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Searched refs:Int4 (Results 1 – 25 of 52) sorted by relevance

123

/external/swiftshader/src/Reactor/
DOptimalIntrinsics.cpp109 …return As<Float4>(As<Int4>(half_pi - Sqrt(Float4(1.0f) - absx) * (a0 + absx * (a1 + absx * (a2 + a… in Asin_4_terms()
110 (As<Int4>(x) & Int4(0x80000000))); in Asin_4_terms()
127 …return As<Float4>(As<Int4>(half_pi - Sqrt(Float4(1.0f) - absx) * (a0 + absx * (a1 + absx * (a2 + a… in Asin_8_terms()
128 (As<Int4>(x) & Int4(0x80000000))); in Asin_8_terms()
146 Int4 O = CmpNLT(absx, Float4(1.0f)); in Atan()
147 …Float4 y = As<Float4>((O & As<Int4>(Float4(1.0f) / absx)) | (~O & As<Int4>(absx))); // FIXME: Vec… in Atan()
151 …return As<Float4>(((O & As<Int4>(half_pi - theta)) | (~O & As<Int4>(theta))) ^ // FIXME: Vector s… in Atan()
152 (As<Int4>(x) & Int4(0x80000000))); in Atan()
163 Int4 S = CmpLT(y, Float4(0.0f)); in Atan2()
164 Float4 theta = As<Float4>(S & As<Int4>(minus_pi)); in Atan2()
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Dx86.hpp24 RValue<Int4> cvtps2dq(RValue<Float4> val);
44 RValue<Int4> pabsd(RValue<Int4> x);
66 RValue<Short8> packssdw(RValue<Int4> x, RValue<Int4> y);
70 RValue<UShort8> packusdw(RValue<Int4> x, RValue<Int4> y);
79 RValue<Int4> pslld(RValue<Int4> x, unsigned char y);
81 RValue<Int4> psrad(RValue<Int4> x, unsigned char y);
85 RValue<Int4> pmaxsd(RValue<Int4> x, RValue<Int4> y);
86 RValue<Int4> pminsd(RValue<Int4> x, RValue<Int4> y);
96 RValue<Int4> pmaddwd(RValue<Short8> x, RValue<Short8> y);
101 RValue<Int4> pmovzxbd(RValue<Byte16> x);
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DEmulatedIntrinsics.hpp27 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigne…
28 RValue<Int4> Gather(RValue<Pointer<Int>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned in…
29 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> ma…
30 void Scatter(RValue<Pointer<Int>> base, RValue<Int4> val, RValue<Int4> offsets, RValue<Int4> mask, …
DReactor.hpp108 class Int4;
577 explicit Byte4(RValue<Int4> cast);
879 explicit Short4(RValue<Int4> cast);
957 explicit UShort4(RValue<Int4> cast);
1070 RValue<Int4> MulAdd(RValue<Short8> x, RValue<Short8> y);
1071 RValue<Int4> Abs(RValue<Int4> x);
1356 explicit Int2(RValue<Int4> cast);
1516 struct Scalar<Int4>
1913 class Int4 : public LValue<Int4>, public XYZW<Int4> class
1916 explicit Int4(RValue<Byte4> cast);
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DEmulatedIntrinsics.cpp60 void gather(T &out, RValue<Pointer<EL>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int… in gather()
84 void scatter(RValue<Pointer<EL>> base, RValue<T> val, RValue<Int4> offsets, RValue<Int4> mask, unsi… in scatter()
130 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigne… in Gather()
137 RValue<Int4> Gather(RValue<Pointer<Int>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned in… in Gather()
139 Int4 result{}; in Gather()
144 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> ma… in Scatter()
149 void Scatter(RValue<Pointer<Int>> base, RValue<Int4> val, RValue<Int4> offsets, RValue<Int4> mask, … in Scatter()
151 scatter<Int4>(base, val, offsets, mask, alignment); in Scatter()
DReactor.cpp1306 Byte4::Byte4(RValue<Int4> cast) in Byte4()
1538 return As<Short4>(Swizzle(As<Int4>(lowHigh), 0x2323)); in UnpackHigh()
1706 return As<Short4>(Swizzle(As<Int4>(lowHigh), 0x2323)); in UnpackHigh()
1966 RValue<Int4> int4 = RoundInt(cast); in RoundShort4()
1981 return As<Int2>(Swizzle(As<Int4>(lowHigh), 0x2323)); in UnpackHigh()
2012 UShort4::UShort4(RValue<Int4> cast) in UShort4()
2189 RValue<Int4> Abs(RValue<Int4> x) in Abs()
2931 Int2::Int2(RValue<Int4> cast) in Int2()
2960 Value *packed = Nucleus::createShuffleVector(Int4(lo).loadValue(), Int4(hi).loadValue(), shuffle); in Int2()
3096 auto lowHigh = RValue<Int4>(Nucleus::createShuffleVector(x.value(), y.value(), shuffle)); in UnpackHigh()
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DLLVMReactor.cpp412 case Type_v2i32: return T(Int4::type()); in T()
975 createExtractElement(createBitCast(value, Int4::type()), Int::type(), 0), in createStore()
1178 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigne… in Gather()
1183 RValue<Int4> Gather(RValue<Pointer<Int>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned in… in Gather()
