mirror of
https://github.com/c64scene-ar/llvm-6502.git
synced 2024-12-27 13:30:05 +00:00
7b837d8c75
This adds a second implementation of the AArch64 architecture to LLVM, accessible in parallel via the "arm64" triple. The plan over the coming weeks & months is to merge the two into a single backend, during which time thorough code review should naturally occur. Everything will be easier with the target in-tree though, hence this commit. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@205090 91177308-0d34-0410-b5e6-96231b3b80d8
191 lines
8.3 KiB
LLVM
191 lines
8.3 KiB
LLVM
; RUN: llc < %s -mcpu=cyclone -verify-machineinstrs -arm64-ccmp | FileCheck %s
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target triple = "arm64-apple-ios7.0.0"
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@channelColumns = external global i64
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@channelTracks = external global i64
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@mazeRoute = external hidden unnamed_addr global i8*, align 8
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@TOP = external global i64*
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@BOT = external global i64*
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@netsAssign = external global i64*
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; Function from yacr2/maze.c
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; The branch at the end of %if.then is driven by %cmp5 and %cmp6.
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; Isel converts the and i1 into two branches, and arm64-ccmp should not convert
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; it back again. %cmp6 has much higher latency than %cmp5.
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; CHECK: Maze1
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; CHECK: %if.then
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; CHECK: cmp x{{[0-9]+}}, #2
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; CHECK-NEXT b.cc
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; CHECK: %if.then
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; CHECK: cmp x{{[0-9]+}}, #2
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; CHECK-NEXT b.cc
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define i32 @Maze1() nounwind ssp {
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entry:
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%0 = load i64* @channelColumns, align 8, !tbaa !0
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%cmp90 = icmp eq i64 %0, 0
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br i1 %cmp90, label %for.end, label %for.body
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for.body: ; preds = %for.inc, %entry
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%1 = phi i64 [ %0, %entry ], [ %37, %for.inc ]
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%i.092 = phi i64 [ 1, %entry ], [ %inc53, %for.inc ]
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%numLeft.091 = phi i32 [ 0, %entry ], [ %numLeft.1, %for.inc ]
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%2 = load i8** @mazeRoute, align 8, !tbaa !3
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%arrayidx = getelementptr inbounds i8* %2, i64 %i.092
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%3 = load i8* %arrayidx, align 1, !tbaa !1
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%tobool = icmp eq i8 %3, 0
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br i1 %tobool, label %for.inc, label %if.then
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if.then: ; preds = %for.body
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%4 = load i64** @TOP, align 8, !tbaa !3
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%arrayidx1 = getelementptr inbounds i64* %4, i64 %i.092
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%5 = load i64* %arrayidx1, align 8, !tbaa !0
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%6 = load i64** @netsAssign, align 8, !tbaa !3
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%arrayidx2 = getelementptr inbounds i64* %6, i64 %5
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%7 = load i64* %arrayidx2, align 8, !tbaa !0
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%8 = load i64** @BOT, align 8, !tbaa !3
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%arrayidx3 = getelementptr inbounds i64* %8, i64 %i.092
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%9 = load i64* %arrayidx3, align 8, !tbaa !0
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%arrayidx4 = getelementptr inbounds i64* %6, i64 %9
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%10 = load i64* %arrayidx4, align 8, !tbaa !0
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%cmp5 = icmp ugt i64 %i.092, 1
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%cmp6 = icmp ugt i64 %10, 1
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%or.cond = and i1 %cmp5, %cmp6
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br i1 %or.cond, label %land.lhs.true7, label %if.else
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land.lhs.true7: ; preds = %if.then
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%11 = load i64* @channelTracks, align 8, !tbaa !0
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%add = add i64 %11, 1
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%call = tail call fastcc i32 @Maze1Mech(i64 %i.092, i64 %add, i64 %10, i64 0, i64 %7, i32 -1, i32 -1)
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%tobool8 = icmp eq i32 %call, 0
