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authorTanya Lattner <tonic@nondot.org>2008-03-19 04:14:49 +0000
committerTanya Lattner <tonic@nondot.org>2008-03-19 04:14:49 +0000
commitf396cc87302d9a69b3680c339d219c49262f5bf3 (patch)
tree78cde53c3df36e7bb12a1740daafd43c225058cb /test/Transforms/SCCP/2006-12-04-PackedType.ll
parent34000979662d9ae9b22e4d05272b77d944871d1c (diff)
downloadllvm-f396cc87302d9a69b3680c339d219c49262f5bf3.tar.gz
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Upgrade tests to not use llvm-upgrade.
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@48529 91177308-0d34-0410-b5e6-96231b3b80d8
Diffstat (limited to 'test/Transforms/SCCP/2006-12-04-PackedType.ll')
-rw-r--r--test/Transforms/SCCP/2006-12-04-PackedType.ll202
1 files changed, 96 insertions, 106 deletions
diff --git a/test/Transforms/SCCP/2006-12-04-PackedType.ll b/test/Transforms/SCCP/2006-12-04-PackedType.ll
index 4868c30783..b7a7880b0f 100644
--- a/test/Transforms/SCCP/2006-12-04-PackedType.ll
+++ b/test/Transforms/SCCP/2006-12-04-PackedType.ll
@@ -1,150 +1,140 @@
-; Test VectorType handling by SCCP.
+; Test VectorType handling by SCCP.
; SCCP ignores VectorTypes until PR 1034 is fixed
;
-; RUN: llvm-upgrade < %s | llvm-as | opt -sccp
+; RUN: llvm-as < %s | opt -sccp
; END.
+
target datalayout = "E-p:32:32"
-target endian = big
-target pointersize = 32
target triple = "powerpc-apple-darwin8"
- %struct.GLDAlphaTest = type { float, ushort, ubyte, ubyte }
- %struct.GLDArrayRange = type { ubyte, ubyte, ubyte, ubyte }
- %struct.GLDBlendMode = type { ushort, ushort, ushort, ushort, %struct.GLTColor4, ushort, ushort, ubyte, ubyte, ubyte, ubyte }
+ %struct.GLDAlphaTest = type { float, i16, i8, i8 }
+ %struct.GLDArrayRange = type { i8, i8, i8, i8 }
+ %struct.GLDBlendMode = type { i16, i16, i16, i16, %struct.GLTColor4, i16, i16, i8, i8, i8, i8 }
%struct.GLDBufferRec = type opaque
- %struct.GLDBufferstate = type { %struct.GLTDimensions, %struct.GLTDimensions, %struct.GLTFixedColor4, %struct.GLTFixedColor4, ubyte, ubyte, ubyte, ubyte, [2 x %struct.GLSBuffer], [4 x %struct.GLSBuffer], %struct.GLSBuffer, %struct.GLSBuffer, %struct.GLSBuffer, [4 x %struct.GLSBuffer*], %struct.GLSBuffer*, %struct.GLSBuffer*, %struct.GLSBuffer*, ubyte, ubyte }
- %struct.GLDClearColor = type { double, %struct.GLTColor4, %struct.GLTColor4, float, int }
- %struct.GLDClipPlane = type { uint, [6 x %struct.GLTColor4] }
- %struct.GLDColorBuffer = type { ushort, ushort, [4 x ushort] }
+ %struct.GLDBufferstate = type { %struct.GLTDimensions, %struct.GLTDimensions, %struct.GLTFixedColor4, %struct.GLTFixedColor4, i8, i8, i8, i8, [2 x %struct.GLSBuffer], [4 x %struct.GLSBuffer], %struct.GLSBuffer, %struct.GLSBuffer, %struct.GLSBuffer, [4 x %struct.GLSBuffer*], %struct.GLSBuffer*, %struct.GLSBuffer*, %struct.GLSBuffer*, i8, i8 }
+ %struct.GLDClearColor = type { double, %struct.GLTColor4, %struct.GLTColor4, float, i32 }
+ %struct.GLDClipPlane = type { i32, [6 x %struct.GLTColor4] }
+ %struct.GLDColorBuffer = type { i16, i16, [4 x i16] }
%struct.GLDColorMatrix = type { [16 x float]*, %struct.GLDImagingColorScale }