1185 …return As<Int4>(V(createGather(V(base.value()), T(Int::type()), V(offsets.value()), V(mask.value()… in Gather()
1241 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> ma… in Scatter()
1246 void Scatter(RValue<Pointer<Int>> base, RValue<Int4> val, RValue<Int4> offsets, RValue<Int4> mask, … in Scatter()
2002 Short4::Short4(RValue<Int4> cast) in Short4()
2009 Value *short4 = As<Short4>(Int2(As<Int4>(packed))).value(); in Short4()
2021 Int4 v4i32 = Int4(cast); in Short4()
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/external/swiftshader/src/Shader/
DShaderCore.cpp124 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2()
125 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f in exponential2()
127 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2()
128 …Float4 ii = As<Float4>((i + Int4(127)) << 23); // Add single-precision bias, and shift into expo… in exponential2()
133 Float4 ff = As<Float4>(Int4(0x3AF61905)); // 1.8775767e-3f in exponential2()
134 ff = ff * f + As<Float4>(Int4(0x3C134806)); // 8.9893397e-3f in exponential2()
135 ff = ff * f + As<Float4>(Int4(0x3D64AA23)); // 5.5826318e-2f in exponential2()
136 ff = ff * f + As<Float4>(Int4(0x3E75EAD4)); // 2.4015361e-1f in exponential2()
137 ff = ff * f + As<Float4>(Int4(0x3F31727B)); // 6.9315308e-1f in exponential2()
152 x1 = As<Float4>(As<Int4>(x0) & Int4(0x7F800000)); in logarithm2()
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DVertexRoutine.cpp113 Int4 maxX = CmpLT(o[pos].w, o[pos].x); in computeClipFlags()
114 Int4 maxY = CmpLT(o[pos].w, o[pos].y); in computeClipFlags()
115 Int4 maxZ = CmpLT(o[pos].w, o[pos].z); in computeClipFlags()
116 Int4 minX = CmpNLE(-o[pos].w, o[pos].x); in computeClipFlags()
117 Int4 minY = CmpNLE(-o[pos].w, o[pos].y); in computeClipFlags()
118Int4 minZ = symmetricNormalizedDepth ? CmpNLE(-o[pos].w, o[pos].z) : CmpNLE(Float4(0.0f), o[pos].z… in computeClipFlags()
127 Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags()
128 Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags()
129 Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags()
131 Int4 finiteXYZ = finiteX & finiteY & finiteZ; in computeClipFlags()
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DVertexProgram.hpp55 Array<Int4, MAX_SHADER_ENABLE_STACK_SIZE> enableStack;
56 Int4 enableBreak;
57 Int4 enableContinue;
58 Int4 enableLeave;
61 Int4 vertexID;
77 Int4 dynamicAddress(const Shader::Relative &rel);
78 Int4 enableMask(const Shader::Instruction *instruction);
88 void BREAK(Int4 &condition);
106 void IF(Int4 &condition);
139 std::vector<Int4> restoreContinue;
DVertexProgram.cpp43 enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in VertexProgram()
47 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in VertexProgram()
52 enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in VertexProgram()
88 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in program()
95 vertexID = Int4(Int(index)); in program()
390 Int4 a = dst.index + dynamicAddress(dst.rel); in program()
451 Int4 a = dst.index + dynamicAddress(dst.rel); in program()
466 Int4 enable = enableMask(instruction); in program()
468 Int4 xEnable = enable; in program()
469 Int4 yEnable = enable; in program()
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DPixelProgram.cpp44 enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in PixelProgram()
48 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in PixelProgram()
53 enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in PixelProgram()
105 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in applyShader()
414 Int4 a = dst.index + dynamicAddress(dst.rel); in applyShader()
441 Int4 a = dst.index + dynamicAddress(dst.rel); in applyShader()
462 Int4 enable = enableMask(instruction); in applyShader()
464 Int4 xEnable = enable; in applyShader()
465 Int4 yEnable = enable; in applyShader()
466 Int4 zEnable = enable; in applyShader()
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DSamplerCore.cpp521 Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); in border()
522 mask = As<Short4>(Int2(As<Int4>(PackSigned(border, border)))); in border()
525 void SamplerCore::border(Int4 &mask, Float4 &coordinates) in border()
527 mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); in border()
