Changes in directory llvm/test/Regression/Transforms/SCCP:

2006-12-04-PackedType.ll added (r1.1)
---
Log message:

SCCP does not handle Packed Type properly. Disable Packed Type handling
for now.


---
Diffs of the changes:  (+149 -0)

 2006-12-04-PackedType.ll |  149 +++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 149 insertions(+)


Index: llvm/test/Regression/Transforms/SCCP/2006-12-04-PackedType.ll
diff -c /dev/null 
llvm/test/Regression/Transforms/SCCP/2006-12-04-PackedType.ll:1.1
*** /dev/null   Mon Dec  4 17:55:09 2006
--- llvm/test/Regression/Transforms/SCCP/2006-12-04-PackedType.ll       Mon Dec 
 4 17:54:59 2006
***************
*** 0 ****
--- 1,149 ----
+ ; Test PackedType handling by SCCP. 
+ ; SCCP ignores PackedTypes until PR 1034 is fixed
+ ;
+ ; RUN: llvm-upgrade < %s | llvm-as | opt -sccp 
+ target datalayout = "E-p:32:32"
+ target endian = big
+ target pointersize = 32
+ target triple = "powerpc-apple-darwin8"
+       %struct.GLDAlphaTest = type { float, ushort, ubyte, ubyte }
+       %struct.GLDArrayRange = type { ubyte, ubyte, ubyte, ubyte }
+       %struct.GLDBlendMode = type { ushort, ushort, ushort, ushort, 
%struct.GLTColor4, ushort, ushort, ubyte, ubyte, ubyte, ubyte }
+       %struct.GLDBufferRec = type opaque
+       %struct.GLDBufferstate = type { %struct.GLTDimensions, 
%struct.GLTDimensions, %struct.GLTFixedColor4, %struct.GLTFixedColor4, ubyte, 
ubyte, ubyte, ubyte, [2 x %struct.GLSBuffer], [4 x %struct.GLSBuffer], 
%struct.GLSBuffer, %struct.GLSBuffer, %struct.GLSBuffer, [4 x 
%struct.GLSBuffer*], %struct.GLSBuffer*, %struct.GLSBuffer*, 
%struct.GLSBuffer*, ubyte, ubyte }
+       %struct.GLDClearColor = type { double, %struct.GLTColor4, 
%struct.GLTColor4, float, int }
+       %struct.GLDClipPlane = type { uint, [6 x %struct.GLTColor4] }
+       %struct.GLDColorBuffer = type { ushort, ushort, [4 x ushort] }
+       %struct.GLDColorMatrix = type { [16 x float]*, 
%struct.GLDImagingColorScale }
+       %struct.GLDContextRec = type { float, float, float, float, float, 
float, float, float, %struct.GLTColor4, %struct.GLTColor4, 
%struct.GLVMFPContext, %struct.GLDTextureMachine, %struct.GLGProcessor, 
%struct._GLVMConstants*, void (%struct.GLDContextRec*, int, int, 
%struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, int)*, 
%struct._GLVMFunction*, void (%struct.GLDContextRec*, %struct.GLDVertex*)*, 
void (%struct.GLDContextRec*, %struct.GLDVertex*, %struct.GLDVertex*)*, void 
(%struct.GLDContextRec*, %struct.GLDVertex*, %struct.GLDVertex*, 
%struct.GLDVertex*)*, %struct._GLVMFunction*, %struct._GLVMFunction*, 
%struct._GLVMFunction*, uint, uint, uint, float, float, float, uint, 
%struct.GLSDrawable, %struct.GLDRect, %struct.GLDFormat, 
%struct.GLDBufferstate, %struct.GLDSharedRec*, %struct.GLDState*, 
%struct.GLDPluginState*, %struct.GLTDimensions, %struct.GLTColor4*, 
%struct.GLTColor4*, %struct.GLVMFragmentAttribRec*, 
%struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentA!