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br i1 %tobool8, label %land.lhs.true7.if.else_crit_edge, label %if.then9
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land.lhs.true7.if.else_crit_edge: ; preds = %land.lhs.true7
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%.pre = load i64* @channelColumns, align 8, !tbaa !0
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br label %if.else
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if.then9: ; preds = %land.lhs.true7
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%12 = load i8** @mazeRoute, align 8, !tbaa !3
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%arrayidx10 = getelementptr inbounds i8* %12, i64 %i.092
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store i8 0, i8* %arrayidx10, align 1, !tbaa !1
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%13 = load i64** @TOP, align 8, !tbaa !3
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%arrayidx11 = getelementptr inbounds i64* %13, i64 %i.092
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%14 = load i64* %arrayidx11, align 8, !tbaa !0
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tail call fastcc void @CleanNet(i64 %14)
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%15 = load i64** @BOT, align 8, !tbaa !3
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%arrayidx12 = getelementptr inbounds i64* %15, i64 %i.092
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%16 = load i64* %arrayidx12, align 8, !tbaa !0
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tail call fastcc void @CleanNet(i64 %16)
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br label %for.inc
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if.else: ; preds = %land.lhs.true7.if.else_crit_edge, %if.then
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%17 = phi i64 [ %.pre, %land.lhs.true7.if.else_crit_edge ], [ %1, %if.then ]
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%cmp13 = icmp ult i64 %i.092, %17
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%or.cond89 = and i1 %cmp13, %cmp6
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br i1 %or.cond89, label %land.lhs.true16, label %if.else24
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land.lhs.true16: ; preds = %if.else
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%18 = load i64* @channelTracks, align 8, !tbaa !0
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%add17 = add i64 %18, 1
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%call18 = tail call fastcc i32 @Maze1Mech(i64 %i.092, i64 %add17, i64 %10, i64 0, i64 %7, i32 1, i32 -1)
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%tobool19 = icmp eq i32 %call18, 0
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br i1 %tobool19, label %if.else24, label %if.then20
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if.then20: ; preds = %land.lhs.true16
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%19 = load i8** @mazeRoute, align 8, !tbaa !3
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%arrayidx21 = getelementptr inbounds i8* %19, i64 %i.092
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store i8 0, i8* %arrayidx21, align 1, !tbaa !1
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%20 = load i64** @TOP, align 8, !tbaa !3
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%arrayidx22 = getelementptr inbounds i64* %20, i64 %i.092
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%21 = load i64* %arrayidx22, align 8, !tbaa !0
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tail call fastcc void @CleanNet(i64 %21)
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%22 = load i64** @BOT, align 8, !tbaa !3
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%arrayidx23 = getelementptr inbounds i64* %22, i64 %i.092
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%23 = load i64* %arrayidx23, align 8, !tbaa !0
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tail call fastcc void @CleanNet(i64 %23)
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br label %for.inc
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if.else24: ; preds = %land.lhs.true16, %if.else
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br i1 %cmp5, label %land.lhs.true26, label %if.else36
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land.lhs.true26: ; preds = %if.else24
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%24 = load i64* @channelTracks, align 8, !tbaa !0
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%cmp27 = icmp ult i64 %7, %24
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br i1 %cmp27, label %land.lhs.true28, label %if.else36
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land.lhs.true28: ; preds = %land.lhs.true26
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%add29 = add i64 %24, 1
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%call30 = tail call fastcc i32 @Maze1Mech(i64 %i.092, i64 0, i64 %7, i64 %add29, i64 %10, i32 -1, i32 1)
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%tobool31 = icmp eq i32 %call30, 0
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br i1 %tobool31, label %if.else36, label %if.then32
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if.then32: ; preds = %land.lhs.true28
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%25 = load i8** @mazeRoute, align 8, !tbaa !3
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%arrayidx33 = getelementptr inbounds i8* %25, i64 %i.092
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store i8 0, i8* %arrayidx33, align 1, !tbaa !1
