| // RUN: %clang_cc1 -std=hlsl2021 -finclude-default-header -x hlsl -triple \ |
| // RUN: dxil-pc-shadermodel6.3-library %s -emit-llvm -disable-llvm-passes \ |
| // RUN: -o - | FileCheck %s |
| |
| // CHECK-LABEL: ToTwoInts |
| // CHECK: [[splat:%.*]] = insertelement <1 x i32> poison, i32 {{.*}}, i64 0 |
| // CHECK: [[vec2:%.*]] = shufflevector <1 x i32> [[splat]], <1 x i32> poison, <2 x i32> zeroinitializer |
| // CHECK: ret <2 x i32> [[vec2]] |
| int2 ToTwoInts(int V){ |
| return V.xx; |
| } |
| |
| // CHECK-LABEL: ToFourFloats |
| // CHECK: [[splat:%.*]] = insertelement <1 x float> poison, float {{.*}}, i64 0 |
| // CHECK: [[vec4:%.*]] = shufflevector <1 x float> [[splat]], <1 x float> poison, <4 x i32> zeroinitializer |
| // ret <4 x float> [[vec4]] |
| float4 ToFourFloats(float V){ |
| return V.rrrr; |
| } |
| |
| // CHECK-LABEL: ToFourBools |
| // CHECK: {{%.*}} = zext i1 {{.*}} to i32 |
| // CHECK: [[splat:%.*]] = insertelement <1 x i32> poison, i32 {{.*}}, i64 0 |
| // CHECK-NEXT: [[vec4:%.*]] = shufflevector <1 x i32> [[splat]], <1 x i32> poison, <4 x i32> zeroinitializer |
| // CHECK-NEXT: [[vec2Ret:%.*]] = trunc <4 x i32> [[vec4]] to <4 x i1> |
| // CHECK-NEXT: ret <4 x i1> [[vec2Ret]] |
| bool4 ToFourBools(bool V) { |
| return V.rrrr; |
| } |
| |
| // CHECK-LABEL: FillOne |
| // CHECK: [[vec1Ptr:%.*]] = alloca <1 x i32>, align 4 |
| // CHECK: store <1 x i32> splat (i32 1), ptr [[vec1Ptr]], align 4 |
| // CHECK: [[vec1:%.*]] = load <1 x i32>, ptr [[vec1Ptr]], align 4 |
| // CHECK: [[vec2:%.*]] = shufflevector <1 x i32> [[vec1]], <1 x i32> poison, <2 x i32> zeroinitializer |
| // CHECK: ret <2 x i32> [[vec2]] |
| int2 FillOne(){ |
| return 1.xx; |
| } |
| |
| // CHECK-LABEL: FillOneUnsigned |
| // CHECK: [[vec1Ptr:%.*]] = alloca <1 x i32>, align 4 |
| // CHECK: store <1 x i32> splat (i32 1), ptr [[vec1Ptr]], align 4 |
| // CHECK: [[vec1:%.*]] = load <1 x i32>, ptr [[vec1Ptr]], align 4 |
| // CHECK: [[vec3:%.*]] = shufflevector <1 x i32> [[vec1]], <1 x i32> poison, <3 x i32> zeroinitializer |
| // CHECK: ret <3 x i32> [[vec3]] |
| uint3 FillOneUnsigned(){ |
| return 1u.xxx; |
| } |
| |
| // CHECK-LABEL: FillOneUnsignedLong |
| // CHECK: [[vec1Ptr:%.*]] = alloca <1 x i64>, align 8 |
| // CHECK: store <1 x i64> splat (i64 1), ptr [[vec1Ptr]], align 8 |
| // CHECK: [[vec1:%.*]] = load <1 x i64>, ptr [[vec1Ptr]], align 8 |
| // CHECK: [[vec4:%.*]] = shufflevector <1 x i64> [[vec1]], <1 x i64> poison, <4 x i32> zeroinitializer |
| // CHECK: ret <4 x i64> [[vec4]] |
| vector<uint64_t,4> FillOneUnsignedLong(){ |
| return 1ul.xxxx; |
| } |
| |
| // CHECK-LABEL: FillTwoPointFive |
| // CHECK: [[vec1Ptr:%.*]] = alloca <1 x double>, align 8 |
| // CHECK: store <1 x double> splat (double 2.500000e+00), ptr [[vec1Ptr]], align 8 |
| // CHECK: [[vec1:%.*]] = load <1 x double>, ptr [[vec1Ptr]], align 8 |
