
To consolidate behavior of function mangling and limit the number of places that ABI changes will need to be made, this switches the DirectX target used for HLSL to use the Itanium ABI from the Microsoft ABI. The Itanium ABI has greater flexibility in decisions regarding mangling of new types of which we have more than a few yet to add. One effect of this will be that linking library shaders compiled with DXC will not be possible with shaders compiled with clang. That isn't considered a terribly interesting use case and one that would likely have been onerous to maintain anyway. This involved adding a function to call all global destructors as the Microsoft ABI had done. This requires a few changes to tests. Most notably the mangling style has changed which accounts for most of the changes. In making those changes, I took the opportunity to harmonize some very similar tests for greater consistency. I also shaved off some unneeded run flags that had probably been copied over from one test to another. Other changes effected by using the new ABI include using different types when manipulating smaller bitfields, eliminating an unnecessary alloca in one instance in this-assignment.hlsl, changing the way static local initialization is guarded, and changing the order of inout parameters getting copied in and out. That last is a subtle change in functionality, but one where there was sufficient inconsistency in the past that standardizing is important, but the particular direction of the standardization is less important for the sake of existing shaders. fixes #110736
117 lines
4.4 KiB
HLSL
117 lines
4.4 KiB
HLSL
// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library %s -emit-llvm -disable-llvm-passes -o - | FileCheck %s --check-prefixes=CHECK,NOINLINE
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// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library %s -emit-llvm -O0 -o - | FileCheck %s --check-prefixes=CHECK,INLINE
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// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library %s -emit-llvm -O1 -o - | FileCheck %s --check-prefixes=CHECK,INLINE
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// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute %s -emit-llvm -disable-llvm-passes -o - | FileCheck %s --check-prefixes=CHECK,NOINLINE
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// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute %s -emit-llvm -O0 -o - | FileCheck %s --check-prefixes=CHECK,INLINE
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// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute %s -emit-llvm -O1 -o - | FileCheck %s --check-prefixes=CHECK,INLINE
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// Tests that user functions will always be inlined.
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// This includes exported functions and mangled entry point implementation functions.
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// The unmangled entry functions must not be alwaysinlined.
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#define MAX 100
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float nums[MAX];
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// Verify that all functions have the alwaysinline attribute
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// NOINLINE: Function Attrs: alwaysinline
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// NOINLINE: define void @_Z4swapA100_jjj(ptr noundef byval([100 x i32]) align 4 %Buf, i32 noundef %ix1, i32 noundef %ix2) [[IntAttr:\#[0-9]+]]
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// NOINLINE: ret void
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// Swap the values of Buf at indices ix1 and ix2
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void swap(unsigned Buf[MAX], unsigned ix1, unsigned ix2) {
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float tmp = Buf[ix1];
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Buf[ix1] = Buf[ix2];
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Buf[ix2] = tmp;
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}
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// NOINLINE: Function Attrs: alwaysinline
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// NOINLINE: define void @_Z10BubbleSortA100_jj(ptr noundef byval([100 x i32]) align 4 %Buf, i32 noundef %size) [[IntAttr]]
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// NOINLINE: ret void
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// Inefficiently sort Buf in place
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void BubbleSort(unsigned Buf[MAX], unsigned size) {
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bool swapped = true;
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while (swapped) {
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swapped = false;
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for (unsigned i = 1; i < size; i++) {
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if (Buf[i] < Buf[i-1]) {
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swap(Buf, i, i-1);
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swapped = true;
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}
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}
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}
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}
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// Note ExtAttr is the inlined export set of attribs
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// CHECK: Function Attrs: alwaysinline
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// CHECK: define noundef i32 @_Z11RemoveDupesA100_jj(ptr {{[a-z_ ]*}}noundef byval([100 x i32]) align 4 %Buf, i32 noundef %size) {{[a-z_ ]*}}[[ExtAttr:\#[0-9]+]]
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// CHECK: ret i32
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// Sort Buf and remove any duplicate values
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// returns the number of values left
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export
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unsigned RemoveDupes(unsigned Buf[MAX], unsigned size) {
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BubbleSort(Buf, size);
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unsigned insertPt = 0;
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for (unsigned i = 1; i < size; i++) {
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if (Buf[i] == Buf[i-1])
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insertPt++;
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else
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Buf[insertPt] = Buf[i];
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}
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return insertPt;
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}
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RWBuffer<unsigned> Indices;
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// The mangled version of main only remains without inlining
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// because it has internal linkage from the start
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// Note main functions get the norecurse attrib, which IntAttr reflects
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// NOINLINE: Function Attrs: alwaysinline
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// NOINLINE: define internal void @_Z4mainj(i32 noundef %GI) [[IntAttr]]
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// NOINLINE: ret void
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// The unmangled version is not inlined, EntryAttr reflects that
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// CHECK: Function Attrs: {{.*}}noinline
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// CHECK: define void @main() {{[a-z_ ]*}}[[EntryAttr:\#[0-9]+]]
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// Make sure function calls are inlined when AlwaysInline is run
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// This only leaves calls to llvm. intrinsics
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// INLINE-NOT: call {{[^@]*}} @{{[^l][^l][^v][^m][^\.]}}
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// CHECK: ret void
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[numthreads(1,1,1)]
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[shader("compute")]
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void main(unsigned int GI : SV_GroupIndex) {
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unsigned tmpIndices[MAX];
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if (GI > MAX) return;
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for (unsigned i = 1; i < GI; i++)
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tmpIndices[i] = Indices[i];
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RemoveDupes(tmpIndices, GI);
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for (unsigned i = 1; i < GI; i++)
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tmpIndices[i] = Indices[i];
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}
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// The mangled version of main only remains without inlining
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// because it has internal linkage from the start
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// Note main functions get the norecurse attrib, which IntAttr reflects
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// NOINLINE: Function Attrs: alwaysinline
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// NOINLINE: define internal void @_Z6main10v() [[IntAttr]]
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// NOINLINE: ret void
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// The unmangled version is not inlined, EntryAttr reflects that
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// CHECK: Function Attrs: {{.*}}noinline
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// CHECK: define void @main10() {{[a-z_ ]*}}[[EntryAttr]]
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// Make sure function calls are inlined when AlwaysInline is run
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// This only leaves calls to llvm. intrinsics
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// INLINE-NOT: call {{[^@]*}} @{{[^l][^l][^v][^m][^\.]}}
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// CHECK: ret void
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[numthreads(1,1,1)]
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[shader("compute")]
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void main10() {
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main(10);
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}
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// NOINLINE: attributes [[IntAttr]] = {{.*}} alwaysinline
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// CHECK: attributes [[ExtAttr]] = {{.*}} alwaysinline
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// CHECK: attributes [[EntryAttr]] = {{.*}} noinline
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