 ttribRec*, %struct.GLDPipelineProgramRec*, %struct.GLDStateProgramRec, 
%struct.GLVMTextures, { [4 x sbyte*], sbyte*, sbyte* }, [64 x float], 
%struct.GLDStippleData, ushort, ubyte, ubyte, uint, %struct.GLDFramebufferRec*, 
ubyte, %struct.GLDQueryRec*, %struct.GLDQueryRec* }
+       %struct.GLDConvolution = type { %struct.GLTColor4, 
%struct.GLDImagingColorScale, ushort, ushort, float*, int, int }
+       %struct.GLDDepthTest = type { ushort, ushort, ubyte, ubyte, ubyte, 
ubyte, double, double }
+       %struct.GLDFogMode = type { %struct.GLTColor4, float, float, float, 
float, float, ushort, ushort, ushort, ubyte, ubyte }
+       %struct.GLDFormat = type { int, int, int, int, int, int, uint, uint, 
ubyte, ubyte, ubyte, ubyte, int, int, int }
+       %struct.GLDFramebufferAttachment = type { uint, uint, uint, int, uint, 
uint }
+       %struct.GLDFramebufferData = type { [6 x 
%struct.GLDFramebufferAttachment], [4 x ushort], ushort, ushort, ushort, 
ushort, uint }
+       %struct.GLDFramebufferRec = type { %struct.GLDFramebufferData*, 
%struct.GLDPluginFramebufferData*, %struct.GLDPixelFormat }
+       %struct.GLDHintMode = type { ushort, ushort, ushort, ushort, ushort, 
ushort, ushort, ushort, ushort, ushort }
+       %struct.GLDHistogram = type { %struct.GLTFixedColor4*, int, ushort, 
ubyte, ubyte }
+       %struct.GLDImagingColorScale = type { { float, float }, { float, float 
}, { float, float }, { float, float } }
+       %struct.GLDImagingSubset = type { %struct.GLDConvolution, 
%struct.GLDConvolution, %struct.GLDConvolution, %struct.GLDColorMatrix, 
%struct.GLDMinmax, %struct.GLDHistogram, %struct.GLDImagingColorScale, 
%struct.GLDImagingColorScale, %struct.GLDImagingColorScale, 
%struct.GLDImagingColorScale, uint }
+       %struct.GLDLight = type { %struct.GLTColor4, %struct.GLTColor4, 
%struct.GLTColor4, %struct.GLTColor4, %struct.GLTCoord3, float, float, float, 
float, float, %struct.GLTCoord3, float, float, float, float, float }
+       %struct.GLDLightModel = type { %struct.GLTColor4, [8 x 
%struct.GLDLight], [2 x %struct.GLDMaterial], uint, ushort, ushort, ushort, 
ubyte, ubyte, ubyte, ubyte, ubyte, ubyte }
+       %struct.GLDLightProduct = type { %struct.GLTColor4, %struct.GLTColor4, 
%struct.GLTColor4 }
+       %struct.GLDLineMode = type { float, int, ushort, ushort, ubyte, ubyte, 
ubyte, ubyte }
+       %struct.GLDLogicOp = type { ushort, ubyte, ubyte }
+       %struct.GLDMaskMode = type { uint, [3 x uint], ubyte, ubyte, ubyte, 
ubyte, ubyte, ubyte, ubyte, ubyte }
+       %struct.GLDMaterial = type { %struct.GLTColor4, %struct.GLTColor4, 
%struct.GLTColor4, %struct.GLTColor4, float, float, float, float, [8 x 
%struct.GLDLightProduct], %struct.GLTColor4, [6 x int], [2 x int] }
+       %struct.GLDMinmax = type { %struct.GLDMinmaxTable*, ushort, ubyte, 
ubyte }
+       %struct.GLDMinmaxTable = type { %struct.GLTColor4, %struct.GLTColor4 }
+       %struct.GLDMipmaplevel = type { [4 x uint], [4 x float], [4 x uint], [4 
x uint], [4 x float], [4 x uint], [3 x uint], uint, float*, float*, float*, 
uint, uint, sbyte*, short, ushort, ushort, short }
+       %struct.GLDMultisample = type { float, ubyte, ubyte, ubyte, ubyte, 
ubyte, ubyte, ubyte, ubyte }
+       %struct.GLDPipelineProgramData = type { ushort, ushort, uint, 
%struct._PPStreamToken*, ulong, %struct.GLDShaderSourceData*, 
%struct.GLTColor4*, uint }
+       %struct.GLDPipelineProgramRec = type { %struct.GLDPipelineProgramData*, 
%struct._PPStreamToken*, %struct._PPStreamToken*, %struct._GLVMFunction*, uint, 
uint, uint }
+       %struct.GLDPipelineProgramState = type { ubyte, ubyte, ubyte, ubyte, 
%struct.GLTColor4* }
+       %struct.GLDPixelFormat = type { ubyte, ubyte, ubyte, ubyte, ubyte, 
ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, 
ubyte, ubyte, ubyte, ubyte }
+       %struct.GLDPixelMap = type { int*, float*, float*, float*, float*, 
float*, float*, float*, float*, int*, int, int, int, int, int, int, int, int, 
int, int }
+       %struct.GLDPixelMode = type { float, float, %struct.GLDPixelStore, 
%struct.GLDPixelTransfer, %struct.GLDPixelMap, %struct.GLDImagingSubset, uint, 
uint }
+       %struct.GLDPixelPack = type { int, int, int, int, int, int, int, int, 
ubyte, ubyte, ubyte, ubyte }
+       %struct.GLDPixelStore = type { %struct.GLDPixelPack, 
%struct.GLDPixelPack }
+       %struct.GLDPixelTransfer = type { float, float, float, float, float, 
float, float, float, float, float, int, int, float, float, float, float, float, 
float, float, float, float, float, float, float }
+       %struct.GLDPluginFramebufferData = type { [6 x %struct.GLDTextureRec*], 
uint, uint }
+       %struct.GLDPluginProgramData = type { [3 x 
%struct.GLDPipelineProgramRec*], %struct.GLDBufferRec**, uint }
+       %struct.GLDPluginState = type { [16 x [5 x %struct.GLDTextureRec*]], [3 
x %struct.GLDTextureRec*], [16 x %struct.GLDTextureRec*], [3 x 
%struct.GLDPipelineProgramRec*], %struct.GLDProgramRec*, 
%struct.GLDVertexArrayRec*, [16 x %struct.GLDBufferRec*], 
%struct.GLDFramebufferRec*, %struct.GLDFramebufferRec* }
+       %struct.GLDPointMode = type { float, float, float, float, 
%struct.GLTCoord3, float, ubyte, ubyte, ubyte, ubyte, ushort, ushort, uint, 
ushort, ushort }
+       %struct.GLDPolygonMode = type { [128 x ubyte], float, float, ushort, 
ushort, ushort, ushort, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte }
+       %struct.GLDProgramData = type { uint, [16 x int], int, int, uint, int }
+       %struct.GLDProgramRec = type { %struct.GLDProgramData*, 
%struct.GLDPluginProgramData*, uint }
+       %struct.GLDQueryRec = type { uint, uint, %struct.GLDQueryRec* }
+       %struct.GLDRect = type { int, int, int, int, int, int }
+       %struct.GLDRegisterCombiners = type { ubyte, ubyte, ubyte, ubyte, int, 
[2 x %struct.GLTColor4], [8 x %struct.GLDRegisterCombinersPerStageState], 
%struct.GLDRegisterCombinersFinalStageState }
+       %struct.GLDRegisterCombinersFinalStageState = type { ubyte, ubyte, 
ubyte, ubyte, [7 x %struct.GLDRegisterCombinersPerVariableState] }
+       %struct.GLDRegisterCombinersPerPortionState = type { [4 x 
%struct.GLDRegisterCombinersPerVariableState], ubyte, ubyte, ubyte, ubyte, 
ushort, ushort, ushort, ushort, ushort, ushort }
+       %struct.GLDRegisterCombinersPerStageState = type { [2 x 
%struct.GLDRegisterCombinersPerPortionState], [2 x %struct.GLTColor4] }
+       %struct.GLDRegisterCombinersPerVariableState = type { ushort, ushort, 
ushort, ushort }
+       %struct.GLDScissorTest = type { %struct.GLTFixedColor4, ubyte, ubyte, 
ubyte, ubyte }
+       %struct.GLDShaderSourceData = type { uint, uint, sbyte*, int*, uint, 
uint, sbyte*, int*, sbyte* }
+       %struct.GLDSharedRec = type opaque
+       %struct.GLDState = type { short, short, uint, uint, uint, [256 x 
%struct.GLTColor4], [128 x %struct.GLTColor4], %struct.GLDViewport, 
%struct.GLDTransform, %struct.GLDLightModel, uint*, int, int, int, 
%struct.GLDAlphaTest, %struct.GLDBlendMode, %struct.GLDClearColor, 
%struct.GLDColorBuffer, %struct.GLDDepthTest, %struct.GLDArrayRange, 
%struct.GLDFogMode, %struct.GLDHintMode, %struct.GLDLineMode, 
%struct.GLDLogicOp, %struct.GLDMaskMode, %struct.GLDPixelMode, 
%struct.GLDPointMode, %struct.GLDPolygonMode, %struct.GLDScissorTest, uint, 
%struct.GLDStencilTest, [16 x %struct.GLDTextureMode], %struct.GLDArrayRange, 
[8 x %struct.GLDTextureCoordGen], %struct.GLDClipPlane, %struct.GLDMultisample, 
