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UnrealEngine/Engine/Source/ThirdParty/Intel/ISPC/ispc-1.24.0/tests/lit-tests/2611.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
struct vec4
{
float 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: vmov{{.}}ps xmm0, xmmword ptr [r{{.*}}]
// CHECK-NEXT: vmaxps xmm0, xmm0, xmmword ptr [r{{.*}}]
// CHECK-NEXT: vmov{{.}}ps xmmword ptr [r{{.*}}], xmm0
export void foo(uniform float A[], uniform float B[])
{
uniform vec4 *uniform pA = (uniform vec4 *uniform)A;
uniform vec4 *uniform pB = (uniform vec4 *uniform)B;
*pA = vmax(*pA, *pB);
}