// RUN: %clang_cc1 -finclude-default-header -triple dxil-pc-shadermodel6.3-library -x hlsl -emit-llvm -disable-llvm-passes -o - %s | FileCheck %s // array splat // CHECK-LABEL: define void {{.*}}call4 // CHECK: [[B:%.*]] = alloca [2 x i32], align 4 // CHECK-NEXT: call void @llvm.memcpy.p0.p0.i32(ptr align 4 [[B]], ptr align 4 {{.*}}, i32 8, i1 false) // CHECK-NEXT: [[G1:%.*]] = getelementptr inbounds [2 x i32], ptr [[B]], i32 0, i32 0 // CHECK-NEXT: [[G2:%.*]] = getelementptr inbounds [2 x i32], ptr [[B]], i32 0, i32 1 // CHECK-NEXT: store i32 3, ptr [[G1]], align 4 // CHECK-NEXT: store i32 3, ptr [[G2]], align 4 export void call4() { int B[2] = {1,2}; B = (int[2])3; } // splat from vector of length 1 // CHECK-LABEL: define void {{.*}}call8 // CHECK: [[A:%.*]] = alloca <1 x i32>, align 4 // CHECK-NEXT: [[B:%.*]] = alloca [2 x i32], align 4 // CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[A]], align 4 // CHECK-NEXT: call void @llvm.memcpy.p0.p0.i32(ptr align 4 [[B]], ptr align 4 {{.*}}, i32 8, i1 false) // CHECK-NEXT: [[L:%.*]] = load <1 x i32>, ptr [[A]], align 4 // CHECK-NEXT: [[VL:%.*]] = extractelement <1 x i32> [[L]], i32 0 // CHECK-NEXT: [[G1:%.*]] = getelementptr inbounds [2 x i32], ptr [[B]], i32 0, i32 0 // CHECK-NEXT: [[G2:%.*]] = getelementptr inbounds [2 x i32], ptr [[B]], i32 0, i32 1 // CHECK-NEXT: store i32 [[VL]], ptr [[G1]], align 4 // CHECK-NEXT: store i32 [[VL]], ptr [[G2]], align 4 export void call8() { int1 A = {1}; int B[2] = {1,2}; B = (int[2])A; } // vector splat from vector of length 1 // CHECK-LABEL: define void {{.*}}call1 // CHECK: [[B:%.*]] = alloca <1 x float>, align 4 // CHECK-NEXT: [[A:%.*]] = alloca <4 x i32>, align 16 // CHECK-NEXT: store <1 x float> splat (float 1.000000e+00), ptr [[B]], align 4 // CHECK-NEXT: [[L:%.*]] = load <1 x float>, ptr [[B]], align 4 // CHECK-NEXT: [[VL:%.*]] = extractelement <1 x float> [[L]], i32 0 // CHECK-NEXT: [[C:%.*]] = fptosi float [[VL]] to i32 // CHECK-NEXT: [[SI:%.*]] = insertelement <4 x i32> poison, i32 [[C]], i64 0 // CHECK-NEXT: [[S:%.*]] = shufflevector <4 x i32> [[SI]], <4 x i32> poison, <4 x i32> zeroinitializer // CHECK-NEXT: store <4 x i32> [[S]], ptr [[A]], align 16 export void call1() { float1 B = {1.0}; int4 A = (int4)B; } struct S { int X; float Y; }; // struct splats // CHECK-LABEL: define void {{.*}}call3 // CHECK: [[A:%.*]] = alloca <1 x i32>, align 4 // CHECK: [[s:%.*]] = alloca %struct.S, align 1 // CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[A]], align 4 // CHECK-NEXT: [[L:%.*]] = load <1 x i32>, ptr [[A]], align 4 // CHECK-NEXT: [[VL:%.*]] = extractelement <1 x i32> [[L]], i32 0 // CHECK-NEXT: [[G1:%.*]] = getelementptr inbounds %struct.S, ptr [[s]], i32 0, i32 0 // CHECK-NEXT: [[G2:%.*]] = getelementptr inbounds %struct.S, ptr [[s]], i32 0, i32 1 // CHECK-NEXT: store i32 [[VL]], ptr [[G1]], align 4 // CHECK-NEXT: [[C:%.*]] = sitofp i32 [[VL]] to float // CHECK-NEXT: store float [[C]], ptr [[G2]], align 4 export void call3() { int1 A = {1}; S s = (S)A; } // struct splat from vector of length 1 // CHECK-LABEL: define void {{.*}}call5 // CHECK: [[A:%.*]] = alloca <1 x i32>, align 4 // CHECK-NEXT: [[s:%.*]] = alloca %struct.S, align 1 // CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[A]], align 4 // CHECK-NEXT: [[L:%.*]] = load <1 x i32>, ptr [[A]], align 4 // CHECK-NEXT: [[VL:%.*]] = extractelement <1 x i32> [[L]], i32 0 // CHECK-NEXT: [[G1:%.*]] = getelementptr inbounds %struct.S, ptr [[s]], i32 0, i32 0 // CHECK-NEXT: [[G2:%.*]] = getelementptr inbounds %struct.S, ptr [[s]], i32 0, i32 1 // CHECK-NEXT: store i32 [[VL]], ptr [[G1]], align 4 // CHECK-NEXT: [[C:%.*]] = sitofp i32 [[VL]] to float // CHECK-NEXT: store float [[C]], ptr [[G2]], align 4 export void call5() { int1 A = {1}; S s = (S)A; }