// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-library -x hlsl -emit-llvm -disable-llvm-passes -finclude-default-header -o - %s | llvm-cxxfilt | FileCheck %s --check-prefixes=CHECK,DXIL // RUN: %clang_cc1 -triple spirv-vulkan-library -x hlsl -emit-llvm -disable-llvm-passes -finclude-default-header -o - %s | llvm-cxxfilt | FileCheck %s --check-prefixes=CHECK,SPIRV // DXIL: %"class.hlsl::Texture2D" = type { target("dx.Texture", <4 x float>, 0, 0, 0, 2) } // DXIL: %"class.hlsl::SamplerState" = type { target("dx.Sampler", 0) } // SPIRV: %"class.hlsl::Texture2D" = type { target("spirv.Image", float, 1, 2, 0, 0, 1, 0) } // SPIRV: %"class.hlsl::SamplerState" = type { target("spirv.Sampler") } Texture2D t; SamplerState s; // CHECK: define hidden {{.*}} <4 x float> @main(float vector[2])(<2 x float> noundef nofpclass(nan inf) %[[LOC:.*]]) // CHECK: %[[CALL:.*]] = call {{.*}} <4 x float> @hlsl::Texture2D::Sample(hlsl::SamplerState, float vector[2])(ptr {{.*}} @t, ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}}, <2 x float> {{.*}} %{{.*}}) // CHECK: ret <4 x float> %[[CALL]] float4 main(float2 loc : LOC) : SV_Target { return t.Sample(s, loc); } // CHECK: define linkonce_odr hidden {{.*}} <4 x float> @hlsl::Texture2D::Sample(hlsl::SamplerState, float vector[2])(ptr {{.*}} %[[THIS:[^,]+]], ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}} %[[SAMPLER:[^,]+]], <2 x float> {{.*}} %[[COORD:[^)]+]]) // CHECK: %[[THIS_ADDR:.*]] = alloca ptr // CHECK: %[[COORD_ADDR:.*]] = alloca <2 x float> // CHECK: store ptr %[[THIS]], ptr %[[THIS_ADDR]] // CHECK: store <2 x float> %[[COORD]], ptr %[[COORD_ADDR]] // CHECK: %[[THIS_VAL:.*]] = load ptr, ptr %[[THIS_ADDR]] // CHECK: %[[HANDLE_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::Texture2D", ptr %[[THIS_VAL]], i32 0, i32 0 // CHECK: %[[HANDLE:.*]] = load target{{.*}}, ptr %[[HANDLE_GEP]] // CHECK: %[[SAMPLER_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::SamplerState", ptr %[[SAMPLER]], i32 0, i32 0 // CHECK: %[[SAMPLER_H:.*]] = load target{{.*}}, ptr %[[SAMPLER_GEP]] // CHECK: %[[COORD_VAL:.*]] = load <2 x float>, ptr %[[COORD_ADDR]] // DXIL: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.dx.resource.sample.v4f32.tdx.Texture_v4f32_0_0_0_2t.tdx.Sampler_0t.v2f32.v2i32(target("dx.Texture", <4 x float>, 0, 0, 0, 2) %[[HANDLE]], target("dx.Sampler", 0) %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> zeroinitializer) // SPIRV: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.spv.resource.sample.v4f32.tspirv.Image_f32_1_2_0_0_1_0t.tspirv.Samplert.v2f32.v2i32(target("spirv.Image", float, 1, 2, 0, 0, 1, 0) %[[HANDLE]], target("spirv.Sampler") %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> zeroinitializer) // CHECK: ret <4 x float> %[[RES]] // CHECK: define hidden {{.*}} <4 x float> @test_offset(float vector[2])(<2 x float> noundef nofpclass(nan inf) %[[LOC:.*]]) // CHECK: %[[CALL:.*]] = call {{.*}} <4 x float> @hlsl::Texture2D::Sample(hlsl::SamplerState, float vector[2], int vector[2])(ptr {{.*}} @t, ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}}, <2 x float> {{.*}} %{{.*}}, <2 x i32> {{.*}} ) // CHECK: ret <4 x float> %[[CALL]] float4 test_offset(float2 loc : LOC) : SV_Target { return t.Sample(s, loc, int2(1, 2)); } // CHECK: define linkonce_odr hidden {{.*}} <4 x float> @hlsl::Texture2D::Sample(hlsl::SamplerState, float vector[2], int vector[2])(ptr {{.*}} %[[THIS:[^,]+]], ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}} %[[SAMPLER:[^,]+]], <2 x float> {{.*}} %[[COORD:[^,]+]], <2 x i32> {{.*}} %[[OFFSET:[^)]+]]) // CHECK: %[[THIS_ADDR:.*]] = alloca ptr // CHECK: %[[COORD_ADDR:.*]] = alloca <2 x float> // CHECK: %[[OFFSET_ADDR:.*]] = alloca <2 x i32> // CHECK: store ptr %[[THIS]], ptr %[[THIS_ADDR]] // CHECK: store <2 x float> %[[COORD]], ptr %[[COORD_ADDR]] // CHECK: store <2 x i32> %[[OFFSET]], ptr %[[OFFSET_ADDR]] // CHECK: %[[THIS_VAL:.