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Print in decimal for inline immediates, and hex otherwise. Use hex always for offsets in addressing offsets. This approximately matches what the shader compiler does. git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@206335 91177308-0d34-0410-b5e6-96231b3b80d8
13 lines
404 B
LLVM
13 lines
404 B
LLVM
; RUN: llc < %s -march=r600 -mcpu=tahiti -verify-machineinstrs | FileCheck %s
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; CHECK: @fconst_f64
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; CHECK-DAG: S_MOV_B32 {{s[0-9]+}}, 0x40140000
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; CHECK-DAG: S_MOV_B32 {{s[0-9]+}}, 0
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define void @fconst_f64(double addrspace(1)* %out, double addrspace(1)* %in) {
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%r1 = load double addrspace(1)* %in
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%r2 = fadd double %r1, 5.000000e+00
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store double %r2, double addrspace(1)* %out
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ret void
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}
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