; Test VectorType handling by SCCP. ; SCCP ignores VectorTypes until PR 1034 is fixed ; ; RUN: opt < %s -sccp ; END. target datalayout = "E-p:32:32" target triple = "powerpc-apple-darwin8" %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, 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*, 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 { 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, 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], i32, i16, i16, i16, i8, i8, i8, i8, i8, i8 } %struct.GLDLightProduct = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4 } %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 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, 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, 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 { 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 { 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 { 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, 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 { 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, 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 { 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 { { i16, i8, i8, i32 } } define void @gldLLVMVecPointRender(%struct.GLDContextRec* %ctx) { entry: %tmp.uip = getelementptr %struct.GLDContextRec* %ctx, i32 0, i32 22 ; [#uses=1] %tmp = load i32* %tmp.uip ; [#uses=3] %tmp91 = lshr i32 %tmp, 5 ; [#uses=1] %tmp92 = trunc i32 %tmp91 to i1 ; [#uses=1] br i1 %tmp92, label %cond_true93, label %cond_next116 cond_true93: ; preds = %entry %tmp.upgrd.1 = getelementptr %struct.GLDContextRec* %ctx, i32 0, i32 31, i32 14 ; [#uses=1] %tmp95 = load i32* %tmp.upgrd.1 ; [#uses=1] %tmp95.upgrd.2 = sitofp i32 %tmp95 to float ; [#uses=1] %tmp108 = fmul float undef, %tmp95.upgrd.2 ; [#uses=1] br label %cond_next116 cond_next116: ; preds = %cond_true93, %entry %point_size.2 = phi float [ %tmp108, %cond_true93 ], [ undef, %entry ] ; [#uses=2] %tmp457 = fcmp olt float %point_size.2, 1.000000e+00 ; [#uses=1] %tmp460 = lshr i32 %tmp, 6 ; [#uses=1] %tmp461 = trunc i32 %tmp460 to i1 ; [#uses=1] br i1 %tmp457, label %cond_true458, label %cond_next484 cond_true458: ; preds = %cond_next116 br i1 %tmp461, label %cond_true462, label %cond_next487 cond_true462: ; preds = %cond_true458 %tmp26 = bitcast i32 %tmp to i32 ; [#uses=1] %tmp465 = and i32 %tmp26, 128 ; [#uses=1] %tmp466 = icmp eq i32 %tmp465, 0 ; [#uses=1] br i1 %tmp466, label %cond_true467, label %cond_next487 cond_true467: ; preds = %cond_true462 ret void cond_next484: ; preds = %cond_next116 %tmp486 = fmul float %point_size.2, 5.000000e-01 ; [#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 ] ; [#uses=2] %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 }