*]] = load ptr, ptr %[[THIS_ADDR]] // CHECK: %[[HANDLE_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::Texture2D", ptr %[[THIS_VAL]], i32 0, i32 0 // CHECK: %[[HANDLE:.*]] = load target{{.*}}, ptr %[[HANDLE_GEP]] // CHECK: %[[SAMPLER_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::SamplerState", ptr %[[SAMPLER]], i32 0, i32 0 // CHECK: %[[SAMPLER_H:.*]] = load target{{.*}}, ptr %[[SAMPLER_GEP]] // CHECK: %[[COORD_VAL:.*]] = load <2 x float>, ptr %[[COORD_ADDR]] // CHECK: %[[OFFSET_VAL:.*]] = load <2 x i32>, ptr %[[OFFSET_ADDR]] // DXIL: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.dx.resource.sample.v4f32.tdx.Texture_v4f32_0_0_0_2t.tdx.Sampler_0t.v2f32.v2i32(target("dx.Texture", <4 x float>, 0, 0, 0, 2) %[[HANDLE]], target("dx.Sampler", 0) %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> %[[OFFSET_VAL]]) // SPIRV: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.spv.resource.sample.v4f32.tspirv.Image_f32_1_2_0_0_1_0t.tspirv.Samplert.v2f32.v2i32(target("spirv.Image", float, 1, 2, 0, 0, 1, 0) %[[HANDLE]], target("spirv.Sampler") %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> %[[OFFSET_VAL]]) // CHECK: ret <4 x float> %[[RES]] // CHECK: define hidden {{.*}} <4 x float> @test_clamp(float vector[2])(<2 x float> noundef nofpclass(nan inf) %[[LOC:.*]]) // CHECK: %[[CALL:.*]] = call {{.*}} <4 x float> @hlsl::Texture2D::Sample(hlsl::SamplerState, float vector[2], int vector[2], float)(ptr {{.*}} @t, ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}}, <2 x float> {{.*}}, <2 x i32> {{.*}} , float {{.*}} 1.000000e+00) // CHECK: ret <4 x float> %[[CALL]] float4 test_clamp(float2 loc : LOC) : SV_Target { return t.Sample(s, loc, int2(1, 2), 1.0f); } // CHECK: define linkonce_odr hidden {{.*}} <4 x float> @hlsl::Texture2D::Sample(hlsl::SamplerState, float vector[2], int vector[2], float)(ptr {{.*}} %[[THIS:[^,]+]], ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}} %[[SAMPLER:[^,]+]], <2 x float> {{.*}} %[[COORD:[^,]+]], <2 x i32> {{.*}} %[[OFFSET:[^,]+]], float {{.*}} %[[CLAMP:[^)]+]]) // CHECK: %[[THIS_ADDR:.*]] = alloca ptr // CHECK: %[[COORD_ADDR:.*]] = alloca <2 x float> // CHECK: %[[OFFSET_ADDR:.*]] = alloca <2 x i32> // CHECK: %[[CLAMP_ADDR:.*]] = alloca float // CHECK: store ptr %[[THIS]], ptr %[[THIS_ADDR]] // CHECK: store <2 x float> %[[COORD]], ptr %[[COORD_ADDR]] // CHECK: store <2 x i32> %[[OFFSET]], ptr %[[OFFSET_ADDR]] // CHECK: store float %[[CLAMP]], ptr %[[CLAMP_ADDR]] // CHECK: %[[THIS_VAL:.*]] = load ptr, ptr %[[THIS_ADDR]] // CHECK: %[[HANDLE_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::Texture2D", ptr %[[THIS_VAL]], i32 0, i32 0 // CHECK: %[[HANDLE:.*]] = load target{{.*}}, ptr %[[HANDLE_GEP]] // CHECK: %[[SAMPLER_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::SamplerState", ptr %[[SAMPLER]], i32 0, i32 0 // CHECK: %[[SAMPLER_H:.*]] = load target{{.*}}, ptr %[[SAMPLER_GEP]] // CHECK: %[[COORD_VAL:.*]] = load <2 x float>, ptr %[[COORD_ADDR]] // CHECK: %[[OFFSET_VAL:.*]] = load <2 x i32>, ptr %[[OFFSET_ADDR]] // CHECK: %[[CLAMP_VAL:.*]] = load float, ptr %[[CLAMP_ADDR]] // CHECK: %[[CLAMP_CAST:.*]] = fptrunc {{.*}} double {{.*}} to float // DXIL: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.dx.resource.sample.clamp.v4f32.tdx.Texture_v4f32_0_0_0_2t.tdx.Sampler_0t.v2f32.v2i32(target("dx.Texture", <4 x float>, 0, 0, 0, 2) %[[HANDLE]], target("dx.Sampler", 0) %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> %[[OFFSET_VAL]], float %[[CLAMP_CAST]]) // SPIRV: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.spv.resource.sample.clamp.v4f32.tspirv.Image_f32_1_2_0_0_1_0t.tspirv.Samplert.v2f32.v2i32(target("spirv.Image", float, 1, 2, 0, 0, 1, 0) %[[HANDLE]], target("spirv.Sampler") %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> %[[OFFSET_VAL]], float %[[CLAMP_CAST]]) // CHECK: ret <4 x float> %[[RES]]