mirror of
https://github.com/c64scene-ar/llvm-6502.git
synced 2024-11-07 12:07:17 +00:00
29f94c7201
This commit starts with a "git mv ARM64 AArch64" and continues out from there, renaming the C++ classes, intrinsics, and other target-local objects for consistency. "ARM64" test directories are also moved, and tests that began their life in ARM64 use an arm64 triple, those from AArch64 use an aarch64 triple. Both should be equivalent though. This finishes the AArch64 merge, and everyone should feel free to continue committing as normal now. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@209577 91177308-0d34-0410-b5e6-96231b3b80d8
191 lines
8.3 KiB
LLVM
191 lines
8.3 KiB
LLVM
; RUN: llc < %s -mcpu=cyclone -verify-machineinstrs -aarch64-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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