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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
12 lines
426 B
LLVM
12 lines
426 B
LLVM
; RUN: llc < %s -march=r600 -mcpu=tahiti -verify-machineinstrs | FileCheck %s --check-prefix=SI-CHECK
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; SI-CHECK: @f64_kernel_arg
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; SI-CHECK-DAG: S_LOAD_DWORDX2 s[{{[0-9]:[0-9]}}], s[0:1], 0x9
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; SI-CHECK-DAG: S_LOAD_DWORDX2 s[{{[0-9]:[0-9]}}], s[0:1], 0xb
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; SI-CHECK: BUFFER_STORE_DWORDX2
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define void @f64_kernel_arg(double addrspace(1)* %out, double %in) {
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entry:
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store double %in, double addrspace(1)* %out
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ret void
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}
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