// 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 // [[splat:%.*]] = insertelement <1 x float> poison, float {{.*}}, i64 0 // [[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> , 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> , 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> , 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> , 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 2.5.rr; } // CHECK-LABEL: FillOneHalf // CHECK: [[vec1Ptr:%.*]] = alloca <1 x double>, align 8 // CHECK: store <1 x double> , 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 .5.rrr; } // CHECK-LABEL: FillTwoPointFiveFloat // CHECK: [[vec1Ptr:%.*]] = alloca <1 x float>, align 4 // CHECK: store <1 x float> , 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> , ptr [[vec1Ptr]], align 4 // CHECK: [[vec1:%.*]] = load <1 x float>, ptr [[vec1Ptr]], align 4 // CHECK: [[vec1Ret:%.*]] = shufflevector <1 x float> [[vec1]], <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 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; } // This codegen is gnarly because `1.` 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: [[XTmp:%.*]] = alloca <1 x double>, align 8 // CHECK: [[YTmp:%.*]] = alloca <1 x double>, align 8 // CHECK: [[ZTmp:%.*]] = alloca <1 x double>, align 8 // CHECK: store <1 x double> , ptr [[XTmp]], align 8 // CHECK: [[XVec:%.*]] = load <1 x double>, ptr [[XTmp]], align 8 // CHECK: [[XVec3:%.*]] = shufflevector <1 x double> [[XVec]], <1 x double> poison, <3 x i32> zeroinitializer // CHECK: [[XVal:%.*]] = extractelement <3 x double> [[XVec3]], i32 0 // CHECK: [[XValF:%.*]] = fptrunc double [[XVal]] to float // CHECK: [[Vec3F1:%.*]] = insertelement <3 x float> poison, float [[XValF]], i32 0 // CHECK: store <1 x double> , ptr [[YTmp]], align 8 // CHECK: [[YVec:%.*]] = load <1 x double>, ptr [[YTmp]], align 8 // CHECK: [[YVec3:%.*]] = shufflevector <1 x double> [[YVec]], <1 x double> poison, <3 x i32> zeroinitializer // CHECK: [[YVal:%.*]] = extractelement <3 x double> [[YVec3]], i32 1 // CHECK: [[YValF:%.*]] = fptrunc double [[YVal]] to float // CHECK: [[Vec3F2:%.*]] = insertelement <3 x float> [[Vec3F1]], float [[YValF]], i32 1 // CHECK: store <1 x double> , ptr [[ZTmp]], align 8 // CHECK: [[ZVec:%.*]] = load <1 x double>, ptr [[ZTmp]], align 8 // CHECK: [[ZVec3:%.*]] = shufflevector <1 x double> [[ZVec]], <1 x double> poison, <3 x i32> zeroinitializer // CHECK: [[ZVal:%.*]] = extractelement <3 x double> [[ZVec3]], i32 2 // CHECK: [[ZValF:%.*]] = fptrunc double [[ZVal]] to float // CHECK: [[Vec3F3:%.*]] = insertelement <3 x float> [[Vec3F2]], float [[ZValF]], i32 2 // ret <3 x float> [[Vec3F3]] float3 AllRighty() { 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; }