array splat
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// CHECK-LABEL: define void {{.*}}call4
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// CHECK: [[B:%.*]] = alloca [2 x i32], align 4
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// CHECK-NEXT: call void @llvm.memcpy.p0.p0.i32(ptr align 4 [[B]], ptr align 4 {{.*}}, i32 8, i1 false)
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// CHECK-NEXT: [[G1:%.*]] = getelementptr inbounds [2 x i32], ptr [[B]], i32 0, i32 0
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// CHECK-NEXT: [[G2:%.*]] = getelementptr inbounds [2 x i32], ptr [[B]], i32 0, i32 1
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// CHECK-NEXT: store i32 3, ptr [[G1]], align 4
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// CHECK-NEXT: store i32 3, ptr [[G2]], align 4
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export void call4() {
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int B[2] = {1,2};
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B = (int[2])3;
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}
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// splat from vector of length 1
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// CHECK-LABEL: define void {{.*}}call8
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// CHECK: [[A:%.*]] = alloca <1 x i32>, align 4
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// CHECK-NEXT: [[B:%.*]] = alloca [2 x i32], align 4
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// CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[A]], align 4
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// CHECK-NEXT: call void @llvm.memcpy.p0.p0.i32(ptr align 4 [[B]], ptr align 4 {{.*}}, i32 8, i1 false)
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// CHECK-NEXT: [[L:%.*]] = load <1 x i32>, ptr [[A]], align 4
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// CHECK-NEXT: [[VL:%.*]] = extractelement <1 x i32> [[L]], i32 0
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// CHECK-NEXT: [[G1:%.*]] = getelementptr inbounds [2 x i32], ptr [[B]], i32 0, i32 0
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// CHECK-NEXT: [[G2:%.*]] = getelementptr inbounds [2 x i32], ptr [[B]], i32 0, i32 1
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// CHECK-NEXT: store i32 [[VL]], ptr [[G1]], align 4
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// CHECK-NEXT: store i32 [[VL]], ptr [[G2]], align 4
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export void call8() {
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int1 A = {1};
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int B[2] = {1,2};
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B = (int[2])A;
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}
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// vector splat from vector of length 1
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// CHECK-LABEL: define void {{.*}}call1
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// CHECK: [[B:%.*]] = alloca <1 x float>, align 4
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// CHECK-NEXT: [[A:%.*]] = alloca <4 x i32>, align 4
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// CHECK-NEXT: store <1 x float> splat (float 1.000000e+00), ptr [[B]], align 4
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// CHECK-NEXT: [[L:%.*]] = load <1 x float>, ptr [[B]], align 4
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// CHECK-NEXT: [[VL:%.*]] = extractelement <1 x float> [[L]], i32 0
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// CHECK-NEXT: [[C:%.*]] = fptosi float [[VL]] to i32
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// CHECK-NEXT: [[SI:%.*]] = insertelement <4 x i32> poison, i32 [[C]], i64 0
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// CHECK-NEXT: [[S:%.*]] = shufflevector <4 x i32> [[SI]], <4 x i32> poison, <4 x i32> zeroinitializer
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// CHECK-NEXT: store <4 x i32> [[S]], ptr [[A]], align 4
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export void call1() {
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float1 B = {1.0};
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int4 A = (int4)B;
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}
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struct S {
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int X;
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float Y;
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};
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// struct splats
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// CHECK-LABEL: define void {{.*}}call3
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// CHECK: [[AA:%.*]] = alloca i32, align 4
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// CHECK: [[s:%.*]] = alloca %struct.S, align 1
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// CHECK-NEXT: store i32 %A, ptr [[AA]], align 4
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// CHECK-NEXT: [[L:%.*]] = load i32, ptr [[AA]], align 4
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// CHECK-NEXT: [[G1:%.*]] = getelementptr inbounds %struct.S, ptr [[s]], i32 0, i32 0
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// CHECK-NEXT: [[G2:%.*]] = getelementptr inbounds %struct.S, ptr [[s]], i32 0, i32 1
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// CHECK-NEXT: store i32 [[L]], ptr [[G1]], align 4
