// 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: 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 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 FillOneHalfFloat(){ return .5f.r; } // 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 4 // 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 4 // CHECK: [[vec2:%.*]] = load <2 x float>, ptr [[vec2Ptr]], align 4 // 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 4 // 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:%.*]] = icmp ne <2 x i32> [[Vec2]], zeroinitializer // CHECK-NEXT: [[Ext:%.*]] = zext <2 x i1> [[Trunc]] to <2 x i32> // CHECK-NEXT: store <2 x i32> [[Ext]], ptr [[Vec2Ptr]], align 4 // CHECK-NEXT: [[V2:%.*]] = load <2 x i32>, ptr [[Vec2Ptr]], align 4 // CHECK-NEXT: [[V3:%.*]] = shufflevector <2 x i32> [[V2]], <2 x i32> poison, <2 x i32> zeroinitializer // CHECK-NEXT: [[LV1:%.*]] = icmp ne <2 x i32> [[V3]], zeroinitializer // 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:%.*]] = icmp ne i32 [[Y]], 0 // 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:%.*]] = icmp ne i32 [[C]], 0 // 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:%.*]] = icmp ne i32 [[F]], 0 // CHECK-NEXT: br label %lor.end // CHECK: lor.end: // CHECK-NEXT: [[H:%.*]] = phi i1 [ true, %entry ], [ [[G]], %lor.rhs ] // CHECK-NEXT: [[J:%.*]] = zext i1 [[H]] to i32 // CHECK-NEXT: store i32 [[J]], ptr [[XAddr]], align 4 // CHECK-NEXT: [[I:%.*]] = load i32, ptr [[XAddr]], align 4 // CHECK-NEXT: [[LoadV:%.*]] = icmp ne i32 [[I]], 0 // 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 4 // 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:%.*]] = icmp ne <2 x i32> [[Z]], zeroinitializer // CHECK-NEXT: [[A:%.*]] = zext <2 x i1> [[LV]] to <2 x i32> // CHECK-NEXT: store <2 x i32> [[A]], ptr [[X]], align 4 // CHECK-NEXT: [[B:%.*]] = load i32, ptr [[VAddr]], align 4 // CHECK-NEXT: [[LV1:%.*]] = icmp ne i32 [[B]], 0 // CHECK-NEXT: [[D:%.*]] = zext i1 [[LV1]] to i32 // CHECK-NEXT: [[C:%.*]] = getelementptr <2 x i32>, ptr [[X]], i32 0, i32 1 // CHECK-NEXT: store i32 [[D]], ptr [[C]], align 4 // 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 4 // CHECK-NEXT: [[X:%.*]] = alloca <2 x i32>, align 4 // CHECK-NEXT: [[Y:%.*]] = zext <2 x i1> %V to <2 x i32> // CHECK-NEXT: store <2 x i32> [[Y]], ptr [[VAddr]], align 4 // CHECK-NEXT: store <2 x i32> splat (i32 1), ptr [[X]], align 4 // CHECK-NEXT: [[Z:%.*]] = load <2 x i32>, ptr [[VAddr]], align 4 // CHECK-NEXT: [[LV:%.*]] = icmp ne <2 x i32> [[Z]], zeroinitializer // CHECK-NEXT: [[B:%.*]] = zext <2 x i1> [[LV]] to <2 x i32> // CHECK-NEXT: [[V1:%.*]] = extractelement <2 x i32> [[B]], i32 0 // CHECK-NEXT: store i32 [[V1]], ptr [[X]], align 4 // CHECK-NEXT: [[V2:%.*]] = extractelement <2 x i32> [[B]], i32 1 // CHECK-NEXT: [[X2:%.*]] = getelementptr <2 x i32>, ptr [[X]], i32 0, i32 1 // CHECK-NEXT: store i32 [[V2]], ptr [[X2]], align 4 // 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 4 // 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:%.*]] = icmp ne <4 x i32> [[Z]], zeroinitializer // CHECK-NEXT: [[A:%.*]] = zext <4 x i1> [[LV]] to <4 x i32> // CHECK-NEXT: store <4 x i32> [[A]], ptr [[X]], align 4 // CHECK-NEXT: [[B:%.*]] = load <4 x i32>, ptr [[X]], align 4 // CHECK-NEXT: [[C:%.*]] = shufflevector <4 x i32> [[B]], <4 x i32> poison, <2 x i32> // CHECK-NEXT: [[LV1:%.*]] = icmp ne <2 x i32> [[C]], zeroinitializer // CHECK-NEXT: ret <2 x i1> [[LV1]] bool2 AccessBools() { bool4 X = true.xxxx; return X.zw; } // CHECK-LABEL: define hidden void {{.*}}BoolSizeMismatch{{.*}} // CHECK: [[B:%.*]] = alloca <4 x i32>, align 4 // CHECK-NEXT: [[Tmp:%.*]] = alloca <1 x i32>, align 4 // CHECK-NEXT: store <4 x i32> splat (i32 1), ptr [[B]], align 4 // CHECK-NEXT: store <1 x i32> zeroinitializer, ptr [[Tmp]], align 4 // CHECK-NEXT: [[L0:%.*]] = load <1 x i32>, ptr [[Tmp]], align 4 // CHECK-NEXT: [[L1:%.*]] = shufflevector <1 x i32> [[L0]], <1 x i32> poison, <3 x i32> zeroinitializer // CHECK-NEXT: [[TruncV:%.*]] = icmp ne <3 x i32> [[L1]], zeroinitializer // CHECK-NEXT: [[L2:%.*]] = zext <3 x i1> [[TruncV]] to <3 x i32> // CHECK-NEXT: [[V1:%.*]] = extractelement <3 x i32> [[L2]], i32 0 // CHECK-NEXT: store i32 [[V1]], ptr %B, align 4 // CHECK-NEXT: [[V2:%.*]] = extractelement <3 x i32> [[L2]], i32 1 // CHECK-NEXT: [[B2:%.*]] = getelementptr <4 x i32>, ptr %B, i32 0, i32 1 // CHECK-NEXT: store i32 [[V2]], ptr [[B2]], align 4 // CHECK-NEXT: [[V3:%.*]] = extractelement <3 x i32> [[L2]], i32 2 // CHECK-NEXT: [[B3:%.*]] = getelementptr <4 x i32>, ptr %B, i32 0, i32 2 void BoolSizeMismatch() { bool4 B = {true,true,true,true}; B.xyz = false.xxx; }