int Width = getVectorWidth();
- Value *Vector = UndefValue::get(VectorType::get(Old->getType(), Width));
+ Value *Vector = UndefValue::get(FixedVectorType::get(Old->getType(), Width));
for (int Lane = 0; Lane < Width; Lane++)
Vector = Builder.CreateInsertElement(
assert(PointerTy && "PointerType expected");
Type *ScalarType = PointerTy->getElementType();
- VectorType *VectorType = VectorType::get(ScalarType, Width);
+ auto *FVTy = FixedVectorType::get(ScalarType, Width);
- return PointerType::getUnqual(VectorType);
+ return PointerType::getUnqual(FVTy);
}
Value *VectorBlockGenerator::generateStrideOneLoad(
ScalarLoad->setAlignment(Align(8));
Constant *SplatVector = Constant::getNullValue(
- VectorType::get(Builder.getInt32Ty(), getVectorWidth()));
+ FixedVectorType::get(Builder.getInt32Ty(), getVectorWidth()));
Value *VectorLoad = Builder.CreateShuffleVector(
ScalarLoad, ScalarLoad, SplatVector, Load->getName() + "_p_splat");
__isl_keep isl_id_to_ast_expr *NewAccesses) {
int VectorWidth = getVectorWidth();
auto *Pointer = Load->getPointerOperand();
- VectorType *VectorType = VectorType::get(
+ auto *FVTy = FixedVectorType::get(
dyn_cast<PointerType>(Pointer->getType())->getElementType(), VectorWidth);
- Value *Vector = UndefValue::get(VectorType);
+ Value *Vector = UndefValue::get(FVTy);
for (int i = 0; i < VectorWidth; i++) {
Value *NewPointer = generateLocationAccessed(Stmt, Load, ScalarMaps[i],
assert(isa<CastInst>(Inst) && "Can not generate vector code for instruction");
const CastInst *Cast = dyn_cast<CastInst>(Inst);
- VectorType *DestType = VectorType::get(Inst->getType(), VectorWidth);
+ auto *DestType = FixedVectorType::get(Inst->getType(), VectorWidth);
VectorMap[Inst] = Builder.CreateCast(Cast->getOpcode(), NewOperand, DestType);
}
return;
// Make the result available as vector value.
- VectorType *VectorType = VectorType::get(Inst->getType(), VectorWidth);
- Value *Vector = UndefValue::get(VectorType);
+ auto *FVTy = FixedVectorType::get(Inst->getType(), VectorWidth);
+ Value *Vector = UndefValue::get(FVTy);
for (int i = 0; i < VectorWidth; i++)
Vector = Builder.CreateInsertElement(Vector, ScalarMaps[i][Inst],
Address->getName() + "_p_vec_p");
auto *Val = Builder.CreateLoad(VectorPtr, Address->getName() + ".reload");
Constant *SplatVector = Constant::getNullValue(
- VectorType::get(Builder.getInt32Ty(), getVectorWidth()));
+ FixedVectorType::get(Builder.getInt32Ty(), getVectorWidth()));
Value *VectorVal = Builder.CreateShuffleVector(
Val, Val, SplatVector, Address->getName() + "_p_splat");