| // CHECK: [[vec2:%.*]] = shufflevector <1 x double> [[vec1]], <1 x double> poison, <2 x i32> zeroinitializer |
| // CHECK: ret <2 x double> [[vec2]] |
| double2 FillTwoPointFive(){ |
| return 2.5l.rr; |
| } |
| |
| // CHECK-LABEL: FillOneHalf |
| // CHECK: [[vec1Ptr:%.*]] = alloca <1 x double>, align 8 |
| // CHECK: store <1 x double> splat (double 5.000000e-01), ptr [[vec1Ptr]], align 8 |
| // CHECK: [[vec1:%.*]] = load <1 x double>, ptr [[vec1Ptr]], align 8 |
| // CHECK: [[vec3:%.*]] = shufflevector <1 x double> [[vec1]], <1 x double> poison, <3 x i32> zeroinitializer |
| // CHECK: ret <3 x double> [[vec3]] |
| double3 FillOneHalf(){ |
| return .5l.rrr; |
| } |
| |
| // CHECK-LABEL: FillTwoPointFiveFloat |
| // CHECK: [[vec1Ptr:%.*]] = alloca <1 x float>, align 4 |
| // CHECK: store <1 x float> splat (float 2.500000e+00), ptr [[vec1Ptr]], align 4 |
| // CHECK: [[vec1:%.*]] = load <1 x float>, ptr [[vec1Ptr]], align 4 |
| // CHECK: [[vec4:%.*]] = shufflevector <1 x float> [[vec1]], <1 x float> poison, <4 x i32> zeroinitializer |
| // CHECK: ret <4 x float> [[vec4]] |
| float4 FillTwoPointFiveFloat(){ |
| return 2.5f.rrrr; |
| } |
| |
| // The initial codegen for this case is correct but a bit odd. The IR optimizer |
| // cleans this up very nicely. |
| |
| // CHECK-LABEL: FillOneHalfFloat |
| // CHECK: [[vec1Ptr:%.*]] = alloca <1 x float>, align 4 |
| // CHECK: store <1 x float> splat (float 5.000000e-01), ptr [[vec1Ptr]], align 4 |
| // CHECK: [[vec1:%.*]] = load <1 x float>, ptr [[vec1Ptr]], align 4 |
| // CHECK: [[el0:%.*]] = extractelement <1 x float> [[vec1]], i32 0 |
| // CHECK: [[vec1Splat:%.*]] = insertelement <1 x float> poison, float [[el0]], i64 0 |
| // CHECK: [[vec1Ret:%.*]] = shufflevector <1 x float> [[vec1Splat]], <1 x float> poison, <1 x i32> zeroinitializer |
| // CHECK: ret <1 x float> [[vec1Ret]] |
| vector<float, 1> FillOneHalfFloat(){ |
| return .5f.r; |
| } |
| |
| // CHECK-LABEL: FillTrue |
| // CHECK: [[Tmp:%.*]] = alloca <1 x i32>, align 4 |
| // CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[Tmp]], align 4 |
| // CHECK-NEXT: [[Vec1:%.*]] = load <1 x i32>, ptr [[Tmp]], align 4 |
| // CHECK-NEXT: [[Vec2:%.*]] = shufflevector <1 x i32> [[Vec1]], <1 x i32> poison, <2 x i32> zeroinitializer |
| // CHECK-NEXT: [[Vec2Ret:%.*]] = trunc <2 x i32> [[Vec2]] to <2 x i1> |
| // CHECK-NEXT: ret <2 x i1> [[Vec2Ret]] |
| bool2 FillTrue() { |
| return true.xx; |
| } |
| |
| // The initial codegen for this case is correct but a bit odd. The IR optimizer |
| // cleans this up very nicely. |
| |
| // CHECK-LABEL: HowManyFloats |
| // CHECK: [[VAddr:%.*]] = alloca float, align 4 |
| // CHECK: [[vec2Ptr:%.*]] = alloca <2 x float>, align 8 |
| // CHECK: [[VVal:%.*]] = load float, ptr [[VAddr]], align 4 |
| // CHECK: [[splat:%.*]] = insertelement <1 x float> poison, float [[VVal]], i64 0 |
| // CHECK: [[vec2:%.*]] = shufflevector <1 x float> [[splat]], <1 x float> poison, <2 x i32> zeroinitializer |
