// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library -x hlsl -emit-llvm -finclude-default-header -disable-llvm-passes -o - %s // Make sure SV_DispatchThreadID translated into dx.thread.id. const RWBuffer In; RWBuffer Out; // CHECK: define void @foo() // CHECK: %[[ID:[0-9a-zA-Z]+]] = call i32 @llvm.dx.thread.id(i32 0) // CHECK: call void @"?foo@@YAXH@Z"(i32 %[[ID]]) [shader("compute")] [numthreads(8,8,1)] void foo(uint Idx : SV_DispatchThreadID) { Out[Idx] = In[Idx]; } // CHECK: define void @bar() // CHECK: %[[ID_X:[0-9a-zA-Z]+]] = call i32 @llvm.dx.thread.id(i32 0) // CHECK: %[[ID_X_:[0-9a-zA-Z]+]] = insertelement <2 x i32> poison, i32 %[[ID_X]], i64 0 // CHECK: %[[ID_Y:[0-9a-zA-Z]+]] = call i32 @llvm.dx.thread.id(i32 1) // CHECK: %[[ID_XY:[0-9a-zA-Z]+]] = insertelement <2 x i32> %[[ID_X_]], i32 %[[ID_Y]], i64 1 // CHECK: call void @"?bar@@YAXT?$__vector@H$01@__clang@@@Z"(<2 x i32> %[[ID_XY]]) [shader("compute")] [numthreads(8,8,1)] void bar(uint2 Idx : SV_DispatchThreadID) { Out[Idx.y] = In[Idx.x]; }