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UnrealEngine/Engine/Source/ThirdParty/Intel/ISPC/ispc-1.24.0/tests/lit-tests/2611-4.ispc
2025-05-18 13:04:45 +08:00

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// RUN: %{ispc} --target=avx2-i32x8 --nowrap --x86-asm-syntax=intel --emit-asm -o - %s 2>&1 | FileCheck %s
// RUN: %{ispc} --target=avx512skx-x8 --nowrap --x86-asm-syntax=intel --emit-asm -o - %s 2>&1 | FileCheck %s
// RUN: %{ispc} --target=avx2-i32x16 --nowrap --x86-asm-syntax=intel --emit-asm -o - %s 2>&1 | FileCheck %s
// RUN: %{ispc} --target=avx512skx-x16 --nowrap --x86-asm-syntax=intel --emit-asm -o - %s 2>&1 | FileCheck %s
// REQUIRES: X86_ENABLED
// REQUIRES: LLVM_17_0+
struct vec4 {
double V[4];
};
uniform vec4 vmax(const uniform vec4 &V1, const uniform vec4 &V2) {
uniform vec4 Result;
foreach (i = 0 ... 4) {
Result.V[i] = max(V1.V[i], V2.V[i]);
}
return Result;
}
// CHECK-LABEL: foo:
// CHECK: vmovupd ymm{{.*}}, ymmword ptr [r{{.*}}]
// CHECK-NEXT: vmaxpd ymm{{.*}}, ymm{{.*}}, ymmword ptr [r{{.*}}]
// CHECK-NEXT: vmovupd ymmword ptr [r{{.*}}], ymm{{.*}}
export void foo(uniform double A[], uniform double B[]) {
uniform vec4 *uniform pA = (uniform vec4 * uniform) A;
uniform vec4 *uniform pB = (uniform vec4 * uniform) B;
*pA = vmax(*pA, *pB);
}