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llvm-project/clang/test/CodeGenHLSL/semantics/semantic.array.hlsl
Nathan Gauër e54d7ffd55 [SPIR-V] Change DL for logical SPIR-V (#190807)
This PR originates from bogner@ draft PR. It modifies the triple for
logical SPIR-V to use the new vector sizing feature.
This means updating the tests, and fix one codegen issue:
 on the old datalayout, we knew a float3 allocation size was the
 same as a float4 allocation. This is now invalid, thus
 a store `<4 x float>` into a `<3 x float>` allocation is UB.
2026-04-08 09:24:45 +00:00

38 lines
2.1 KiB
HLSL

// RUN: %clang_cc1 -triple spirv-linux-vulkan-library -x hlsl -emit-llvm -finclude-default-header -disable-llvm-passes -o - %s | FileCheck %s --check-prefixes=CHECK,CHECK-SPIRV -DTARGET=spv
// RUN: %clang_cc1 -triple dxil-px-shadermodel6.3-library -x hlsl -emit-llvm -finclude-default-header -disable-llvm-passes -o - %s | FileCheck %s --check-prefixes=CHECK,CHECK-DXIL -DTARGET=dx
struct S0 {
float4 position[2];
float4 color;
};
// CHECK: %struct.S0 = type { [2 x <4 x float>], <4 x float> }
// CHECK-SPIRV: @A0 = external hidden thread_local addrspace(7) externally_initialized constant [2 x <4 x float>], !spirv.Decorations ![[#MD_0:]]
// CHECK-SPIRV: @A2 = external hidden thread_local addrspace(7) externally_initialized constant <4 x float>, !spirv.Decorations ![[#MD_2:]]
// CHECK: define void @main0()
// CHECK-DXIL: %A0 = call [2 x <4 x float>] @llvm.dx.load.input.a2v4f32(i32 4, i32 0, i32 0, i8 0, i32 poison)
// CHECK-DXIL: %[[#TMP0:]] = insertvalue %struct.S0 poison, [2 x <4 x float>] %A0, 0
// CHECK-DXIL: %A2 = call <4 x float> @llvm.dx.load.input.v4f32(i32 4, i32 0, i32 0, i8 0, i32 poison)
// CHECK-DXIL: %[[#TMP1:]] = insertvalue %struct.S0 %[[#TMP0]], <4 x float> %A2, 1
// CHECK-SPIRV: %[[#A0:]] = load [2 x <4 x float>], ptr addrspace(7) @A0, align 4
// CHECK-SPIRV: %[[#TMP0:]] = insertvalue %struct.S0 poison, [2 x <4 x float>] %[[#A0]], 0
// CHECK-SPIRV: %[[#A01:]] = load <4 x float>, ptr addrspace(7) @A2, align 4
// CHECK-SPIRV: %[[#TMP1:]] = insertvalue %struct.S0 %[[#TMP0]], <4 x float> %[[#A01]], 1
// CHECK: %[[#ARG:]] = alloca %struct.S0
// CHECK: store %struct.S0 %[[#TMP1]], ptr %[[#ARG]]
// CHECK-DXIL: call void @{{.*}}main0{{.*}}(ptr %[[#ARG]])
// CHECK-SPIRV: call spir_func void @{{.*}}main0{{.*}}(ptr %[[#ARG]])
[shader("pixel")]
void main0(S0 p : A) {
float tmp = p.position[0] + p.position[1] + p.color;
}
// CHECK-SPIRV: ![[#MD_0]] = !{![[#MD_1:]]}
// CHECK-SPIRV: ![[#MD_1]] = !{i32 30, i32 0}
// CHECK-SPIRV: ![[#MD_2]] = !{![[#MD_3:]]}
// CHECK-SPIRV: ![[#MD_3]] = !{i32 30, i32 2}