- %struct.GLDContextRec = type { float, float, float, float, float, float, float, float, %struct.GLTColor4, %struct.GLTColor4, %struct.GLVMFPContext, %struct.GLDTextureMachine, %struct.GLGProcessor, %struct._GLVMConstants*, void (%struct.GLDContextRec*, int, int, %struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, int)*, %struct._GLVMFunction*, void (%struct.GLDContextRec*, %struct.GLDVertex*)*, void (%struct.GLDContextRec*, %struct.GLDVertex*, %struct.GLDVertex*)*, void (%struct.GLDContextRec*, %struct.GLDVertex*, %struct.GLDVertex*, %struct.GLDVertex*)*, %struct._GLVMFunction*, %struct._GLVMFunction*, %struct._GLVMFunction*, uint, uint, uint, float, float, float, uint, %struct.GLSDrawable, %struct.GLDRect, %struct.GLDFormat, %struct.GLDBufferstate, %struct.GLDSharedRec*, %struct.GLDState*, %struct.GLDPluginState*, %struct.GLTDimensions, %struct.GLTColor4*, %struct.GLTColor4*, %struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, %struct.GLDPipelineProgramRec*, %struct.GLDStateProgramRec, %struct.GLVMTextures, { [4 x sbyte*], sbyte*, sbyte* }, [64 x float], %struct.GLDStippleData, ushort, ubyte, ubyte, uint, %struct.GLDFramebufferRec*, ubyte, %struct.GLDQueryRec*, %struct.GLDQueryRec* }
- %struct.GLDConvolution = type { %struct.GLTColor4, %struct.GLDImagingColorScale, ushort, ushort, float*, int, int }
- %struct.GLDDepthTest = type { ushort, ushort, ubyte, ubyte, ubyte, ubyte, double, double }
- %struct.GLDFogMode = type { %struct.GLTColor4, float, float, float, float, float, ushort, ushort, ushort, ubyte, ubyte }
- %struct.GLDFormat = type { int, int, int, int, int, int, uint, uint, ubyte, ubyte, ubyte, ubyte, int, int, int }
- %struct.GLDFramebufferAttachment = type { uint, uint, uint, int, uint, uint }
- %struct.GLDFramebufferData = type { [6 x %struct.GLDFramebufferAttachment], [4 x ushort], ushort, ushort, ushort, ushort, uint }
+ %struct.GLDContextRec = type { float, float, float, float, float, float, float, float, %struct.GLTColor4, %struct.GLTColor4, %struct.GLVMFPContext, %struct.GLDTextureMachine, %struct.GLGProcessor, %struct._GLVMConstants*, void (%struct.GLDContextRec*, i32, i32, %struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, i32)*, %struct._GLVMFunction*, void (%struct.GLDContextRec*, %struct.GLDVertex*)*, void (%struct.GLDContextRec*, %struct.GLDVertex*, %struct.GLDVertex*)*, void (%struct.GLDContextRec*, %struct.GLDVertex*, %struct.GLDVertex*, %struct.GLDVertex*)*, %struct._GLVMFunction*, %struct._GLVMFunction*, %struct._GLVMFunction*, i32, i32, i32, float, float, float, i32, %struct.GLSDrawable, %struct.GLDFramebufferAttachment, %struct.GLDFormat, %struct.GLDBufferstate, %struct.GLDSharedRec*, %struct.GLDState*, %struct.GLDPluginState*, %struct.GLTDimensions, %struct.GLTColor4*, %struct.GLTColor4*, %struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, %struct.GLDPipelineProgramRec*, %struct.GLDStateProgramRec, %struct.GLVMTextures, { [4 x i8*], i8*, i8* }, [64 x float], %struct.GLDStippleData, i16, i8, i8, i32, %struct.GLDFramebufferRec*, i8, %struct.GLDQueryRec*, %struct.GLDQueryRec* }
+ %struct.GLDConvolution = type { %struct.GLTColor4, %struct.GLDImagingColorScale, i16, i16, float*, i32, i32 }
+ %struct.GLDDepthTest = type { i16, i16, i8, i8, i8, i8, double, double }
+ %struct.GLDFogMode = type { %struct.GLTColor4, float, float, float, float, float, i16, i16, i16, i8, i8 }
+ %struct.GLDFormat = type { i32, i32, i32, i32, i32, i32, i32, i32, i8, i8, i8, i8, i32, i32, i32 }
+ %struct.GLDFramebufferAttachment = type { i32, i32, i32, i32, i32, i32 }
+ %struct.GLDFramebufferData = type { [6 x %struct.GLDFramebufferAttachment], [4 x i16], i16, i16, i16, i16, i32 }
%struct.GLDFramebufferRec = type { %struct.GLDFramebufferData*, %struct.GLDPluginFramebufferData*, %struct.GLDPixelFormat }
- %struct.GLDHintMode = type { ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort }
- %struct.GLDHistogram = type { %struct.GLTFixedColor4*, int, ushort, ubyte, ubyte }