| // CHECK: store <2 x float> [[vec2]], ptr [[vec2Ptr]], align 8 |
| // CHECK: [[vec2:%.*]] = load <2 x float>, ptr [[vec2Ptr]], align 8 |
| // CHECK: [[vec2Res:%.*]] = shufflevector <2 x float> [[vec2]], <2 x float> poison, <2 x i32> zeroinitializer |
| // CHECK: ret <2 x float> [[vec2Res]] |
| float2 HowManyFloats(float V) { |
| return V.rr.rr; |
| } |
| |
| // CHECK-LABEL: HowManyBools |
| // CHECK: [[VAddr:%.*]] = alloca i32, align 4 |
| // CHECK-NEXT: [[Vec2Ptr:%.*]] = alloca <2 x i32>, align 8 |
| // CHECK-NEXT: [[Tmp:%.*]] = zext i1 {{.*}} to i32 |
| // CHECK-NEXT: store i32 [[Tmp]], ptr [[VAddr]], align 4 |
| // CHECK-NEXT: [[VVal:%.*]] = load i32, ptr [[VAddr]], align 4 |
| // CHECK-NEXT: [[Splat:%.*]] = insertelement <1 x i32> poison, i32 [[VVal]], i64 0 |
| // CHECK-NEXT: [[Vec2:%.*]] = shufflevector <1 x i32> [[Splat]], <1 x i32> poison, <2 x i32> zeroinitializer |
| // CHECK-NEXT: [[Trunc:%.*]] = trunc <2 x i32> [[Vec2]] to <2 x i1> |
| // CHECK-NEXT: [[Ext:%.*]] = zext <2 x i1> [[Trunc]] to <2 x i32> |
| // CHECK-NEXT: store <2 x i32> [[Ext]], ptr [[Vec2Ptr]], align 8 |
| // CHECK-NEXT: [[V2:%.*]] = load <2 x i32>, ptr [[Vec2Ptr]], align 8 |
| // CHECK-NEXT: [[V3:%.*]] = shufflevector <2 x i32> [[V2]], <2 x i32> poison, <2 x i32> zeroinitializer |
| // CHECK-NEXT: [[LV1:%.*]] = trunc <2 x i32> [[V3]] to <2 x i1> |
| // CHECK-NEXT: ret <2 x i1> [[LV1]] |
| bool2 HowManyBools(bool V) { |
| return V.rr.rr; |
| } |
| |
| // This codegen is gnarly because `1.l` is a double, so this creates double |
| // vectors that need to be truncated down to floats. The optimizer cleans this |
| // up nicely too. |
| |
| // CHECK-LABEL: AllRighty |
| // CHECK: [[Tmp:%.*]] = alloca <1 x double>, align 8 |
| // CHECK: store <1 x double> splat (double 1.000000e+00), ptr [[Tmp]], align 8 |
| // CHECK: [[vec1:%.*]] = load <1 x double>, ptr [[Tmp]], align 8 |
| // CHECK: [[vec3:%.*]] = shufflevector <1 x double> [[vec1]], <1 x double> poison, <3 x i32> zeroinitializer |
| // CHECK: [[vec3f:%.*]] = fptrunc reassoc nnan ninf nsz arcp afn <3 x double> [[vec3]] to <3 x float> |
| // CHECK: ret <3 x float> [[vec3f]] |
| |
| float3 AllRighty() { |
| return 1.l.rrr; |
| } |
| |
| // CHECK-LABEL: AllRighty2 |
| // CHECK: [[vec1Ptr:%.*]] = alloca <1 x float>, align 4 |
| // CHECK: store <1 x float> splat (float 1.000000e+00), ptr [[vec1Ptr]], align 4 |
| // CHECK: [[vec1:%.*]] = load <1 x float>, ptr [[vec1Ptr]], align 4 |
| // CHECK: [[vec3:%.*]] = shufflevector <1 x float> [[vec1]], <1 x float> poison, <3 x i32> |
| // CHECK: ret <3 x float> [[vec3]] |
| |
| float3 AllRighty2() { |
| return 1..rrr; |
| } |
| |
| // CHECK-LABEL: AssignInt |
| // CHECK: [[VAddr:%.*]] = alloca i32, align 4 |
| // CHECK: [[XAddr:%.*]] = alloca i32, align 4 |
| |
| // Load V into a vector, then extract V out and store it to X. |
| // CHECK: [[V:%.*]] = load i32, ptr [[VAddr]], align 4 |
