For hi/odd of an odd-length vector, the last component is undefined. Since
we shuffle with an undef vector, no CodeGen needs to change to support this.
git-svn-id: https://llvm.org/svn/llvm-project/cfe/trunk@91437
91177308-0d34-0410-b5e6-
96231b3b80d8
"unsupported type %0 for vector_size attribute, please use on typedef">;
def err_ext_vector_component_exceeds_length : Error<
"vector component access exceeds type %0">;
-def err_ext_vector_component_requires_even : Error<
- "vector component access invalid for odd-sized type %0">;
def err_ext_vector_component_name_illegal : Error<
"illegal vector component name '%0'">;
def err_attribute_address_space_not_int : Error<
}
}
- // If this is a halving swizzle, verify that the base type has an even
- // number of elements.
- if (HalvingSwizzle && (vecType->getNumElements() & 1U)) {
- Diag(OpLoc, diag::err_ext_vector_component_requires_even)
- << baseType << SourceRange(CompLoc);
- return QualType();
- }
-
// The component accessor looks fine - now we need to compute the actual type.
// The vector type is implied by the component accessor. For example,
// vec4.b is a float, vec4.xy is a vec2, vec4.rgb is a vec3, etc.
// vec4.s0 is a float, vec4.s23 is a vec3, etc.
// vec4.hi, vec4.lo, vec4.e, and vec4.o all return vec2.
- unsigned CompSize = HalvingSwizzle ? vecType->getNumElements() / 2
+ unsigned CompSize = HalvingSwizzle ? (vecType->getNumElements() + 1) / 2
: CompName->getLength();
if (HexSwizzle)
CompSize--;
f = vec2.x; // legal, shorten
f = vec4.xy.x; // legal, shorten
- vec2 = vec3.hi; // expected-error {{vector component access invalid for odd-sized type 'float3'}}
-
vec4_2.xyzx = vec4.xyzw; // expected-error {{vector is not assignable (contains duplicate components)}}
vec4_2.xyzz = vec4.xyzw; // expected-error {{vector is not assignable (contains duplicate components)}}
vec4_2.xyyw = vec4.xyzw; // expected-error {{vector is not assignable (contains duplicate components)}}
vec4p->yz = vec4p->xy;
}
+
+float2 lo(float3 x) { return x.lo; }
+float2 hi(float3 x) { return x.hi; }
+float2 ev(float3 x) { return x.even; }
+float2 od(float3 x) { return x.odd; }