+ %struct.GLDHintMode = type { i16, i16, i16, i16, i16, i16, i16, i16, i16, i16 }
+ %struct.GLDHistogram = type { %struct.GLTFixedColor4*, i32, i16, i8, i8 }
%struct.GLDImagingColorScale = type { { float, float }, { float, float }, { float, float }, { float, float } }
- %struct.GLDImagingSubset = type { %struct.GLDConvolution, %struct.GLDConvolution, %struct.GLDConvolution, %struct.GLDColorMatrix, %struct.GLDMinmax, %struct.GLDHistogram, %struct.GLDImagingColorScale, %struct.GLDImagingColorScale, %struct.GLDImagingColorScale, %struct.GLDImagingColorScale, uint }
+ %struct.GLDImagingSubset = type { %struct.GLDConvolution, %struct.GLDConvolution, %struct.GLDConvolution, %struct.GLDColorMatrix, %struct.GLDMinmax, %struct.GLDHistogram, %struct.GLDImagingColorScale, %struct.GLDImagingColorScale, %struct.GLDImagingColorScale, %struct.GLDImagingColorScale, i32 }
%struct.GLDLight = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTCoord3, float, float, float, float, float, %struct.GLTCoord3, float, float, float, float, float }
- %struct.GLDLightModel = type { %struct.GLTColor4, [8 x %struct.GLDLight], [2 x %struct.GLDMaterial], uint, ushort, ushort, ushort, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte }
+ %struct.GLDLightModel = type { %struct.GLTColor4, [8 x %struct.GLDLight], [2 x %struct.GLDMaterial], i32, i16, i16, i16, i8, i8, i8, i8, i8, i8 }
%struct.GLDLightProduct = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4 }
- %struct.GLDLineMode = type { float, int, ushort, ushort, ubyte, ubyte, ubyte, ubyte }
- %struct.GLDLogicOp = type { ushort, ubyte, ubyte }
- %struct.GLDMaskMode = type { uint, [3 x uint], ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte }
- %struct.GLDMaterial = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, float, float, float, float, [8 x %struct.GLDLightProduct], %struct.GLTColor4, [6 x int], [2 x int] }
- %struct.GLDMinmax = type { %struct.GLDMinmaxTable*, ushort, ubyte, ubyte }
+ %struct.GLDLineMode = type { float, i32, i16, i16, i8, i8, i8, i8 }
+ %struct.GLDLogicOp = type { i16, i8, i8 }
+ %struct.GLDMaskMode = type { i32, [3 x i32], i8, i8, i8, i8, i8, i8, i8, i8 }
+ %struct.GLDMaterial = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, float, float, float, float, [8 x %struct.GLDLightProduct], %struct.GLTColor4, [6 x i32], [2 x i32] }
+ %struct.GLDMinmax = type { %struct.GLDMinmaxTable*, i16, i8, i8 }
%struct.GLDMinmaxTable = type { %struct.GLTColor4, %struct.GLTColor4 }
- %struct.GLDMipmaplevel = type { [4 x uint], [4 x float], [4 x uint], [4 x uint], [4 x float], [4 x uint], [3 x uint], uint, float*, float*, float*, uint, uint, sbyte*, short, ushort, ushort, short }
- %struct.GLDMultisample = type { float, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte }
- %struct.GLDPipelineProgramData = type { ushort, ushort, uint, %struct._PPStreamToken*, ulong, %struct.GLDShaderSourceData*, %struct.GLTColor4*, uint }
- %struct.GLDPipelineProgramRec = type { %struct.GLDPipelineProgramData*, %struct._PPStreamToken*, %struct._PPStreamToken*, %struct._GLVMFunction*, uint, uint, uint }
- %struct.GLDPipelineProgramState = type { ubyte, ubyte, ubyte, ubyte, %struct.GLTColor4* }
- %struct.GLDPixelFormat = type { ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte }
- %struct.GLDPixelMap = type { int*, float*, float*, float*, float*, float*, float*, float*, float*, int*, int, int, int, int, int, int, int, int, int, int }
- %struct.GLDPixelMode = type { float, float, %struct.GLDPixelStore, %struct.GLDPixelTransfer, %struct.GLDPixelMap, %struct.GLDImagingSubset, uint, uint }
