================ @@ -166,3 +206,99 @@ int AssignInt(int V){ X.x = V.x + V.x; return X; } + +// CHECK-LABEL: AssignBool +// CHECK: [[VAddr:%.*]] = alloca i32, align 4 +// CHECK-NEXT: [[XAddr:%.*]] = alloca i32, align 4 +// CHECK-NEXT: [[Zext:%.*]] = zext i1 %V to i32 +// CHECK-NEXT: store i32 [[Zext]], ptr [[VAddr]], align 4 +// CHECK-NEXT: [[X:%.*]] = load i32, ptr [[VAddr]], align 4 +// CHECK-NEXT: [[Splat:%.*]] = insertelement <1 x i32> poison, i32 [[X]], i64 0 +// CHECK-NEXT: [[Y:%.*]] = extractelement <1 x i32> [[Splat]], i32 0 +// CHECK-NEXT: [[Z:%.*]] = trunc i32 [[Y]] to i1 +// CHECK-NEXT: [[A:%.*]] = zext i1 [[Z]] to i32 +// CHECK-NEXT: store i32 [[A]], ptr [[XAddr]], align 4 +// CHECK-NEXT: [[B:%.*]] = load i32, ptr [[VAddr]], align 4 +// CHECK-NEXT: [[Splat2:%.*]] = insertelement <1 x i32> poison, i32 [[B]], i64 0 +// CHECK-NEXT: [[C:%.*]] = extractelement <1 x i32> [[Splat2]], i32 0 +// CHECK-NEXT: [[D:%.*]] = trunc i32 [[C]] to i1 +// CHECK-NEXT: br i1 [[D]], label %lor.end, label %lor.rhs + +// CHECK: lor.rhs: +// CHECK-NEXT: [[E:%.*]] = load i32, ptr [[VAddr]], align 4 +// CHECK-NEXT: [[Splat3:%.*]] = insertelement <1 x i32> poison, i32 [[E]], i64 0 +// CHECK-NEXT: [[F:%.*]] = extractelement <1 x i32> [[Splat3]], i32 0 +// CHECK-NEXT: [[G:%.*]] = trunc i32 [[F]] to i1 +// CHECK-NEXT: br label %lor.end + +// CHECK: lor.end: +// CHECK-NEXT: [[H:%.*]] = phi i1 [ true, %entry ], [ [[G]], %lor.rhs ] +// CHECK-NEXT: store i1 [[H]], ptr [[XAddr]], align 4 +// CHECK-NEXT: [[I:%.*]] = load i32, ptr [[XAddr]], align 4 +// CHECK-NEXT: [[LoadV:%.*]] = trunc i32 [[I]] to i1 +// CHECK-NEXT: ret i1 [[LoadV]] +bool AssignBool(bool V) { + bool X = V.x; + X.x = V.x || V.x; + return X; +} + +// CHECK-LABEL: AssignBool2 +// CHECK: [[VAdddr:%.*]] = alloca i32, align 4 +// CHECK-NEXT: [[X:%.*]] = alloca <2 x i32>, align 8 +// CHECK-NEXT: [[Tmp:%.*]] = alloca <1 x i32>, align 4 +// CHECK-NEXT: [[SV:%.*]] = zext i1 %V to i32 +// CHECK-NEXT: store i32 [[SV]], ptr [[VAddr]], align 4 +// CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[Tmp]], align 4 +// CHECK-NEXT: [[Y:%.*]] = load <1 x i32>, ptr [[Tmp]], align 4 +// CHECK-NEXT: [[Z:%.*]] = shufflevector <1 x i32> [[Y]], <1 x i32> poison, <2 x i32> zeroinitializer +// CHECK-NEXT: [[LV:%.*]] = trunc <2 x i32> [[Z]] to <2 x i1> +// CHECK-NEXT: [[A:%.*]] = zext <2 x i1> [[LV]] to <2 x i32> +// CHECK-NEXT: store <2 x i32> [[A]], ptr [[X]], align 8 +// CHECK-NEXT: [[B:%.