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