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https://github.com/c64scene-ar/llvm-6502.git
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eacb7020ec
Update the test suite to accommodate the change from signed integer types to signless integer types. The changes were of only a few kinds: 1. Make sure llvm-upgrade is run on the source which does the bulk of the changes automatically. 2. Change things like "grep 'int'" to "grep 'i32'" 3. In several tests bitcasting caused the same name to be reused in the same type plane. These had to be manually fixed. The fix was (generally) to leave the bitcast and provide the instruction with a new name. This should not affect the semantics of the test. In a few cases, the bitcasts were known to be superfluous and irrelevant to the test case so they were removed. 4. One test case uses a bytecode file which needed to be updated to the latest bytecode format. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@32789 91177308-0d34-0410-b5e6-96231b3b80d8
69 lines
5.8 KiB
Plaintext
69 lines
5.8 KiB
Plaintext
; This file takes about 48 __MINUTES__ to assemble using as. This is WAY too
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; long. The type resolution code needs to be sped up a lot.
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; RUN: ulimit -t 20; llvm-upgrade < %s | llvm-as
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%ALL_INTERSECTIONS_METHOD = type int (%OBJECT*, %RAY*, %ISTACK*)*
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%BBOX = type { %BBOX_VECT, %BBOX_VECT }
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%BBOX_TREE = type { short, short, %BBOX, %BBOX_TREE** }
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%BBOX_VECT = type [3 x float]
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%BLEND_MAP = type { short, short, short, int, %BLEND_MAP_ENTRY* }
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%BLEND_MAP_ENTRY = type { float, ubyte, { %COLOUR, %PIGMENT*, %TNORMAL*, %TEXTURE*, %UV_VECT } }
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%CAMERA = type { %VECTOR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, double, double, int, double, double, int, double, %TNORMAL* }
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%COLOUR = type [5 x float]
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%COPY_METHOD = type sbyte* (%OBJECT*)*
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%COUNTER = type { uint, uint }
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%DENSITY_FILE = type { int, %DENSITY_FILE_DATA* }
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%DENSITY_FILE_DATA = type { int, sbyte*, int, int, int, ubyte*** }
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%DESTROY_METHOD = type void (%OBJECT*)*
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%FILE = type { int, ubyte*, ubyte*, ubyte, ubyte, uint, uint, uint }
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%FILE_HANDLE = type { sbyte*, int, int, int, int, sbyte*, %FILE*, int, int (%FILE_HANDLE*, sbyte*, int*, int*, int, int)*, void (%FILE_HANDLE*, %COLOUR*, int)*, int (%FILE_HANDLE*, %COLOUR*, int*)*, void (%IMAGE*, sbyte*)*, void (%FILE_HANDLE*)* }
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%FINISH = type { float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, %BBOX_VECT, %BBOX_VECT }
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%FOG = type { int, double, double, double, %COLOUR, %VECTOR, %TURB*, float, %FOG* }
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%FRAME = type { %CAMERA*, int, int, int, %LIGHT_SOURCE*, %OBJECT*, double, double, %COLOUR, %COLOUR, %COLOUR, %IMEDIA*, %FOG*, %RAINBOW*, %SKYSPHERE* }
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%FRAMESEQ = type { int, double, int, int, double, int, int, double, int, double, int, double, uint, uint }
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%IMAGE = type { int, int, int, int, int, short, short, %VECTOR, float, float, int, int, short, %IMAGE_COLOUR*, { %IMAGE_LINE*, ubyte** } }
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%IMAGE_COLOUR = type { ushort, ushort, ushort, ushort, ushort }
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%IMAGE_LINE = type { ubyte*, ubyte*, ubyte*, ubyte* }
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%IMEDIA = type { int, int, int, int, int, double, double, int, int, int, int, %COLOUR, %COLOUR, %COLOUR, %COLOUR, double, double, double, double*, %PIGMENT*, %IMEDIA* }
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%INSIDE_METHOD = type int (double*, %OBJECT*)*
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%INTERIOR = type { int, int, float, float, float, float, float, %IMEDIA* }
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%INTERSECTION = type { double, %VECTOR, %VECTOR, %OBJECT*, int, int, double, double, sbyte* }
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%INVERT_METHOD = type void (%OBJECT*)*
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%ISTACK = type { %ISTACK*, %INTERSECTION*, uint }