*]] = load i32, ptr [[VAddr]], align 4 +// CHECK-NEXT: [[LV1:%.*]] = trunc i32 [[B]] to i1 +// CHECK-NEXT: [[C:%.*]] = load <2 x i32>, ptr [[X]], align 8 +// CHECK-NEXT: [[D:%.*]] = zext i1 [[LV1]] to i32 +// CHECK-NEXT: [[E:%.*]] = insertelement <2 x i32> [[C]], i32 [[D]], i32 1 +// CHECK-NEXT: store <2 x i32> [[E]], ptr [[X]], align 8 +// CHECK-NEXT: ret void +void AssignBool2(bool V) { + bool2 X = true.xx; + X.y = V; +} + +// CHECK-LABEL: AssignBool3 +// CHECK: [[VAddr:%.*]] = alloca <2 x i32>, align 8 +// CHECK-NEXT: [[X:%.*]] = alloca <2 x i32>, align 8 +// CHECK-NEXT: [[Y:%.*]] = zext <2 x i1> %V to <2 x i32> +// CHECK-NEXT: store <2 x i32> [[Y]], ptr [[VAddr]], align 8 +// CHECK-NEXT: store <2 x i32> splat (i32 1), ptr [[X]], align 8 +// CHECK-NEXT: [[Z:%.*]] = load <2 x i32>, ptr [[VAddr]], align 8 +// CHECK-NEXT: [[LV:%.*]] = trunc <2 x i32> [[Z]] to <2 x i1> +// CHECK-NEXT: [[A:%.*]] = load <2 x i32>, ptr [[X]], align 8 +// CHECK-NEXT: [[B:%.*]] = zext <2 x i1> [[LV]] to <2 x i32> +// CHECK-NEXT: [[C:%.*]] = shufflevector <2 x i32> [[B]], <2 x i32> poison, <2 x i32> <i32 0, i32 1> +// CHECK-NEXT: store <2 x i32> [[C]], ptr [[X]], align 8 +// CHECK-NEXT: ret void +void AssignBool3(bool2 V) { + bool2 X = {true,true}; + X.xy = V; +} + +// CHECK-LABEL: AccessBools +// CHECK: [[X:%.*]] = alloca <4 x i32>, align 16 +// CHECK-NEXT: [[Tmp:%.*]] = alloca <1 x i32>, align 4 +// CHECK-NEXT: store <1 x i32> splat (i32 1), ptr [[Tmp]], align 4 +// CHECK-NEXT: [[Y:%.*]] = load <1 x i32>, ptr [[Tmp]], align 4 +// CHECK-NEXT: [[Z:%.*]] = shufflevector <1 x i32> [[Y]], <1 x i32> poison, <4 x i32> zeroinitializer +// CHECK-NEXT: [[LV:%.*]] = trunc <4 x i32> [[Z]] to <4 x i1> +// CHECK-NEXT: [[A:%.*]] = zext <4 x i1> [[LV]] to <4 x i32> +// CHECK-NEXT: store <4 x i32> [[A]], ptr [[X]], align 16 +// CHECK-NEXT: [[B:%.*]] = load <4 x i32>, ptr [[X]], align 16 +// CHECK-NEXT: [[C:%.*]] = shufflevector <4 x i32> [[B]], <4 x i32> poison, <2 x i32> <i32 2, i32 3> +// CHECK-NEXT: [[LV1:%.*]] = trunc <2 x i32> [[C]] to <2 x i1> +// CHECK-NEXT: ret <2 x i1> [[LV1]] +bool2 AccessBools() { + bool4 X = true.xxxx; + return X.zw; +} ---------------- farzonl wrote:
add a new line https://github.com/llvm/llvm-project/pull/123977 _______________________________________________ cfe-commits mailing list cfe-commits@lists.llvm.org https://lists.llvm.org/cgi-bin/mailman/listinfo/cfe-commits