%struct.GLDRegisterCombiners, %struct.GLDArrayRange, %struct.GLDArrayRange, [3 
x %struct.GLDPipelineProgramState], %struct.GLDTransformFeedback }
+       %struct.GLDStateProgramRec = type { %struct.GLDPipelineProgramData*, 
%struct.GLDPipelineProgramRec* }
+       %struct.GLDStencilTest = type { [3 x { uint, int, ushort, ushort, 
ushort, ushort }], uint, [4 x ubyte] }
+       %struct.GLDStippleData = type { uint, ushort, ushort, [32 x [32 x 
ubyte]] }
+       %struct.GLDTextureCoordGen = type { { ushort, ushort, 
%struct.GLTColor4, %struct.GLTColor4 }, { ushort, ushort, %struct.GLTColor4, 
%struct.GLTColor4 }, { ushort, ushort, %struct.GLTColor4, %struct.GLTColor4 }, 
{ ushort, ushort, %struct.GLTColor4, %struct.GLTColor4 }, ubyte, ubyte, ubyte, 
ubyte }
+       %struct.GLDTextureGeomState = type { ushort, ushort, ushort, ushort, 
ushort, ubyte, ubyte, ushort, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, 
ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, [6 x ushort], [6 
x ushort] }
+       %struct.GLDTextureLevel = type { uint, uint, ushort, ushort, ushort, 
ubyte, ubyte, ushort, ushort, ushort, ushort, ubyte* }
+       %struct.GLDTextureMachine = type { [8 x %struct.GLDTextureRec*], 
%struct.GLDTextureRec*, ubyte, ubyte, ubyte, ubyte }
+       %struct.GLDTextureMode = type { %struct.GLTColor4, uint, ushort, 
ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, 
ushort, ushort, ushort, ushort, ushort, float, float, float, ushort, ushort, 
ushort, ushort, ushort, ushort, [4 x ushort], ubyte, ubyte, ubyte, ubyte, [3 x 
float], [4 x float], float, float }
+       %struct.GLDTextureParamState = type { ushort, ushort, ushort, ushort, 
ushort, ushort, %struct.GLTColor4, float, float, float, float, short, short, 
ushort, ushort, float, ushort, ubyte, ubyte, int, sbyte* }
+       %struct.GLDTextureRec = type { %struct.GLDTextureState*, int, [2 x 
float], float, uint, float, float, float, float, float, float, 
%struct.GLDMipmaplevel*, %struct.GLDMipmaplevel*, int, int, uint, uint, uint, 
uint, %struct.GLDTextureParamState, uint, [2 x %struct._PPStreamToken] }
+       %struct.GLDTextureState = type { ushort, ushort, ushort, float, uint, 
ushort, %struct.GLISWRSurface*, ubyte, ubyte, ubyte, ubyte, 
%struct.GLDTextureParamState, %struct.GLDTextureGeomState, 
%struct.GLDTextureLevel, [6 x [15 x %struct.GLDTextureLevel]] }
+       %struct.GLDTransform = type { [24 x [16 x float]], [24 x [16 x float]], 
[16 x float], float, float, float, float, int, float, ushort, ushort, ubyte, 
ubyte, ubyte, ubyte }
+       %struct.GLDTransformFeedback = type { ubyte, ubyte, ubyte, [16 x uint], 
[16 x uint] }
+       %struct.GLDVertex = type { %struct.GLTColor4, %struct.GLTColor4, 
%struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTCoord3, 
float, %struct.GLTColor4, float, float, float, ubyte, ubyte, ubyte, ubyte, [4 x 
float], [2 x %struct.GLDMaterial*], uint, uint, [8 x %struct.GLTColor4] }
+       %struct.GLDVertexArrayRec = type opaque
+       %struct.GLDViewport = type { float, float, float, float, float, float, 
float, float, double, double, int, int, int, int, float, float, float, float }
+       %struct.GLGColorTable = type { uint, uint, int, sbyte* }
+       %struct.GLGOperation = type { sbyte*, sbyte*, int, uint, uint, int, 
uint, uint, uint, uint, uint, uint, uint, float, float, %struct.GLGColorTable, 
%struct.GLGColorTable, %struct.GLGColorTable }
+       %struct.GLGProcessor = type { void (%struct.GLDPixelMode*, 
%struct.GLGOperation*, %struct._GLGFunctionKey*)*, %struct._GLVMFunction*, 
%struct._GLGFunctionKey* }
+       %struct.GLISWRSurface = type { int, int, int, int, int, int, int, int, 
int, int, ubyte*, ubyte*, ubyte*, [4 x ubyte*], uint }