754 Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap); in sampleQuad2D()
755 Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap); in sampleQuad2D()
756 Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap); in sampleQuad2D()
949 Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap); in sample3D()
950 Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap); in sample3D()
951 Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap); in sample3D()
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DPixelRoutine.cpp443 Int4 zTest; in depthTest()
570 Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c0))); in alphaToCoverage()
571 Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c1))); in alphaToCoverage()
572 Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c2))); in alphaToCoverage()
573 Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c3))); in alphaToCoverage()
714 …Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + zMask * 16, 16… in writeDepth()
715 …zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + z… in writeDepth()
716 Z = As<Float4>(As<Int4>(Z) | As<Int4>(zValue)); in writeDepth()
2058 …t4>(Surface::isUnsignedComponent(state.targetFormat[index], 0) ? Int4(0xFFFFFFFF) : Int4(0x7FFFFFF… in alphaBlend()
2307 …oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + xMask * … in writeColor()
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DSamplerCore.hpp61 void border(Int4 &mask, Float4 &coordinates);
79 Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
81 …void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap…
84 …Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> bu…
87 …void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffs…
88 Int4 computeFilterOffset(Float &lod);
/external/swiftshader/src/Pipeline/
DSamplerCore.hpp61 …Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample, SamplerFun…
66 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod…
67 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod…
68 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod…
69 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod…
70 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod…
71 …at4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod…
72 …at4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod…
73 …at4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod…
74 …at4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod…
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DSamplerCore.cpp29 …at4 &dRef, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample, SamplerFun… in sampleTexture()
53 Int4 face = cubeFace(u, v, uvwa[0], uvwa[1], uvwa[2], M); in sampleTexture()
295 c.x = c.y = c.z = c.w = integer ? As<Float4>(Int4(1)) : RValue<Float4>(Float4(1.0f)); in sampleTexture()
315 return Float4(As<Float4>(sw::Int4(1, 1, 1, 1))); in applySwizzle()
362 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod… in sampleFilter()
431 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod… in sampleAniso()
515 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod… in sampleQuad()
527 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod… in sampleQuad2D()
562 UShort4 f0u = As<UShort4>(uuuu0) * UShort4(*Pointer<Int4>(mipmap + OFFSET(Mipmap, width))); in sampleQuad2D()
563 UShort4 f0v = As<UShort4>(vvvv0) * UShort4(*Pointer<Int4>(mipmap + OFFSET(Mipmap, height))); in sampleQuad2D()
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DPixelProgram.cpp25 Int4 PixelProgram::maskAny(Int cMask[4]) const in maskAny()
35 Int4 laneBits = Int4(1, 2, 4, 8); in maskAny()
36 Int4 laneShiftsToMSB = Int4(31, 30, 29, 28); in maskAny()
37 Int4 mask(maskUnion); in maskAny()
38 mask = ((mask & laneBits) << laneShiftsToMSB) >> Int4(31); in maskAny()
43 Int4 PixelProgram::maskAny(Int cMask[4], Int sMask[4], Int zMask[4]) const in maskAny()
53 Int4 laneBits = Int4(1, 2, 4, 8); in maskAny()
54 Int4 laneShiftsToMSB = Int4(31, 30, 29, 28); in maskAny()
55 Int4 mask(maskUnion); in maskAny()
56 mask = ((mask & laneBits) << laneShiftsToMSB) >> Int4(31); in maskAny()
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DPixelRoutine.cpp455 Int4 zTest; in depthTest32F()
533 Int4 zTest; in depthTest16()