| // CHECK: [[Splat:%.*]] = insertelement <1 x i32> poison, i32 [[V]], i64 0 |
| // CHECK: [[VExtVal:%.*]] = extractelement <1 x i32> [[Splat]], i32 0 |
| // CHECK: store i32 [[VExtVal]], ptr [[XAddr]], align 4 |
| |
| // Load V into two separate vectors, then add the extracted X components. |
| // CHECK: [[V:%.*]] = load i32, ptr [[VAddr]], align 4 |
| // CHECK: [[Splat:%.*]] = insertelement <1 x i32> poison, i32 [[V]], i64 0 |
| // CHECK: [[LHS:%.*]] = extractelement <1 x i32> [[Splat]], i32 0 |
| |
| // CHECK: [[V:%.*]] = load i32, ptr [[VAddr]], align 4 |
| // CHECK: [[Splat:%.*]] = insertelement <1 x i32> poison, i32 [[V]], i64 0 |
| // CHECK: [[RHS:%.*]] = extractelement <1 x i32> [[Splat]], i32 0 |
| |
| // CHECK: [[Sum:%.*]] = add nsw i32 [[LHS]], [[RHS]] |
| // CHECK: store i32 [[Sum]], ptr [[XAddr]], align 4 |
| // CHECK: [[X:%.*]] = load i32, ptr [[XAddr]], align 4 |
| // CHECK: ret i32 [[X]] |
| |
| int AssignInt(int V){ |
| int X = V.x; |
| X.x = V.x + V.x; |
| return X; |
| } |
| |
| // CHECK-LABEL: AssignBool |
| // CHECK: [[VAddr:%.*]] = alloca i32, align 4 |
| // CHECK-NEXT: [[XAddr:%.*]] = alloca i32, align 4 |
| // CHECK-NEXT: [[Zext:%.*]] = zext i1 %V to i32 |
| // CHECK-NEXT: store i32 [[Zext]], ptr [[VAddr]], align 4 |
| // CHECK-NEXT: [[X:%.*]] = load i32, ptr [[VAddr]], align 4 |
| // CHECK-NEXT: [[Splat:%.*]] = insertelement <1 x i32> poison, i32 [[X]], i64 0 |
| // CHECK-NEXT: [[Y:%.*]] = extractelement <1 x i32> [[Splat]], i32 0 |
| // CHECK-NEXT: [[Z:%.*]] = trunc i32 [[Y]] to i1 |
| // CHECK-NEXT: [[A:%.*]] = zext i1 [[Z]] to i32 |
| // CHECK-NEXT: store i32 [[A]], ptr [[XAddr]], align 4 |
| // CHECK-NEXT: [[B:%.*]] = load i32, ptr [[VAddr]], align 4 |
| // CHECK-NEXT: [[Splat2:%.*]] = insertelement <1 x i32> poison, i32 [[B]], i64 0 |
| // CHECK-NEXT: [[C:%.*]] = extractelement <1 x i32> [[Splat2]], i32 0 |
| // CHECK-NEXT: [[D:%.*]] = trunc i32 [[C]] to i1 |
| // CHECK-NEXT: br i1 [[D]], label %lor.end, label %lor.rhs |
| |
| // CHECK: lor.rhs: |
| // CHECK-NEXT: [[E:%.*]] = load i32, ptr [[VAddr]], align 4 |
| // CHECK-NEXT: [[Splat3:%.*]] = insertelement <1 x i32> poison, i32 [[E]], i64 0 |
| // CHECK-NEXT: [[F:%.*]] = extractelement <1 x i32> [[Splat3]], i32 0 |
| // CHECK-NEXT: [[G:%.*]] = trunc i32 [[F]] to i1 |
| // CHECK-NEXT: br label %lor.end |
| |
| // CHECK: lor.end: |
| // CHECK-NEXT: [[H:%.*]] = phi i1 [ true, %entry ], [ [[G]], %lor.rhs ] |
| // CHECK-NEXT: store i1 [[H]], ptr [[XAddr]], align 4 |
| // CHECK-NEXT: [[I:%.*]] = load i32, ptr [[XAddr]], align 4 |
| // CHECK-NEXT: [[LoadV:%.*]] = trunc i32 [[I]] to i1 |
| // CHECK-NEXT: ret i1 [[LoadV]] |
| bool AssignBool(bool V) { |
| bool X = V.x; |
| X.x = V.x || V.x; |
| return X; |
| } |
| |
| // CHECK-LABEL: AssignBool2 |
| // CHECK: [[VAdddr:%.*]] = alloca i32, align 4 |
| // CHECK-NEXT: [[X:%.*]] = alloca <2 x i32>, align 8 |
