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Searched refs:IsConflict (Results 1 – 3 of 3) sorted by relevance

/external/swiftshader/third_party/llvm-7.0/llvm/test/Analysis/LoopAccessAnalysis/
Dmemcheck-off-by-one-error.ll17 ; IsConflict = (24 > 31) = false -> execution is directed to the vectorized loop.
/external/llvm/lib/Analysis/
DLoopAccessAnalysis.cpp1870 Value *IsConflict = ChkBuilder.CreateAnd(Cmp0, Cmp1, "found.conflict"); in addRuntimeChecks() local
1871 FirstInst = getFirstInst(FirstInst, IsConflict, Loc); in addRuntimeChecks()
1873 IsConflict = in addRuntimeChecks()
1874 ChkBuilder.CreateOr(MemoryRuntimeCheck, IsConflict, "conflict.rdx"); in addRuntimeChecks()
1875 FirstInst = getFirstInst(FirstInst, IsConflict, Loc); in addRuntimeChecks()
1877 MemoryRuntimeCheck = IsConflict; in addRuntimeChecks()
/external/swiftshader/third_party/llvm-7.0/llvm/lib/Analysis/
DLoopAccessAnalysis.cpp2167 Value *IsConflict = ChkBuilder.CreateAnd(Cmp0, Cmp1, "found.conflict"); in addRuntimeChecks() local
2168 FirstInst = getFirstInst(FirstInst, IsConflict, Loc); in addRuntimeChecks()
2170 IsConflict = in addRuntimeChecks()
2171 ChkBuilder.CreateOr(MemoryRuntimeCheck, IsConflict, "conflict.rdx"); in addRuntimeChecks()
2172 FirstInst = getFirstInst(FirstInst, IsConflict, Loc); in addRuntimeChecks()
2174 MemoryRuntimeCheck = IsConflict; in addRuntimeChecks()