- %struct.GLDPixelPack = type { int, int, int, int, int, int, int, int, ubyte, ubyte, ubyte, ubyte }
+ %struct.GLDMipmaplevel = type { [4 x i32], [4 x float], [4 x i32], [4 x i32], [4 x float], [4 x i32], [3 x i32], i32, float*, float*, float*, i32, i32, i8*, i16, i16, i16, i16 }
+ %struct.GLDMultisample = type { float, i8, i8, i8, i8, i8, i8, i8, i8 }
+ %struct.GLDPipelineProgramData = type { i16, i16, i32, %struct._PPStreamToken*, i64, %struct.GLDShaderSourceData*, %struct.GLTColor4*, i32 }
+ %struct.GLDPipelineProgramRec = type { %struct.GLDPipelineProgramData*, %struct._PPStreamToken*, %struct._PPStreamToken*, %struct._GLVMFunction*, i32, i32, i32 }
+ %struct.GLDPipelineProgramState = type { i8, i8, i8, i8, %struct.GLTColor4* }
+ %struct.GLDPixelFormat = type { i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8 }
+ %struct.GLDPixelMap = type { i32*, float*, float*, float*, float*, float*, float*, float*, float*, i32*, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32 }
+ %struct.GLDPixelMode = type { float, float, %struct.GLDPixelStore, %struct.GLDPixelTransfer, %struct.GLDPixelMap, %struct.GLDImagingSubset, i32, i32 }
+ %struct.GLDPixelPack = type { i32, i32, i32, i32, i32, i32, i32, i32, i8, i8, i8, i8 }
%struct.GLDPixelStore = type { %struct.GLDPixelPack, %struct.GLDPixelPack }
- %struct.GLDPixelTransfer = type { float, float, float, float, float, float, float, float, float, float, int, int, float, float, float, float, float, float, float, float, float, float, float, float }
- %struct.GLDPluginFramebufferData = type { [6 x %struct.GLDTextureRec*], uint, uint }
- %struct.GLDPluginProgramData = type { [3 x %struct.GLDPipelineProgramRec*], %struct.GLDBufferRec**, uint }
+ %struct.GLDPixelTransfer = type { float, float, float, float, float, float, float, float, float, float, i32, i32, float, float, float, float, float, float, float, float, float, float, float, float }
+ %struct.GLDPluginFramebufferData = type { [6 x %struct.GLDTextureRec*], i32, i32 }
+ %struct.GLDPluginProgramData = type { [3 x %struct.GLDPipelineProgramRec*], %struct.GLDBufferRec**, i32 }
%struct.GLDPluginState = type { [16 x [5 x %struct.GLDTextureRec*]], [3 x %struct.GLDTextureRec*], [16 x %struct.GLDTextureRec*], [3 x %struct.GLDPipelineProgramRec*], %struct.GLDProgramRec*, %struct.GLDVertexArrayRec*, [16 x %struct.GLDBufferRec*], %struct.GLDFramebufferRec*, %struct.GLDFramebufferRec* }
- %struct.GLDPointMode = type { float, float, float, float, %struct.GLTCoord3, float, ubyte, ubyte, ubyte, ubyte, ushort, ushort, uint, ushort, ushort }
- %struct.GLDPolygonMode = type { [128 x ubyte], float, float, ushort, ushort, ushort, ushort, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte }
- %struct.GLDProgramData = type { uint, [16 x int], int, int, uint, int }
- %struct.GLDProgramRec = type { %struct.GLDProgramData*, %struct.GLDPluginProgramData*, uint }
- %struct.GLDQueryRec = type { uint, uint, %struct.GLDQueryRec* }
- %struct.GLDRect = type { int, int, int, int, int, int }
- %struct.GLDRegisterCombiners = type { ubyte, ubyte, ubyte, ubyte, int, [2 x %struct.GLTColor4], [8 x %struct.GLDRegisterCombinersPerStageState], %struct.GLDRegisterCombinersFinalStageState }
- %struct.GLDRegisterCombinersFinalStageState = type { ubyte, ubyte, ubyte, ubyte, [7 x %struct.GLDRegisterCombinersPerVariableState] }
- %struct.GLDRegisterCombinersPerPortionState = type { [4 x %struct.GLDRegisterCombinersPerVariableState], ubyte, ubyte, ubyte, ubyte, ushort, ushort, ushort, ushort, ushort, ushort }