| // CHECK-NEXT: [[Tmp:%.*]] = alloca <1 x i32>, align 4 |
| // CHECK-NEXT: [[SV:%.*]] = zext i1 %V to i32 |
| // CHECK-NEXT: store i32 [[SV]], ptr [[VAddr]], align 4 |
| // CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[Tmp]], align 4 |
| // CHECK-NEXT: [[Y:%.*]] = load <1 x i32>, ptr [[Tmp]], align 4 |
| // CHECK-NEXT: [[Z:%.*]] = shufflevector <1 x i32> [[Y]], <1 x i32> poison, <2 x i32> zeroinitializer |
| // CHECK-NEXT: [[LV:%.*]] = trunc <2 x i32> [[Z]] to <2 x i1> |
| // CHECK-NEXT: [[A:%.*]] = zext <2 x i1> [[LV]] to <2 x i32> |
| // CHECK-NEXT: store <2 x i32> [[A]], ptr [[X]], align 8 |
| // CHECK-NEXT: [[B:%.*]] = load i32, ptr [[VAddr]], align 4 |
| // CHECK-NEXT: [[LV1:%.*]] = trunc i32 [[B]] to i1 |
| // CHECK-NEXT: [[C:%.*]] = load <2 x i32>, ptr [[X]], align 8 |
| // CHECK-NEXT: [[D:%.*]] = zext i1 [[LV1]] to i32 |
| // CHECK-NEXT: [[E:%.*]] = insertelement <2 x i32> [[C]], i32 [[D]], i32 1 |
| // CHECK-NEXT: store <2 x i32> [[E]], ptr [[X]], align 8 |
| // CHECK-NEXT: ret void |
| void AssignBool2(bool V) { |
| bool2 X = true.xx; |
| X.y = V; |
| } |
| |
| // CHECK-LABEL: AssignBool3 |
| // CHECK: [[VAddr:%.*]] = alloca <2 x i32>, align 8 |
| // CHECK-NEXT: [[X:%.*]] = alloca <2 x i32>, align 8 |
| // CHECK-NEXT: [[Y:%.*]] = zext <2 x i1> %V to <2 x i32> |
| // CHECK-NEXT: store <2 x i32> [[Y]], ptr [[VAddr]], align 8 |
| // CHECK-NEXT: store <2 x i32> splat (i32 1), ptr [[X]], align 8 |
| // CHECK-NEXT: [[Z:%.*]] = load <2 x i32>, ptr [[VAddr]], align 8 |
| // CHECK-NEXT: [[LV:%.*]] = trunc <2 x i32> [[Z]] to <2 x i1> |
| // CHECK-NEXT: [[A:%.*]] = load <2 x i32>, ptr [[X]], align 8 |
| // CHECK-NEXT: [[B:%.*]] = zext <2 x i1> [[LV]] to <2 x i32> |
| // CHECK-NEXT: [[C:%.*]] = shufflevector <2 x i32> [[B]], <2 x i32> poison, <2 x i32> <i32 0, i32 1> |
| // CHECK-NEXT: store <2 x i32> [[C]], ptr [[X]], align 8 |
| // CHECK-NEXT: ret void |
| void AssignBool3(bool2 V) { |
| bool2 X = {true,true}; |
| X.xy = V; |
| } |
| |
| // CHECK-LABEL: AccessBools |
| // CHECK: [[X:%.*]] = alloca <4 x i32>, align 16 |
| // CHECK-NEXT: [[Tmp:%.*]] = alloca <1 x i32>, align 4 |
| // CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[Tmp]], align 4 |
| // CHECK-NEXT: [[Y:%.*]] = load <1 x i32>, ptr [[Tmp]], align 4 |
| // CHECK-NEXT: [[Z:%.*]] = shufflevector <1 x i32> [[Y]], <1 x i32> poison, <4 x i32> zeroinitializer |
| // CHECK-NEXT: [[LV:%.*]] = trunc <4 x i32> [[Z]] to <4 x i1> |
| // CHECK-NEXT: [[A:%.*]] = zext <4 x i1> [[LV]] to <4 x i32> |
| // CHECK-NEXT: store <4 x i32> [[A]], ptr [[X]], align 16 |
| // CHECK-NEXT: [[B:%.*]] = load <4 x i32>, ptr [[X]], align 16 |
| // CHECK-NEXT: [[C:%.*]] = shufflevector <4 x i32> [[B]], <4 x i32> poison, <2 x i32> <i32 2, i32 3> |
| // CHECK-NEXT: [[LV1:%.*]] = trunc <2 x i32> [[C]] to <2 x i1> |
| // CHECK-NEXT: ret <2 x i1> [[LV1]] |
| bool2 AccessBools() { |
| bool4 X = true.xxxx; |
| return X.zw; |
| } |