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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
18 lines
498 B
LLVM
18 lines
498 B
LLVM
; RUN: llc -march=r600 -mcpu=SI -verify-machineinstrs < %s | FileCheck -check-prefix=SI %s
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; SI-LABEL: @infinite_loop:
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; SI: V_MOV_B32_e32 [[REG:v[0-9]+]], 0x3e7
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; SI: BB0_1:
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; SI: BUFFER_STORE_DWORD [[REG]]
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; SI: S_WAITCNT vmcnt(0) expcnt(0)
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; SI: S_BRANCH BB0_1
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define void @infinite_loop(i32 addrspace(1)* %out) {
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entry:
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br label %for.body
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for.body: ; preds = %entry, %for.body
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store i32 999, i32 addrspace(1)* %out, align 4
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br label %for.body
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}
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