1 // RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute -emit-llvm -o - -disable-llvm-passes %s | FileCheck %s
3 // Verify that no per variable _Init_thread instructions are emitted for non-trivial static locals
4 // These would normally be emitted by the MicrosoftCXXABI, but the DirectX backend should exlude them
5 // Instead, check for the guardvar oparations that should protect the constructor initialization should
6 // only take place once.
10 void InitBuf(RWBuffer<int> buf) {
11 for (unsigned int i = 0; i < 100; i++)
15 // CHECK-NOT: _Init_thread_epoch
16 // CHECK: define internal void @_Z4mainv
18 // CHECK-NEXT: [[Tmp1:%.*]] = alloca %"class.hlsl::RWBuffer"
19 // CHECK-NEXT: [[Tmp2:%.*]] = load i8, ptr @_ZGVZ4mainvE5mybuf
20 // CHECK-NEXT: [[Tmp3:%.*]] = icmp eq i8 [[Tmp2]], 0
21 // CHECK-NEXT: br i1 [[Tmp3]]
22 // CHECK-NOT: _Init_thread_header
24 // CHECK-NEXT: call void @_ZN4hlsl8RWBufferIiEC1Ev
25 // CHECK-NEXT: store i8 1, ptr @_ZGVZ4mainvE5mybuf
26 // CHECK-NOT: _Init_thread_footer
32 // A non-trivially constructed static local will get checks to verify that it is generated just once
33 static RWBuffer<int> mybuf;