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%26 = load i64** @TOP, align 8, !tbaa !3
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%arrayidx34 = getelementptr inbounds i64* %26, i64 %i.092
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%27 = load i64* %arrayidx34, align 8, !tbaa !0
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tail call fastcc void @CleanNet(i64 %27)
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%28 = load i64** @BOT, align 8, !tbaa !3
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%arrayidx35 = getelementptr inbounds i64* %28, i64 %i.092
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%29 = load i64* %arrayidx35, align 8, !tbaa !0
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tail call fastcc void @CleanNet(i64 %29)
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br label %for.inc
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if.else36: ; preds = %land.lhs.true28, %land.lhs.true26, %if.else24
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%30 = load i64* @channelColumns, align 8, !tbaa !0
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%cmp37 = icmp ult i64 %i.092, %30
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br i1 %cmp37, label %land.lhs.true38, label %if.else48
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land.lhs.true38: ; preds = %if.else36
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%31 = load i64* @channelTracks, align 8, !tbaa !0
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%cmp39 = icmp ult i64 %7, %31
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br i1 %cmp39, label %land.lhs.true40, label %if.else48
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land.lhs.true40: ; preds = %land.lhs.true38
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%add41 = add i64 %31, 1
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%call42 = tail call fastcc i32 @Maze1Mech(i64 %i.092, i64 0, i64 %7, i64 %add41, i64 %10, i32 1, i32 1)
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%tobool43 = icmp eq i32 %call42, 0
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br i1 %tobool43, label %if.else48, label %if.then44
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if.then44: ; preds = %land.lhs.true40
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%32 = load i8** @mazeRoute, align 8, !tbaa !3
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%arrayidx45 = getelementptr inbounds i8* %32, i64 %i.092
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store i8 0, i8* %arrayidx45, align 1, !tbaa !1
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%33 = load i64** @TOP, align 8, !tbaa !3
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%arrayidx46 = getelementptr inbounds i64* %33, i64 %i.092
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%34 = load i64* %arrayidx46, align 8, !tbaa !0
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tail call fastcc void @CleanNet(i64 %34)
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%35 = load i64** @BOT, align 8, !tbaa !3
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%arrayidx47 = getelementptr inbounds i64* %35, i64 %i.092
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%36 = load i64* %arrayidx47, align 8, !tbaa !0
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tail call fastcc void @CleanNet(i64 %36)
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br label %for.inc
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if.else48: ; preds = %land.lhs.true40, %land.lhs.true38, %if.else36
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%inc = add nsw i32 %numLeft.091, 1
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br label %for.inc
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for.inc: ; preds = %if.else48, %if.then44, %if.then32, %if.then20, %if.then9, %for.body
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%numLeft.1 = phi i32 [ %numLeft.091, %if.then9 ], [ %numLeft.091, %if.then20 ], [ %numLeft.091, %if.then32 ], [ %numLeft.091, %if.then44 ], [ %inc, %if.else48 ], [ %numLeft.091, %for.body ]
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%inc53 = add i64 %i.092, 1
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%37 = load i64* @channelColumns, align 8, !tbaa !0
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%cmp = icmp ugt i64 %inc53, %37
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br i1 %cmp, label %for.end, label %for.body
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for.end: ; preds = %for.inc, %entry
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%numLeft.0.lcssa = phi i32 [ 0, %entry ], [ %numLeft.1, %for.inc ]
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ret i32 %numLeft.0.lcssa
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}
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; Materializable
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declare hidden fastcc i32 @Maze1Mech(i64, i64, i64, i64, i64, i32, i32) nounwind ssp
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; Materializable
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declare hidden fastcc void @CleanNet(i64) nounwind ssp
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!0 = metadata !{metadata !"long", metadata !1}
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!1 = metadata !{metadata !"omnipotent char", metadata !2}
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!2 = metadata !{metadata !"Simple C/C++ TBAA"}
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!3 = metadata !{metadata !"any pointer", metadata !1}
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