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// CHECK-NEXT: [[C:%.*]] = sitofp i32 [[L]] to float
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// CHECK-NEXT: store float [[C]], ptr [[G2]], align 4
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export void call3(int A) {
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S s = (S)A;
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}
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// struct splat from vector of length 1
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// CHECK-LABEL: define void {{.*}}call5
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// CHECK: [[A:%.*]] = alloca <1 x i32>, align 4
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// CHECK-NEXT: [[s:%.*]] = alloca %struct.S, align 1
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// CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[A]], align 4
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// CHECK-NEXT: [[L:%.*]] = load <1 x i32>, ptr [[A]], align 4
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// CHECK-NEXT: [[VL:%.*]] = extractelement <1 x i32> [[L]], i32 0
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// CHECK-NEXT: [[G1:%.*]] = getelementptr inbounds %struct.S, ptr [[s]], i32 0, i32 0
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// CHECK-NEXT: [[G2:%.*]] = getelementptr inbounds %struct.S, ptr [[s]], i32 0, i32 1
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// CHECK-NEXT: store i32 [[VL]], ptr [[G1]], align 4
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// CHECK-NEXT: [[C:%.*]] = sitofp i32 [[VL]] to float
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// CHECK-NEXT: store float [[C]], ptr [[G2]], align 4
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export void call5() {
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int1 A = {1};
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S s = (S)A;
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}
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struct BFields {
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double DF;
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int E: 15;
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int : 8;
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float F;
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};
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struct Derived : BFields {
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int G;
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};
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// derived struct with bitfields splat from scalar
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// CHECK-LABEL: call6
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// CHECK: [[AAddr:%.*]] = alloca i32, align 4
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// CHECK-NEXT: [[D:%.*]] = alloca %struct.Derived, align 1
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// CHECK-NEXT: store i32 %A, ptr [[AAddr]], align 4
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// CHECK-NEXT: [[B:%.*]] = load i32, ptr [[AAddr]], align 4
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// CHECK-NEXT: [[Gep:%.*]] = getelementptr inbounds %struct.Derived, ptr [[D]], i32 0, i32 0
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// CHECK-NEXT: [[E:%.*]] = getelementptr inbounds nuw %struct.BFields, ptr [[Gep]], i32 0, i32 1
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// CHECK-NEXT: [[Gep1:%.*]] = getelementptr inbounds %struct.Derived, ptr [[D]], i32 0, i32 0, i32 0
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// CHECK-NEXT: [[Gep2:%.*]] = getelementptr inbounds %struct.Derived, ptr [[D]], i32 0, i32 0, i32 2
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// CHECK-NEXT: [[Gep3:%.*]] = getelementptr inbounds %struct.Derived, ptr [[D]], i32 0, i32 1
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// CHECK-NEXT: [[C:%.*]] = sitofp i32 [[B]] to double
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// CHECK-NEXT: store double [[C]], ptr [[Gep1]], align 8
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// CHECK-NEXT: [[H:%.*]] = trunc i32 [[B]] to i24
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// CHECK-NEXT: [[BFL:%.*]] = load i24, ptr [[E]], align 1
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// CHECK-NEXT: [[BFV:%.*]] = and i24 [[H]], 32767
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// CHECK-NEXT: [[BFC:%.*]] = and i24 [[BFL]], -32768
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// CHECK-NEXT: [[BFS:%.*]] = or i24 [[BFC]], [[BFV]]
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// CHECK-NEXT: store i24 [[BFS]], ptr [[E]], align 1
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// CHECK-NEXT: [[C4:%.*]] = sitofp i32 [[B]] to float
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// CHECK-NEXT: store float [[C4]], ptr [[Gep2]], align 4
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// CHECK-NEXT: store i32 [[B]], ptr [[Gep3]], align 4
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// CHECK-NEXT: ret void
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export void call6(int A) {
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Derived D = (Derived)A;
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}
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