To consolidate behavior of function mangling and limit the number of places that ABI changes will need to be made, this switches the DirectX target used for HLSL to use the Itanium ABI from the Microsoft ABI. The Itanium ABI has greater flexibility in decisions regarding mangling of new types of which we have more than a few yet to add. One effect of this will be that linking library shaders compiled with DXC will not be possible with shaders compiled with clang. That isn't considered a terribly interesting use case and one that would likely have been onerous to maintain anyway. This involved adding a function to call all global destructors as the Microsoft ABI had done. This requires a few changes to tests. Most notably the mangling style has changed which accounts for most of the changes. In making those changes, I took the opportunity to harmonize some very similar tests for greater consistency. I also shaved off some unneeded run flags that had probably been copied over from one test to another. Other changes effected by using the new ABI include using different types when manipulating smaller bitfields, eliminating an unnecessary alloca in one instance in this-assignment.hlsl, changing the way static local initialization is guarded, and changing the order of inout parameters getting copied in and out. That last is a subtle change in functionality, but one where there was sufficient inconsistency in the past that standardizing is important, but the particular direction of the standardization is less important for the sake of existing shaders. fixes #110736
43 lines
1.3 KiB
HLSL
43 lines
1.3 KiB
HLSL
// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute -emit-llvm -disable-llvm-passes %s -o - | FileCheck %s --check-prefixes=CHECK,NOINLINE
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// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute -emit-llvm -O0 %s -o - | FileCheck %s --check-prefixes=CHECK,INLINE
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int i;
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__attribute__((constructor)) void call_me_first(void) {
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i = 12;
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}
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__attribute__((constructor)) void then_call_me(void) {
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i = 13;
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}
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__attribute__((destructor)) void call_me_last(void) {
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i = 0;
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}
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[numthreads(1,1,1)]
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void main(unsigned GI : SV_GroupIndex) {}
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// Make sure global variable for ctors/dtors removed.
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// CHECK-NOT:@llvm.global_ctors
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// CHECK-NOT:@llvm.global_dtors
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// CHECK: define void @main()
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// CHECK-NEXT: entry:
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// Verify function constructors are emitted
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// NOINLINE-NEXT: call void @_Z13call_me_firstv()
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// NOINLINE-NEXT: call void @_Z12then_call_mev()
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// NOINLINE-NEXT: %0 = call i32 @llvm.dx.flattened.thread.id.in.group()
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// NOINLINE-NEXT: call void @_Z4mainj(i32 %0)
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// NOINLINE-NEXT: call void @_Z12call_me_lastv(
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// NOINLINE-NEXT: ret void
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// Verify constructor calls are inlined when AlwaysInline is run
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// INLINE-NEXT: alloca
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// INLINE-NEXT: store i32 12
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// INLINE-NEXT: store i32 13
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// INLINE-NEXT: %0 = call i32 @llvm.dx.flattened.thread.id.in.group()
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// INLINE-NEXT: store i32 %
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// INLINE-NEXT: store i32 0
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// INLINE: ret void
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