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TheRock/compiler/amd-llvm/clang/test/CodeGenHLSL/inline-functions.hlsl
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114 lines
4.2 KiB
HLSL

// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library %s -emit-llvm -disable-llvm-passes -o - | FileCheck %s --check-prefixes=CHECK,NOINLINE
// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library %s -emit-llvm -O0 -o - | FileCheck %s --check-prefixes=CHECK,INLINE
// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library %s -emit-llvm -O1 -o - | FileCheck %s --check-prefixes=CHECK,INLINE
// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute %s -emit-llvm -disable-llvm-passes -o - | FileCheck %s --check-prefixes=CHECK,NOINLINE
// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute %s -emit-llvm -O0 -o - | FileCheck %s --check-prefixes=CHECK,INLINE
// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute %s -emit-llvm -O1 -o - | FileCheck %s --check-prefixes=CHECK,INLINE
// Tests that user functions will always be inlined.
// This includes exported functions and mangled entry point implementation functions.
// The unmangled entry functions must not be alwaysinlined.
#define MAX 100
float nums[MAX];
// Verify that all functions have the alwaysinline attribute
// NOINLINE: Function Attrs: alwaysinline
// NOINLINE: define hidden void @_Z4swapA100_jjj(ptr noundef byval([100 x i32]) align 4 %Buf, i32 noundef %ix1, i32 noundef %ix2) [[Attr:\#[0-9]+]]
// NOINLINE: ret void
// Swap the values of Buf at indices ix1 and ix2
void swap(unsigned Buf[MAX], unsigned ix1, unsigned ix2) {
float tmp = Buf[ix1];
Buf[ix1] = Buf[ix2];
Buf[ix2] = tmp;
}
// NOINLINE: Function Attrs: alwaysinline
// NOINLINE: define hidden void @_Z10BubbleSortA100_jj(ptr noundef byval([100 x i32]) align 4 %Buf, i32 noundef %size) [[Attr]]
// NOINLINE: ret void
// Inefficiently sort Buf in place
void BubbleSort(unsigned Buf[MAX], unsigned size) {
bool swapped = true;
while (swapped) {
swapped = false;
for (unsigned i = 1; i < size; i++) {
if (Buf[i] < Buf[i-1]) {
swap(Buf, i, i-1);
swapped = true;
}
}
}
}
// Note ExtAttr is the inlined export set of attribs
// CHECK: Function Attrs: alwaysinline
// CHECK: define noundef i32 @_Z11RemoveDupesA100_jj(ptr {{[a-z_ ]*}}noundef byval([100 x i32]) align 4 {{.*}}%Buf, i32 noundef %size) {{[a-z_ ]*}}[[Attr:\#[0-9]+]]
// CHECK: ret i32
// Sort Buf and remove any duplicate values
// returns the number of values left
export
unsigned RemoveDupes(unsigned Buf[MAX], unsigned size) {
BubbleSort(Buf, size);
unsigned insertPt = 0;
for (unsigned i = 1; i < size; i++) {
if (Buf[i] == Buf[i-1])
insertPt++;
else
Buf[insertPt] = Buf[i];
}
return insertPt;
}
RWBuffer<unsigned> Indices;
// The mangled version of main only remains without inlining
// because it has internal linkage from the start
// Note main functions get the alwaysinline attrib, which Attr reflects
// NOINLINE: Function Attrs: alwaysinline
// NOINLINE: define internal void @_Z4mainj(i32 noundef %GI) [[Attr]]
// NOINLINE: ret void
// The unmangled version is not inlined, EntryAttr reflects that
// CHECK: define void @main() {{[a-z_ ]*}}[[EntryAttr:\#[0-9]+]]
// Make sure function calls are inlined when AlwaysInline is run
// This only leaves calls to llvm. intrinsics
// INLINE-NOT: call {{[^@]*}} @{{[^l][^l][^v][^m][^\.]}}
// CHECK: ret void
[numthreads(1,1,1)]
[shader("compute")]
void main(unsigned int GI : SV_GroupIndex) {
unsigned tmpIndices[MAX];
if (GI > MAX) return;
for (unsigned i = 1; i < GI; i++)
tmpIndices[i] = Indices[i];
RemoveDupes(tmpIndices, GI);
for (unsigned i = 1; i < GI; i++)
tmpIndices[i] = Indices[i];
}
// The mangled version of main only remains without inlining
// because it has internal linkage from the start
// Note main functions get the alwaysinline attrib, which Attr reflects
// NOINLINE: Function Attrs: alwaysinline
// NOINLINE: define internal void @_Z6main10v() [[Attr]]
// NOINLINE: ret void
// The unmangled version is not inlined, EntryAttr reflects that
// CHECK: define void @main10() {{[a-z_ ]*}}[[EntryAttr]]
// Make sure function calls are inlined when AlwaysInline is run
// This only leaves calls to llvm. intrinsics
// INLINE-NOT: call {{[^@]*}} @{{[^l][^l][^v][^m][^\.]}}
// CHECK: ret void
[numthreads(1,1,1)]
[shader("compute")]
void main10() {
main(10);
}
// CHECK: attributes [[Attr]] = {{.*}} alwaysinline
// CHECK: attributes [[EntryAttr]] = {{.*}} noinline