SDValue V2, ArrayRef<int> Mask,
const SmallBitVector &Zeroable,
SelectionDAG &DAG) {
+ assert(!VT.isFloatingPoint() && "Floating point types are not supported");
MVT EltVT = VT.getVectorElementType();
- int NumEltBits = EltVT.getSizeInBits();
- MVT IntEltVT = MVT::getIntegerVT(NumEltBits);
- SDValue Zero = DAG.getConstant(0, DL, IntEltVT);
- SDValue AllOnes = DAG.getConstant(APInt::getAllOnesValue(NumEltBits), DL,
- IntEltVT);
- if (EltVT.isFloatingPoint()) {
- Zero = DAG.getBitcast(EltVT, Zero);
- AllOnes = DAG.getBitcast(EltVT, AllOnes);
- }
+ SDValue Zero = DAG.getConstant(0, DL, EltVT);
+ SDValue AllOnes =
+ DAG.getConstant(APInt::getAllOnesValue(EltVT.getSizeInBits()), DL, EltVT);
SmallVector<SDValue, 16> VMaskOps(Mask.size(), Zero);
SDValue V;
for (int i = 0, Size = Mask.size(); i < Size; ++i) {
return SDValue(); // No non-zeroable elements!
SDValue VMask = DAG.getBuildVector(VT, DL, VMaskOps);
- V = DAG.getNode(VT.isFloatingPoint()
- ? (unsigned) X86ISD::FAND : (unsigned) ISD::AND,
- DL, VT, V, VMask);
- return V;
+ return DAG.getNode(ISD::AND, DL, VT, V, VMask);
}
/// \brief Try to emit a blend instruction for a shuffle using bit math.