+ %struct.GLDPointMode = type { float, float, float, float, %struct.GLTCoord3, float, i8, i8, i8, i8, i16, i16, i32, i16, i16 }
+ %struct.GLDPolygonMode = type { [128 x i8], float, float, i16, i16, i16, i16, i8, i8, i8, i8, i8, i8, i8, i8 }
+ %struct.GLDProgramData = type { i32, [16 x i32], i32, i32, i32, i32 }
+ %struct.GLDProgramRec = type { %struct.GLDProgramData*, %struct.GLDPluginProgramData*, i32 }
+ %struct.GLDQueryRec = type { i32, i32, %struct.GLDQueryRec* }
+ %struct.GLDRect = type { i32, i32, i32, i32, i32, i32 }
+ %struct.GLDRegisterCombiners = type { i8, i8, i8, i8, i32, [2 x %struct.GLTColor4], [8 x %struct.GLDRegisterCombinersPerStageState], %struct.GLDRegisterCombinersFinalStageState }
+ %struct.GLDRegisterCombinersFinalStageState = type { i8, i8, i8, i8, [7 x %struct.GLDRegisterCombinersPerVariableState] }
+ %struct.GLDRegisterCombinersPerPortionState = type { [4 x %struct.GLDRegisterCombinersPerVariableState], i8, i8, i8, i8, i16, i16, i16, i16, i16, i16 }
%struct.GLDRegisterCombinersPerStageState = type { [2 x %struct.GLDRegisterCombinersPerPortionState], [2 x %struct.GLTColor4] }
- %struct.GLDRegisterCombinersPerVariableState = type { ushort, ushort, ushort, ushort }
- %struct.GLDScissorTest = type { %struct.GLTFixedColor4, ubyte, ubyte, ubyte, ubyte }
- %struct.GLDShaderSourceData = type { uint, uint, sbyte*, int*, uint, uint, sbyte*, int*, sbyte* }
+ %struct.GLDRegisterCombinersPerVariableState = type { i16, i16, i16, i16 }
+ %struct.GLDScissorTest = type { %struct.GLTFixedColor4, i8, i8, i8, i8 }
+ %struct.GLDShaderSourceData = type { i32, i32, i8*, i32*, i32, i32, i8*, i32*, i8* }
%struct.GLDSharedRec = type opaque
- %struct.GLDState = type { short, short, uint, uint, uint, [256 x %struct.GLTColor4], [128 x %struct.GLTColor4], %struct.GLDViewport, %struct.GLDTransform, %struct.GLDLightModel, uint*, int, int, int, %struct.GLDAlphaTest, %struct.GLDBlendMode, %struct.GLDClearColor, %struct.GLDColorBuffer, %struct.GLDDepthTest, %struct.GLDArrayRange, %struct.GLDFogMode, %struct.GLDHintMode, %struct.GLDLineMode, %struct.GLDLogicOp, %struct.GLDMaskMode, %struct.GLDPixelMode, %struct.GLDPointMode, %struct.GLDPolygonMode, %struct.GLDScissorTest, uint, %struct.GLDStencilTest, [16 x %struct.GLDTextureMode], %struct.GLDArrayRange, [8 x %struct.GLDTextureCoordGen], %struct.GLDClipPlane, %struct.GLDMultisample, %struct.GLDRegisterCombiners, %struct.GLDArrayRange, %struct.GLDArrayRange, [3 x %struct.GLDPipelineProgramState], %struct.GLDTransformFeedback }
+ %struct.GLDState = type { i16, i16, i32, i32, i32, [256 x %struct.GLTColor4], [128 x %struct.GLTColor4], %struct.GLDViewport, %struct.GLDTransform, %struct.GLDLightModel, i32*, i32, i32, i32, %struct.GLDAlphaTest, %struct.GLDBlendMode, %struct.GLDClearColor, %struct.GLDColorBuffer, %struct.GLDDepthTest, %struct.GLDArrayRange, %struct.GLDFogMode, %struct.GLDHintMode, %struct.GLDLineMode, %struct.GLDLogicOp, %struct.GLDMaskMode, %struct.GLDPixelMode, %struct.GLDPointMode, %struct.GLDPolygonMode, %struct.GLDScissorTest, i32, %struct.GLDStencilTest, [16 x %struct.GLDTextureMode], %struct.GLDArrayRange, [8 x %struct.GLDTextureCoordGen], %struct.GLDClipPlane, %struct.GLDMultisample, %struct.GLDRegisterCombiners, %struct.GLDArrayRange, %struct.GLDArrayRange, [3 x %struct.GLDPipelineProgramState], %struct.GLDTransformFeedback }
%struct.GLDStateProgramRec = type { %struct.GLDPipelineProgramData*, %struct.GLDPipelineProgramRec* }
- %struct.GLDStencilTest = type { [3 x { uint, int, ushort, ushort, ushort, ushort }], uint, [4 x ubyte] }