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%LIGHT_SOURCE = type { %METHODS*, int, %OBJECT*, %TEXTURE*, %INTERIOR*, %OBJECT*, %OBJECT*, %BBOX, uint, %OBJECT*, %COLOUR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, %VECTOR, double, double, double, double, double, %LIGHT_SOURCE*, ubyte, ubyte, ubyte, ubyte, int, int, int, int, int, %COLOUR**, %OBJECT*, [6 x %PROJECT_TREE_NODE*] }
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%MATRIX = type [4 x %VECTOR_4D]
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%METHODS = type { %ALL_INTERSECTIONS_METHOD, %INSIDE_METHOD, %NORMAL_METHOD, %COPY_METHOD, %ROTATE_METHOD, %ROTATE_METHOD, %ROTATE_METHOD, %TRANSFORM_METHOD, %DESTROY_METHOD, %DESTROY_METHOD }
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%NORMAL_METHOD = type void (double*, %OBJECT*, %INTERSECTION*)*
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%OBJECT = type { %METHODS*, int, %OBJECT*, %TEXTURE*, %INTERIOR*, %OBJECT*, %OBJECT*, %BBOX, uint }
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%Opts = type { int, uint, sbyte, sbyte, sbyte, int, [150 x sbyte], [150 x sbyte], [150 x sbyte], [150 x sbyte], [150 x sbyte], double, double, uint, int, double, double, int, [25 x sbyte*], int, int, int, double, double, int, int, double, double, double, uint, int, int, int, int, %FRAMESEQ, double, int, double, double, double, double, double, int, int, int, int, int, int, int, int, int, int, int, int, int, [150 x sbyte], %SHELLDATA*, [150 x sbyte], int, int }
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%PIGMENT = type { ushort, ushort, ushort, int, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, short, short, short, { float, %VECTOR }, %complex.float }, %COLOUR }
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%PRIORITY_QUEUE = type { uint, uint, %QELEM* }
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%PROJECT = type { int, int, int, int }
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%PROJECT_QUEUE = type { uint, uint, %PROJECT_TREE_NODE** }
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%PROJECT_TREE_NODE = type { ushort, %BBOX_TREE*, %PROJECT, ushort, %PROJECT_TREE_NODE** }
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%QELEM = type { double, %BBOX_TREE* }
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%RAINBOW = type { double, double, double, double, double, double, double, %VECTOR, %VECTOR, %VECTOR, %PIGMENT*, %RAINBOW* }
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%RAY = type { %VECTOR, %VECTOR, int, [100 x %INTERIOR*] }
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%RAYINFO = type { %VECTOR, %VECTOR, %VECTORI, %VECTORI }
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%RGB = type [3 x float]
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%ROTATE_METHOD = type void (%OBJECT*, double*, %TRANSFORM*)*
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%SCALE_METHOD = type void (%OBJECT*, double*, %TRANSFORM*)*
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%SHELLDATA = type { int, int, [250 x sbyte] }
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%SKYSPHERE = type { int, %PIGMENT**, %TRANSFORM* }
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%SNGL_VECT = type [3 x float]
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%TEXTURE = type { ushort, ushort, ushort, int, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, short, short, short, { float, %VECTOR }, %complex.float }, %TEXTURE*, %PIGMENT*, %TNORMAL*, %FINISH*, %TEXTURE*, int }
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%TNORMAL = type { ushort, ushort, ushort, int, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, short, short, short, { float, %VECTOR }, %complex.float }, float }
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%TPATTERN = type { ushort, ushort, ushort, int, float, float, float, %WARP*, %TPATTERN*, %BLEND_MAP*, { %DENSITY_FILE*, %IMAGE*, %VECTOR, float, short, short, short, { float, %VECTOR }, %complex.float } }
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%TRANSFORM = type { %MATRIX, %MATRIX }
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%TRANSFORM_METHOD = type void (%OBJECT*, %TRANSFORM*)*
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%TRANSLATE_METHOD = type void (%OBJECT*, double*, %TRANSFORM*)*
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%TURB = type { ushort, %WARP*, %VECTOR, int, float, float }
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%UV_VECT = type [2 x double]
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%VECTOR = type [3 x double]
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%VECTORI = type [3 x int]
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%VECTOR_4D = type [4 x double]
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%WARP = type { ushort, %WARP* }
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%__FILE = type { int, ubyte*, ubyte*, ubyte, ubyte, uint, uint, uint }
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%_h_val = type { [2 x uint], double }
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%complex.float = type { float, float }
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