Searched refs:IsConflict (Results 1 – 3 of 3) sorted by relevance
/external/swiftshader/third_party/llvm-7.0/llvm/test/Analysis/LoopAccessAnalysis/ |
D | memcheck-off-by-one-error.ll | 17 ; IsConflict = (24 > 31) = false -> execution is directed to the vectorized loop.
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/external/llvm/lib/Analysis/ |
D | LoopAccessAnalysis.cpp | 1870 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()
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/external/swiftshader/third_party/llvm-7.0/llvm/lib/Analysis/ |
D | LoopAccessAnalysis.cpp | 2167 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()
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