- %struct.GLDStippleData = type { uint, ushort, ushort, [32 x [32 x ubyte]] }
- %struct.GLDTextureCoordGen = type { { ushort, ushort, %struct.GLTColor4, %struct.GLTColor4 }, { ushort, ushort, %struct.GLTColor4, %struct.GLTColor4 }, { ushort, ushort, %struct.GLTColor4, %struct.GLTColor4 }, { ushort, ushort, %struct.GLTColor4, %struct.GLTColor4 }, ubyte, ubyte, ubyte, ubyte }
- %struct.GLDTextureGeomState = type { ushort, ushort, ushort, ushort, ushort, ubyte, ubyte, ushort, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, ubyte, [6 x ushort], [6 x ushort] }
- %struct.GLDTextureLevel = type { uint, uint, ushort, ushort, ushort, ubyte, ubyte, ushort, ushort, ushort, ushort, ubyte* }
- %struct.GLDTextureMachine = type { [8 x %struct.GLDTextureRec*], %struct.GLDTextureRec*, ubyte, ubyte, ubyte, ubyte }
- %struct.GLDTextureMode = type { %struct.GLTColor4, uint, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, ushort, float, float, float, ushort, ushort, ushort, ushort, ushort, ushort, [4 x ushort], ubyte, ubyte, ubyte, ubyte, [3 x float], [4 x float], float, float }
- %struct.GLDTextureParamState = type { ushort, ushort, ushort, ushort, ushort, ushort, %struct.GLTColor4, float, float, float, float, short, short, ushort, ushort, float, ushort, ubyte, ubyte, int, sbyte* }
- %struct.GLDTextureRec = type { %struct.GLDTextureState*, int, [2 x float], float, uint, float, float, float, float, float, float, %struct.GLDMipmaplevel*, %struct.GLDMipmaplevel*, int, int, uint, uint, uint, uint, %struct.GLDTextureParamState, uint, [2 x %struct._PPStreamToken] }
- %struct.GLDTextureState = type { ushort, ushort, ushort, float, uint, ushort, %struct.GLISWRSurface*, ubyte, ubyte, ubyte, ubyte, %struct.GLDTextureParamState, %struct.GLDTextureGeomState, %struct.GLDTextureLevel, [6 x [15 x %struct.GLDTextureLevel]] }
- %struct.GLDTransform = type { [24 x [16 x float]], [24 x [16 x float]], [16 x float], float, float, float, float, int, float, ushort, ushort, ubyte, ubyte, ubyte, ubyte }
- %struct.GLDTransformFeedback = type { ubyte, ubyte, ubyte, [16 x uint], [16 x uint] }
- %struct.GLDVertex = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTCoord3, float, %struct.GLTColor4, float, float, float, ubyte, ubyte, ubyte, ubyte, [4 x float], [2 x %struct.GLDMaterial*], uint, uint, [8 x %struct.GLTColor4] }
+ %struct.GLDStencilTest = type { [3 x { i32, i32, i16, i16, i16, i16 }], i32, [4 x i8] }
+ %struct.GLDStippleData = type { i32, i16, i16, [32 x [32 x i8]] }
+ %struct.GLDTextureCoordGen = type { { i16, i16, %struct.GLTColor4, %struct.GLTColor4 }, { i16, i16, %struct.GLTColor4, %struct.GLTColor4 }, { i16, i16, %struct.GLTColor4, %struct.GLTColor4 }, { i16, i16, %struct.GLTColor4, %struct.GLTColor4 }, i8, i8, i8, i8 }
+ %struct.GLDTextureGeomState = type { i16, i16, i16, i16, i16, i8, i8, i16, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, [6 x i16], [6 x i16] }
+ %struct.GLDTextureLevel = type { i32, i32, i16, i16, i16, i8, i8, i16, i16, i16, i16, i8* }
+ %struct.GLDTextureMachine = type { [8 x %struct.GLDTextureRec*], %struct.GLDTextureRec*, i8, i8, i8, i8 }
+ %struct.GLDTextureMode = type { %struct.GLTColor4, i32, i16, i16, i16, i16, i16, i16, i16, i16, i16, i16, i16, i16, i16, i16, i16, i16, float, float, float, i16, i16, i16, i16, i16, i16, [4 x i16], i8, i8, i8, i8, [3 x float], [4 x float], float, float }
+ %struct.GLDTextureParamState = type { i16, i16, i16, i16, i16, i16, %struct.GLTColor4, float, float, float, float, i16, i16, i16, i16, float, i16, i8, i8, i32, i8* }
