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f4e788949d
For historic reasons, the behavior of .align differs between targets. Fortunately, there are alternatives, .p2align and .balign, which make the interpretation of the parameter explicit, and which behave consistently across targets. This patch teaches MC to use .p2align instead of .align, so that people reading code for multiple architectures don't have to remember which way each platform does its .align directive. Differential Revision: http://reviews.llvm.org/D16549 git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@258750 91177308-0d34-0410-b5e6-96231b3b80d8
118 lines
4.5 KiB
LLVM
118 lines
4.5 KiB
LLVM
; RUN: llc < %s -march=xcore | FileCheck %s
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@size = global i32 0 ; <i32*> [#uses=1]
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@g0 = external global i32 ; <i32*> [#uses=2]
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@g1 = external global i32 ; <i32*> [#uses=2]
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@g2 = external global i32 ; <i32*> [#uses=2]
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@g3 = external global i32 ; <i32*> [#uses=2]
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@g4 = external global i32 ; <i32*> [#uses=2]
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@g5 = external global i32 ; <i32*> [#uses=2]
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@g6 = external global i32 ; <i32*> [#uses=2]
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@g7 = external global i32 ; <i32*> [#uses=2]
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@g8 = external global i32 ; <i32*> [#uses=2]
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@g9 = external global i32 ; <i32*> [#uses=2]
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@g10 = external global i32 ; <i32*> [#uses=2]
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@g11 = external global i32 ; <i32*> [#uses=2]
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define void @f() nounwind {
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entry:
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%x = alloca [100 x i32], align 4 ; <[100 x i32]*> [#uses=2]
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%0 = load i32, i32* @size, align 4 ; <i32> [#uses=1]
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%1 = alloca i32, i32 %0, align 4 ; <i32*> [#uses=1]
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%2 = load volatile i32, i32* @g0, align 4 ; <i32> [#uses=1]
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%3 = load volatile i32, i32* @g1, align 4 ; <i32> [#uses=1]
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%4 = load volatile i32, i32* @g2, align 4 ; <i32> [#uses=1]
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%5 = load volatile i32, i32* @g3, align 4 ; <i32> [#uses=1]
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%6 = load volatile i32, i32* @g4, align 4 ; <i32> [#uses=1]
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%7 = load volatile i32, i32* @g5, align 4 ; <i32> [#uses=1]
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%8 = load volatile i32, i32* @g6, align 4 ; <i32> [#uses=1]
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%9 = load volatile i32, i32* @g7, align 4 ; <i32> [#uses=1]
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%10 = load volatile i32, i32* @g8, align 4 ; <i32> [#uses=1]
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%11 = load volatile i32, i32* @g9, align 4 ; <i32> [#uses=1]
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%12 = load volatile i32, i32* @g10, align 4 ; <i32> [#uses=1]
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%13 = load volatile i32, i32* @g11, align 4 ; <i32> [#uses=2]
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%14 = getelementptr [100 x i32], [100 x i32]* %x, i32 0, i32 50 ; <i32*> [#uses=1]
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store i32 %13, i32* %14, align 4
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store volatile i32 %13, i32* @g11, align 4
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store volatile i32 %12, i32* @g10, align 4
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store volatile i32 %11, i32* @g9, align 4
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store volatile i32 %10, i32* @g8, align 4
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store volatile i32 %9, i32* @g7, align 4
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store volatile i32 %8, i32* @g6, align 4
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store volatile i32 %7, i32* @g5, align 4
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store volatile i32 %6, i32* @g4, align 4
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store volatile i32 %5, i32* @g3, align 4
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store volatile i32 %4, i32* @g2, align 4
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store volatile i32 %3, i32* @g1, align 4
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store volatile i32 %2, i32* @g0, align 4
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%x1 = getelementptr [100 x i32], [100 x i32]* %x, i32 0, i32 0 ; <i32*> [#uses=1]
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call void @g(i32* %x1, i32* %1) nounwind
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ret void
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}
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declare void @g(i32*, i32*)
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; CHECK: .section .cp.rodata.cst4,"aMc",@progbits,4
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; CHECK: .p2align 2
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; CHECK: [[ARG5:.LCPI[0-9_]+]]:
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; CHECK: .long 100003
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; CHECK: [[INDEX0:.LCPI[0-9_]+]]:
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; CHECK: .long 80002
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; CHECK: [[INDEX1:.LCPI[0-9_]+]]:
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; CHECK: .long 81002
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; CHECK: [[INDEX2:.LCPI[0-9_]+]]:
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; CHECK: .long 82002
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; CHECK: [[INDEX3:.LCPI[0-9_]+]]:
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; CHECK: .long 83002
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; CHECK: [[INDEX4:.LCPI[0-9_]+]]:
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; CHECK: .long 84002
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; CHECK: .text
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; !FP + large frame: spill SR+SR = entsp 2 + 100000
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; CHECK-LABEL: ScavengeSlots:
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; CHECK: entsp 65535
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; CHECK: extsp 34467
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; scavenge r11
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; CHECK: ldaw r11, sp[0]
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; scavenge r4 using SR spill slot
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; CHECK: stw r4, sp[1]
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; CHECK: ldw r4, cp{{\[}}[[ARG5]]{{\]}}
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; r11 used to load 5th argument
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; CHECK: ldw r11, r11[r4]
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; CHECK: ldaw r4, sp[0]
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; scavenge r5 using SR spill slot
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; CHECK: stw r5, sp[0]
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; CHECK: ldw r5, cp{{\[}}[[INDEX0]]{{\]}}
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; r4 & r5 used by InsertSPConstInst() to emit STW_l3r instruction.
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; CHECK: stw r0, r4[r5]
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; CHECK: ldaw r0, sp[0]
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; CHECK: ldw r5, cp{{\[}}[[INDEX1]]{{\]}}
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; CHECK: stw r1, r0[r5]
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; CHECK: ldaw r0, sp[0]
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; CHECK: ldw r1, cp{{\[}}[[INDEX2]]{{\]}}
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; CHECK: stw r2, r0[r1]
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; CHECK: ldaw r0, sp[0]
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; CHECK: ldw r1, cp{{\[}}[[INDEX3]]{{\]}}
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; CHECK: stw r3, r0[r1]
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; CHECK: ldaw r0, sp[0]
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; CHECK: ldw r1, cp{{\[}}[[INDEX4]]{{\]}}
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; CHECK: stw r11, r0[r1]
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; CHECK: ldaw sp, sp[65535]
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; CHECK: ldw r4, sp[1]
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; CHECK: ldw r5, sp[0]
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; CHECK: retsp 34467
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define void @ScavengeSlots(i32 %r0, i32 %r1, i32 %r2, i32 %r3, i32 %r4) nounwind {
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entry:
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%Data = alloca [100000 x i32]
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%i0 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 80000
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store volatile i32 %r0, i32* %i0
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%i1 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 81000
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store volatile i32 %r1, i32* %i1
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%i2 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 82000
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store volatile i32 %r2, i32* %i2
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%i3 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 83000
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store volatile i32 %r3, i32* %i3
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%i4 = getelementptr inbounds [100000 x i32], [100000 x i32]* %Data, i32 0, i32 84000
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store volatile i32 %r4, i32* %i4
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ret void
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}
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