Files
clang-p2996/clang/test/CodeGenHLSL/static-local-ctor.hlsl
Greg Roth c2063de159 Switch DirectX Target to use the Itanium ABI (#111632)
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
2024-10-10 12:58:28 -06:00

38 lines
1.3 KiB
HLSL

// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute -emit-llvm -o - -disable-llvm-passes %s | FileCheck %s
// Verify that no per variable _Init_thread instructions are emitted for non-trivial static locals
// These would normally be emitted by the MicrosoftCXXABI, but the DirectX backend should exlude them
// Instead, check for the guardvar oparations that should protect the constructor initialization should
// only take place once.
RWBuffer<int> buf[10];
void InitBuf(RWBuffer<int> buf) {
for (unsigned int i = 0; i < 100; i++)
buf[i] = 0;
}
// CHECK-NOT: _Init_thread_epoch
// CHECK: define internal void @_Z4mainv
// CHECK-NEXT: entry:
// CHECK-NEXT: [[Tmp1:%.*]] = alloca %"class.hlsl::RWBuffer"
// CHECK-NEXT: [[Tmp2:%.*]] = load i8, ptr @_ZGVZ4mainvE5mybuf
// CHECK-NEXT: [[Tmp3:%.*]] = icmp eq i8 [[Tmp2]], 0
// CHECK-NEXT: br i1 [[Tmp3]]
// CHECK-NOT: _Init_thread_header
// CHECK: init.check:
// CHECK-NEXT: call void @_ZN4hlsl8RWBufferIiEC1Ev
// CHECK-NEXT: store i8 1, ptr @_ZGVZ4mainvE5mybuf
// CHECK-NOT: _Init_thread_footer
[shader("compute")]
[numthreads(1,1,1)]
void main() {
// A non-trivially constructed static local will get checks to verify that it is generated just once
static RWBuffer<int> mybuf;
mybuf = buf[0];
InitBuf(mybuf);
}