+ %struct.GLDTextureRec = type { %struct.GLDTextureState*, i32, [2 x float], float, i32, float, float, float, float, float, float, %struct.GLDMipmaplevel*, %struct.GLDMipmaplevel*, i32, i32, i32, i32, i32, i32, %struct.GLDTextureParamState, i32, [2 x %struct._PPStreamToken] }
+ %struct.GLDTextureState = type { i16, i16, i16, float, i32, i16, %struct.GLISWRSurface*, i8, i8, i8, i8, %struct.GLDTextureParamState, %struct.GLDTextureGeomState, %struct.GLDTextureLevel, [6 x [15 x %struct.GLDTextureLevel]] }
+ %struct.GLDTransform = type { [24 x [16 x float]], [24 x [16 x float]], [16 x float], float, float, float, float, i32, float, i16, i16, i8, i8, i8, i8 }
+ %struct.GLDTransformFeedback = type { i8, i8, i8, [16 x i32], [16 x i32] }
+ %struct.GLDVertex = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTCoord3, float, %struct.GLTColor4, float, float, float, i8, i8, i8, i8, [4 x float], [2 x %struct.GLDMaterial*], i32, i32, [8 x %struct.GLTColor4] }
%struct.GLDVertexArrayRec = type opaque
- %struct.GLDViewport = type { float, float, float, float, float, float, float, float, double, double, int, int, int, int, float, float, float, float }
- %struct.GLGColorTable = type { uint, uint, int, sbyte* }
- %struct.GLGOperation = type { sbyte*, sbyte*, int, uint, uint, int, uint, uint, uint, uint, uint, uint, uint, float, float, %struct.GLGColorTable, %struct.GLGColorTable, %struct.GLGColorTable }
+ %struct.GLDViewport = type { float, float, float, float, float, float, float, float, double, double, i32, i32, i32, i32, float, float, float, float }
+ %struct.GLGColorTable = type { i32, i32, i32, i8* }
+ %struct.GLGOperation = type { i8*, i8*, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, float, float, %struct.GLGColorTable, %struct.GLGColorTable, %struct.GLGColorTable }
%struct.GLGProcessor = type { void (%struct.GLDPixelMode*, %struct.GLGOperation*, %struct._GLGFunctionKey*)*, %struct._GLVMFunction*, %struct._GLGFunctionKey* }
- %struct.GLISWRSurface = type { int, int, int, int, int, int, int, int, int, int, ubyte*, ubyte*, ubyte*, [4 x ubyte*], uint }
- %struct.GLIWindow = type { uint, uint, uint }
- %struct.GLSBuffer = type { sbyte* }
+ %struct.GLISWRSurface = type { i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, i8*, i8*, i8*, [4 x i8*], i32 }
+ %struct.GLIWindow = type { i32, i32, i32 }
+ %struct.GLSBuffer = type { i8* }
%struct.GLSDrawable = type { %struct.GLSWindowRec* }
- %struct.GLSWindowRec = type { %struct.GLTDimensions, %struct.GLTDimensions, uint, uint, %struct.GLSDrawable, [2 x ubyte*], ubyte*, ubyte*, ubyte*, [4 x ubyte*], uint, uint, uint, uint, [4 x uint], ushort, ushort, ushort, %struct.GLIWindow, uint, uint, sbyte*, ubyte* }
+ %struct.GLSWindowRec = type { %struct.GLTDimensions, %struct.GLTDimensions, i32, i32, %struct.GLSDrawable, [2 x i8*], i8*, i8*, i8*, [4 x i8*], i32, i32, i32, i32, [4 x i32], i16, i16, i16, %struct.GLIWindow, i32, i32, i8*, i8* }
%struct.GLTColor4 = type { float, float, float, float }
%struct.GLTCoord3 = type { float, float, float }
- %struct.GLTDimensions = type { int, int }
- %struct.GLTFixedColor4 = type { int, int, int, int }
- %struct.GLVMFPContext = type { float, uint, uint, uint }
+ %struct.GLTDimensions = type { i32, i32 }
+ %struct.GLTFixedColor4 = type { i32, i32, i32, i32 }
+ %struct.GLVMFPContext = type { float, i32, i32, i32 }
%struct.GLVMFragmentAttribRec = type { <4 x float>, <4 x float>, <4 x float>, <4 x float>, [8 x <4 x float>] }
%struct.GLVMTextures = type { [8 x %struct.GLDTextureRec*] }
%struct._GLGFunctionKey = type opaque
%struct._GLVMConstants = type opaque