+       %struct.GLIWindow = type { uint, uint, uint }
+       %struct.GLSBuffer = type { sbyte* }
+       %struct.GLSDrawable = type { %struct.GLSWindowRec* }
+       %struct.GLSWindowRec = type { %struct.GLTDimensions, 
%struct.GLTDimensions, uint, uint, %struct.GLSDrawable, [2 x ubyte*], ubyte*, 
ubyte*, ubyte*, [4 x ubyte*], uint, uint, uint, uint, [4 x uint], ushort, 
ushort, ushort, %struct.GLIWindow, uint, uint, sbyte*, ubyte* }
+       %struct.GLTColor4 = type { float, float, float, float }
+       %struct.GLTCoord3 = type { float, float, float }
+       %struct.GLTDimensions = type { int, int }
+       %struct.GLTFixedColor4 = type { int, int, int, int }
+       %struct.GLVMFPContext = type { float, uint, uint, uint }
+       %struct.GLVMFragmentAttribRec = type { <4 x float>, <4 x float>, <4 x 
float>, <4 x float>, [8 x <4 x float>] }
+       %struct.GLVMTextures = type { [8 x %struct.GLDTextureRec*] }
+       %struct._GLGFunctionKey = type opaque
+       %struct._GLVMConstants = type opaque
+       %struct._GLVMFunction = type opaque
+       %struct._PPStreamToken = type { { ushort, ubyte, ubyte, uint } }
+ 
+ implementation   ; Functions:
+ 
+ void %gldLLVMVecPointRender(%struct.GLDContextRec* %ctx) {
+ entry:
+       %tmp = getelementptr %struct.GLDContextRec* %ctx, int 0, uint 22        
        ; <uint*> [#uses=1]
+       %tmp = load uint* %tmp          ; <uint> [#uses=3]
+       %tmp91 = lshr uint %tmp, ubyte 5                ; <uint> [#uses=1]
+       %tmp92 = trunc uint %tmp91 to bool              ; <bool> [#uses=1]
+       br bool %tmp92, label %cond_true93, label %cond_next116
+ 
+ cond_true93:          ; preds = %entry
+       %tmp = getelementptr %struct.GLDContextRec* %ctx, int 0, uint 31, uint 
14               ; <int*> [#uses=1]
+       %tmp95 = load int* %tmp         ; <int> [#uses=1]
+       %tmp95 = sitofp int %tmp95 to float             ; <float> [#uses=1]
+       %tmp108 = mul float undef, %tmp95               ; <float> [#uses=1]
+       br label %cond_next116
+ 
+ cond_next116:         ; preds = %cond_true93, %entry
+       %point_size.2 = phi float [ %tmp108, %cond_true93 ], [ undef, %entry ]  
        ; <float> [#uses=2]
+       %tmp457 = setlt float %point_size.2, 1.000000e+00               ; 
<bool> [#uses=1]
+       %tmp460 = lshr uint %tmp, ubyte 6               ; <uint> [#uses=1]
+       %tmp461 = trunc uint %tmp460 to bool            ; <bool> [#uses=1]
+       br bool %tmp457, label %cond_true458, label %cond_next484
+ 
+ cond_true458:         ; preds = %cond_next116
+       br bool %tmp461, label %cond_true462, label %cond_next487
+ 
+ cond_true462:         ; preds = %cond_true458
+       %tmp26 = bitcast uint %tmp to int               ; <int> [#uses=1]
+       %tmp465 = and int %tmp26, 128           ; <int> [#uses=1]
+       %tmp466 = seteq int %tmp465, 0          ; <bool> [#uses=1]
+       br bool %tmp466, label %cond_true467, label %cond_next487
+ 
+ cond_true467:         ; preds = %cond_true462
+       ret void
+ 
+ cond_next484:         ; preds = %cond_next116
+       %tmp486 = mul float %point_size.2, 5.000000e-01         ; <float> 
[#uses=1]
+       br label %cond_next487
+ 
+ cond_next487:         ; preds = %cond_next484, %cond_true462, %cond_true458
+       %radius.0 = phi float [ %tmp486, %cond_next484 ], [ 5.000000e-01, 
%cond_true458 ], [ 5.000000e-01, %cond_true462 ]              ; <float> 
[#uses=2]
+       %tmp494 = insertelement <4 x float> zeroinitializer, float %radius.0, 
uint 2            ; <<4 x float>> [#uses=1]
+       %tmp495 = insertelement <4 x float> %tmp494, float %radius.0, uint 3    
        ; <<4 x float>> [#uses=0]
+       ret void
+ }



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