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
1.6 KiB
HLSL
43 lines
1.6 KiB
HLSL
// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library -emit-llvm -disable-llvm-passes %s -o - | FileCheck %s --check-prefixes=CHECK,NOINLINE
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// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.3-library -emit-llvm -O0 %s -o - | FileCheck %s --check-prefixes=CHECK,INLINE
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// Make sure global variable for ctors exist for lib profile.
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// CHECK:@llvm.global_ctors
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RWBuffer<float> Buffer;
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[shader("compute")]
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[numthreads(1,1,1)]
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void FirstEntry() {}
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// CHECK: define void @FirstEntry()
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// CHECK-NEXT: entry:
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// NOINLINE-NEXT: call void @_GLOBAL__sub_I_GlobalConstructorLib.hlsl()
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// NOINLINE-NEXT: call void @_Z10FirstEntryv()
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// Verify inlining leaves only calls to "llvm." intrinsics
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// INLINE-NOT: call {{[^@]*}} @{{[^l][^l][^v][^m][^\.]}}
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// CHECK: ret void
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[shader("compute")]
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[numthreads(1,1,1)]
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void SecondEntry() {}
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// CHECK: define void @SecondEntry()
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// CHECK-NEXT: entry:
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// NOINLINE-NEXT: call void @_GLOBAL__sub_I_GlobalConstructorLib.hlsl()
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// NOINLINE-NEXT: call void @_Z11SecondEntryv()
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// Verify inlining leaves only calls to "llvm." intrinsics
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// INLINE-NOT: call {{[^@]*}} @{{[^l][^l][^v][^m][^\.]}}
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// CHECK: ret void
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// Verify the constructor is alwaysinline
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// NOINLINE: ; Function Attrs: {{.*}}alwaysinline
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// NOINLINE-NEXT: define linkonce_odr void @_ZN4hlsl8RWBufferIfEC2Ev({{.*}} [[CtorAttr:\#[0-9]+]]
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// NOINLINE: ; Function Attrs: {{.*}}alwaysinline
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// NOINLINE-NEXT: define internal void @_GLOBAL__sub_I_GlobalConstructorLib.hlsl() [[InitAttr:\#[0-9]+]]
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// NOINLINE-DAG: attributes [[InitAttr]] = {{.*}} alwaysinline
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// NOINLINE-DAG: attributes [[CtorAttr]] = {{.*}} alwaysinline
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