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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
17 lines
594 B
LLVM
17 lines
594 B
LLVM
;RUN: llc < %s -march=r600 -mcpu=verde -verify-machineinstrs | FileCheck %s
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;CHECK: V_MOV_B32_e32 v{{[0-9]+}}, 0xaaaaaaab
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;CHECK: V_MUL_HI_U32 v0, {{[sv][0-9]+}}, {{v[0-9]+}}
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;CHECK-NEXT: V_LSHRREV_B32_e32 v0, 1, v0
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define void @test(i32 %p) {
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%i = udiv i32 %p, 3
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%r = bitcast i32 %i to float
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call void @llvm.SI.export(i32 15, i32 0, i32 1, i32 12, i32 0, float %r, float %r, float %r, float %r)
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ret void
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}
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declare <4 x float> @llvm.SI.sample.(i32, <4 x i32>, <8 x i32>, <4 x i32>, i32) readnone
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declare void @llvm.SI.export(i32, i32, i32, i32, i32, float, float, float, float)
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