548 zTest = Int4(CmpEQ(zValue, Z)); in depthTest16()
551 zTest = ~Int4(CmpEQ(zValue, Z)); in depthTest16()
554 zTest = Int4(CmpGT(zValue, Z)); in depthTest16()
557 zTest = ~Int4(CmpGT(zValue, Z)); in depthTest16()
560 zTest = ~Int4(CmpGT(Z, zValue)); in depthTest16()
563 zTest = Int4(CmpGT(Z, zValue)); in depthTest16()
621 Int4 coverage = CmpNLT(alpha, *Pointer<Float4>(data + a2c[q])); in alphaToCoverage()
651 …Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X) + zMask * 16, 1… in writeDepth32F()
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DShaderCore.cpp116 this->x = Int4(x); in Vector4i()
117 this->y = Int4(y); in Vector4i()
118 this->z = Int4(z); in Vector4i()
119 this->w = Int4(w); in Vector4i()
140 Int4 &Vector4i::operator[](int i) in operator []()
162 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2()
163 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f in exponential2()
165 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2()
166 …Float4 ii = As<Float4>((i + Int4(127)) << 23); // Add single-precision bias, and shift into expon… in exponential2()
171 Float4 ff = As<Float4>(Int4(0x3AF61905)); // 1.8775767e-3f in exponential2()
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DVertexRoutine.cpp126 Int4 maxX = CmpLT(posW, posX); in computeClipFlags()
127 Int4 maxY = CmpLT(posW, posY); in computeClipFlags()
128 Int4 maxZ = CmpLT(posW, posZ); in computeClipFlags()
129 Int4 minX = CmpNLE(-posW, posX); in computeClipFlags()
130 Int4 minY = CmpNLE(-posW, posY); in computeClipFlags()
131 Int4 minZ = CmpNLE(Float4(0.0f), posZ); in computeClipFlags()
140 Float4 maxPos = As<Float4>(Int4(0x7F7FFFFF)); in computeClipFlags()
141 Int4 finiteX = CmpLE(Abs(posX), maxPos); in computeClipFlags()
142 Int4 finiteY = CmpLE(Abs(posY), maxPos); in computeClipFlags()
143 Int4 finiteZ = CmpLE(Abs(posZ), maxPos); in computeClipFlags()
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/external/llvm-project/flang/unittests/Evaluate/
Dintrinsics.cpp151 using Int4 = Type<TypeCategory::Integer, 4>; in TestIntrinsics() typedef
161 .Push(Const(Scalar<Int4>{})) in TestIntrinsics()
164 .Push(Named("a", Const(Scalar<Int4>{}))) in TestIntrinsics()
165 .DoCall(Int4::GetType()); in TestIntrinsics()
167 .Push(Const(Scalar<Int4>{})) in TestIntrinsics()
168 .DoCall(Int4::GetType()); in TestIntrinsics()
170 .Push(Named("bad", Const(Scalar<Int4>{}))) in TestIntrinsics()
174 .Push(Const(Scalar<Int4>{})) in TestIntrinsics()
175 .Push(Const(Scalar<Int4>{})) in TestIntrinsics()
178 .Push(Const(Scalar<Int4>{})) in TestIntrinsics()
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/external/swiftshader/src/Main/
DFrameBuffer.cpp197 *Pointer<Int4>(d, 1) = *Pointer<Int4>(s, sStride % 16 ? 1 : 16); in copyRoutine()
207 Int4 bgra = *Pointer<Int4>(s, sStride % 16 ? 1 : 16); in copyRoutine()
209 *Pointer<Int4>(d, 1) = ((bgra & Int4(0x00FF0000)) >> 16) | in copyRoutine()
210 ((bgra & Int4(0x000000FF)) << 16) | in copyRoutine()
211 (bgra & Int4(0xFF00FF00)); in copyRoutine()
232 Int4 rgb = Int4(*Pointer<Short4>(s)); in copyRoutine()
234 *Pointer<Int4>(d) = (((rgb & Int4(0xF800)) << 8) | ((rgb & Int4(0xE01F)) << 3)) | in copyRoutine()
235 (((rgb & Int4(0x07E0)) << 5) | ((rgb & Int4(0x0600)) >> 1)) | in copyRoutine()
236 (((rgb & Int4(0x001C)) >> 2) | Int4(0xFF000000)); in copyRoutine()
305 *Pointer<Int4>(d, 1) = *Pointer<Int4>(s, sStride % 16 ? 1 : 16); in copyRoutine()
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/external/llvm-project/clang/test/Index/
Dcomplete-interfaces.m4 @class Int1, Int2, Int3, Int4;
26 // CHECK-CC1: ObjCInterfaceDecl:{TypedText Int4}
31 // CHECK-CC2-NEXT: ObjCInterfaceDecl:{TypedText Int4}
35 // CHECK-CC3-NEXT: ObjCInterfaceDecl:{TypedText Int4}
40 // CHECK-CC4-NEXT: ObjCInterfaceDecl:{TypedText Int4}
44 // CHECK-CC5-NEXT: ObjCInterfaceDecl:{TypedText Int4}
60 // CHECK-USE-NOT: Int4
/external/clang/test/Index/
Dcomplete-interfaces.m4 @class Int1, Int2, Int3, Int4;
26 // CHECK-CC1: ObjCInterfaceDecl:{TypedText Int4}
31 // CHECK-CC2-NEXT: ObjCInterfaceDecl:{TypedText Int4}
35 // CHECK-CC3-NEXT: ObjCInterfaceDecl:{TypedText Int4}
40 // CHECK-CC4-NEXT: ObjCInterfaceDecl:{TypedText Int4}
44 // CHECK-CC5-NEXT: ObjCInterfaceDecl:{TypedText Int4}

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