/external/swiftshader/src/Reactor/ |
D | OptimalIntrinsics.cpp | 109 …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() [all …]
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D | x86.hpp | 24 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); [all …]
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D | EmulatedIntrinsics.hpp | 27 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, …
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D | Reactor.hpp | 108 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); [all …]
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D | EmulatedIntrinsics.cpp | 60 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()
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D | Reactor.cpp | 1306 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() [all …]
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D | LLVMReactor.cpp | 412 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() [all …]
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/external/swiftshader/src/Shader/ |
D | ShaderCore.cpp | 124 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() [all …]
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D | VertexRoutine.cpp | 113 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() 118 …Int4 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() [all …]
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D | VertexProgram.hpp | 55 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;
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D | VertexProgram.cpp | 43 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() [all …]
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D | PixelProgram.cpp | 44 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() [all …]
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D | SamplerCore.cpp | 521 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() [all …]
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D | PixelRoutine.cpp | 443 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() [all …]
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D | SamplerCore.hpp | 61 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);
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/external/swiftshader/src/Pipeline/ |
D | SamplerCore.hpp | 61 …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… [all …]
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D | SamplerCore.cpp | 29 …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() [all …]
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D | PixelProgram.cpp | 25 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() [all …]
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D | PixelRoutine.cpp | 455 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() [all …]
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D | ShaderCore.cpp | 116 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() [all …]
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D | VertexRoutine.cpp | 126 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() [all …]
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/external/llvm-project/flang/unittests/Evaluate/ |
D | intrinsics.cpp | 151 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() [all …]
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/external/swiftshader/src/Main/ |
D | FrameBuffer.cpp | 197 *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() [all …]
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/external/llvm-project/clang/test/Index/ |
D | complete-interfaces.m | 4 @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
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/external/clang/test/Index/ |
D | complete-interfaces.m | 4 @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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