%struct._GLVMFunction = type opaque
- %struct._PPStreamToken = type { { ushort, ubyte, ubyte, uint } }
-
-implementation ; Functions:
+ %struct._PPStreamToken = type { { i16, i8, i8, i32 } }
-void %gldLLVMVecPointRender(%struct.GLDContextRec* %ctx) {
+define void @gldLLVMVecPointRender(%struct.GLDContextRec* %ctx) {
entry:
- %tmp.uip = getelementptr %struct.GLDContextRec* %ctx, int 0, uint 22 ; <uint*> [#uses=1]
- %tmp = load uint* %tmp.uip ; <uint> [#uses=3]
- %tmp91 = lshr uint %tmp, ubyte 5 ; <uint> [#uses=1]
- %tmp92 = trunc uint %tmp91 to bool ; <bool> [#uses=1]
- br bool %tmp92, label %cond_true93, label %cond_next116
-
+ %tmp.uip = getelementptr %struct.GLDContextRec* %ctx, i32 0, i32 22 ; <i32*> [#uses=1]
+ %tmp = load i32* %tmp.uip ; <i32> [#uses=3]
+ %tmp91 = lshr i32 %tmp, 5 ; <i32> [#uses=1]
+ %tmp92 = trunc i32 %tmp91 to i1 ; <i1> [#uses=1]
+ br i1 %tmp92, label %cond_true93, label %cond_next116
cond_true93: ; preds = %entry
- %tmp = getelementptr %struct.GLDContextRec* %ctx, int 0, uint 31, uint 14 ; <int*> [#uses=1]
- %tmp95 = load int* %tmp ; <int> [#uses=1]
- %tmp95 = sitofp int %tmp95 to float ; <float> [#uses=1]
- %tmp108 = mul float undef, %tmp95 ; <float> [#uses=1]
+ %tmp.upgrd.1 = getelementptr %struct.GLDContextRec* %ctx, i32 0, i32 31, i32 14 ; <i32*> [#uses=1]
+ %tmp95 = load i32* %tmp.upgrd.1 ; <i32> [#uses=1]
+ %tmp95.upgrd.2 = sitofp i32 %tmp95 to float ; <float> [#uses=1]
+ %tmp108 = mul float undef, %tmp95.upgrd.2 ; <float> [#uses=1]
br label %cond_next116
-
cond_next116: ; preds = %cond_true93, %entry
%point_size.2 = phi float [ %tmp108, %cond_true93 ], [ undef, %entry ] ; <float> [#uses=2]
- %tmp457 = setlt float %point_size.2, 1.000000e+00 ; <bool> [#uses=1]
- %tmp460 = lshr uint %tmp, ubyte 6 ; <uint> [#uses=1]
- %tmp461 = trunc uint %tmp460 to bool ; <bool> [#uses=1]
- br bool %tmp457, label %cond_true458, label %cond_next484
-
+ %tmp457 = fcmp olt float %point_size.2, 1.000000e+00 ; <i1> [#uses=1]
+ %tmp460 = lshr i32 %tmp, 6 ; <i32> [#uses=1]
+ %tmp461 = trunc i32 %tmp460 to i1 ; <i1> [#uses=1]
+ br i1 %tmp457, label %cond_true458, label %cond_next484
cond_true458: ; preds = %cond_next116
- br bool %tmp461, label %cond_true462, label %cond_next487
-
+ br i1 %tmp461, label %cond_true462, label %cond_next487
cond_true462: ; preds = %cond_true458
- %tmp26 = bitcast uint %tmp to int ; <int> [#uses=1]
- %tmp465 = and int %tmp26, 128 ; <int> [#uses=1]
- %tmp466 = seteq int %tmp465, 0 ; <bool> [#uses=1]
- br bool %tmp466, label %cond_true467, label %cond_next487
-
+ %tmp26 = bitcast i32 %tmp to i32 ; <i32> [#uses=1]
+ %tmp465 = and i32 %tmp26, 128 ; <i32> [#uses=1]
+ %tmp466 = icmp eq i32 %tmp465, 0 ; <i1> [#uses=1]
+ br i1 %tmp466, label %cond_true467, label %cond_next487
cond_true467: ; preds = %cond_true462
ret void
-
cond_next484: ; preds = %cond_next116
%tmp486 = mul float %point_size.2, 5.000000e-01 ; <float> [#uses=1]
br label %cond_next487
-
cond_next487: ; preds = %cond_next484, %cond_true462, %cond_true458
%radius.0 = phi float [ %tmp486, %cond_next484 ], [ 5.000000e-01, %cond_true458 ], [ 5.000000e-01, %cond_true462 ] ; <float> [#uses=2]
- %tmp494 = insertelement <4 x float> zeroinitializer, float %radius.0, uint 2 ; <<4 x float>> [#uses=1]
- %tmp495 = insertelement <4 x float> %tmp494, float %radius.0, uint 3 ; <<4 x float>> [#uses=0]
+ %tmp494 = insertelement <4 x float> zeroinitializer, float %radius.0, i32 2 ; <<4 x float>> [#uses=1]
+ %tmp495 = insertelement <4 x float> %tmp494, float %radius.0, i32 3 ; <<4 x float>> [#uses=0]
ret void
}